I've come to realise - after years of deliberately avoiding external tools to use trade - that there is an intended discovery path for trade. If you use the Commodities screen properly and you use all the depth that's there, you can discover a hell of a lot about surrounding systems and make intelligent decisions about trading.
to what end ? you can toil for hours "discovering" trading info around you as you try to be smart about where you're jumping to avoid just blindly wandering around and spend an entire game session getting nothing done but "research" ...or you can use an interface made by someone who cares about their user's time and just shows them where what they want is (but has to use a roundabout crowd sourced third party setup to do so).
it would be one thing if there was interesting and fun gameplay involved in this "research" phase. But it's not. it's just repetitive tedium. The deep screens in the galaxy map are not good interfaces.
I shouldn't have to navigate into the galaxy map to deal with trade. I should be able to, right from the commodity board, get a list of nearby sources (that i can actually land at in my current ship) and click on them from there to plot a course and be done. That would be a smart interface. People dont use the in-game "tools" because A. they didn't always exist and B. they aren't good. Better than nothing, sure, but people make better ones as a side project with little issue. Fdev should be able to do better.
Someone upthread (or maybe the other thread) did make the point that you can't look up anything on that screen unless there happens to be supply of it or demand for it, but you know what, that's fine, because the economy types versus import and export do make some kind of sense, so if you need to find Fruit and Veg, you're gonna need Agricultural systems. So find one using the galmap and then when you get there, you have the tools the first place you dock in-system to work out where everything is in the rest of the system.
And when they dont carry barely any stock and you've now wasted valuable time with nothing to show for it? Good game design would make everything you invest time to do have some benefit. If i need a particular item, the trade mechanic doesn't let me benefit in any way unless i am going to a place that has that particular item. I dont gain some needed resource while i "research" trade in places that end up not having it. The most elite does is send a pirate to semi-randomly interdict you if you have cargo ...but that's -ALWAYS- just a nuisance. Killing them or escaping them gives the player nothing of value to compensate them for the interruption and the interruption is all that much more annoying when the very act of traveling in the game is tiresomely repetitive and offers nothing of value to do.
there's a reason why people use third party sites to avoid this "in game discovery of trade". It's not good gameplay. it eats valuable time for nothing.
This is the intended trading game. It's actually Inara that broke it, not FDev.
Fdev made it poorly and that drove people to create all of these external sites. The economy is fake, shallow and there's no real gameplay involved in trading. So these commodities become just things to acquire to get something you actually want instead of the transport of those things being the game.
That's not inara or the player's fault. That's fdev's. Players going to play the game. If there's a huge portion "doing it wrong" that's the game's fault.
(There is a big fat hole in the in-game experience which is the whole Rare Goods thing which is totally undiscoverable without external tools. Putting it in PP 2.0 without fixing that gap and then breaking PP 2.0 anyway is pretty poor, BUT the point is Trailblazers does the opposite of that and doesn't step on the Rare Goods landmine either.)
rare goods, another example of timesink gameplay and zero imagination. It's rare cuz we only let players get like 4 units per 10 min or whatever. What else do they do? Oh...they're worth a little more the further you take them. So if i take them across the galaxy i'll be insanely rich? No, it's capped. But i'll still get rich? No, it's much easier to get rich mining platinum anywhere in the entire galaxy. So what's the purpose? exactly.
Trailblazers introduces gameplay which forces you to build up your trading-fu, not use external tools. This is a feature. It's brilliant. And then they have also added the Refinery Contact, which fixes a gap in gameplay and roleplay - the credits don't have to make sense, it's not there to grind out cash, it's there to let you get aluminium when you can only find bauxite.
No it literally doesn't force you to not use external tools. it just ensures players experience an even worse experience as they visit systems that are randomly depleted that isn't something they can tell before wasting their time going there. Lets get this real clear, players (the normal players). are going to use the tools that make the best use of their time in the game to avoid all of the boring parts as much as possible and are the easiest to use. That is not the in-game galaxy map trade buttons and such. It's not a matter of being a master at trade or not that changes that. Fdev would need to redesign how trade works so that players do not have to waste time with uneventful time-sinky travel to systems to just find out it doesn't have what they need.
