However, the problem with the C.R.E.D.D system arises shrotly after its release. The price of C.R.E.D.D in terms of real money was too high. As you a player had to pay Carbine Studios twenty dollars for one C.R.E.D.D token that sold in-game for approximately three to five platinum coins. For many this was a rip-off especially when third party sellers a.k.a gold farmers were selling one platinum coin for as low as two to three dollars, easily out-competing the price of C.R.E.D.D.
The other problem that ruined the C.R.E.D.D system was Wildstar's economy. Outside of paying for repairs, getting your first mount, and purchasing rune slots, money in Wildstar had no real value. Many players did not need money for other purchases such as gear or consumables because Wildstar's crafting economy was virtually non-existent.
Honestly, I do not think a C.R.E.D.D or P.L.E.X system could work in a themepark MMO that focuses on gear being acquired from killing mobs or completing quests. If the majority of the gear or consumables are found from the game itself and not from the players, players have no need to use in-game money as an medium of exchange for goods. As a result, the lack of demand for in-game money makes the money itself nearly worthless. So of course if there is no need for money or in Wildstar's case platinum coins, there is also no need to purchase C.R.E.D.D, since the main reason players paid real money for C.R.E.D.D was to sell it in-game for platinum coins.