And this finally demonstrates the issue with "why can't I build a colony where I damn want" - well, the constraint is if you go too far from established infrastructure in the Bubble then guess what, it gets more difficult. This is also a good piece of roleplay.
No it isn't. Dude. . role play ? You're in a universe where your ship can jump 50 ly in a single bound (and not empty while doing it) or 500 ly or whatever in a fully loaded carrier. It makes no sense at all in "roleplay" for colonies to be limited to 16ly. None. Zero. And from a non-roleplay gameplay perspective, you're just forcing players to participate in creating colonies they dont want. Why would any of that make sense? There's a practically unlimited number of stars in the galaxy, there's no reason to limit players. The game is like 10 years old. There's no grand plans that players are going to conflict with out in deep space. Drop the sector permits, drop the limitation for colonization and let players do what they want and have fun in this game while it's still relevant to play.
Kinda is integrated though, for a change!
I get what you're saying, but I don't think there was any obligation on FDev to say "hey, you're gonna have to actually understand the trading gameplay to do trading." The Commodities screen is the one screen in the whole thing that makes sense as a UX nearly everywhere, there isn't a whole lot broken in the UI either, and it prompts you to go find things you would not find otherwise.
This is mostly fair but I'm not sure what needs improving in the market tools, except perhaps better ways to interrogate your own history. It is a bit stupid that there's no easy way to look up where you bought that coffee last time a mission popped up for it.
I don't think they should be adding "how to find stuff cold from 100ly away" because that's never been intended gameplay and it still isn't. I think the perceived desire for that is more another case of the core game being fairly well designed around 20ly ish and then the commodity range for a ship slowly inflating to 35ly and beyond...
i'm not sure what game you're playing that this intended gameplay of "finding things out thru traveling to places yourself and using their "put information 6 menus deep everywhere" ui is good. It's not. It would make sense if travelling in the game was good gameplay, but it's not. It's loading screens and uneventful time sinks waiting to get to another station and pointless interruptions by interdictions randomly interspersed. none of which add any value to the player or enrich the game experience. They just serve to add more time sink to the desired activity.
So no, your take on what fdev's intended thing for players to do is correct. But fdev's game mechanics very often do not value player time or reward it in any meaningful way and players do and should circumvent that poor design whenever and however they can.
With my first system, once I was in trucking mode, I just made sure to visit every system that was within one hop, just in case there was something I needed. And in most cases there was. I think a lot of the CMM Complainers have just failed to do that, even regardless of any more intelligent use of the Market.
No, CMM was a problem because there were dozens of people in the same areas doing exactly the same thing. This led to random reductions in amounts that can easily lead to not being able to get any in a given gaming session ....totally wasting the players time and ing them off because they had no way to avoid that. It was turning into a game of luck or just forcing them to go much further away for items in the hope some other areas wasn't being strip mined.
The amount of player blaming for a game's bad design is really funny here. "obviously there was no problem because i was doing stuff in some other random area on the surface of a multi-thousand ly sphere in the game and didn't have a problem sourcing items in my particular gaming schedule (potentially while other players are asleep, etc)...so they're probably all just not doing it right".
That and CMM's were surface only items and that goes back to travelling being only a time sink and not functional gameplay to be enjoyed. It's a couple more steps to get to do the exact same thing done in orbital stations but taking longer. Not appreciated.
I'm sure there are deserts here and there in the Bubble with no surface refineries but really not many of them, if you settle there, Cmdr, that's on you.
Same, I really hope FDev don't cave in on that.
I'm sure fdev wont fix things so you dont have to worry there. But where we differ is that i dont think it's a matter of some ideological vision on the game's mechanics and more that they just dont have the resources to refactor all of the likely hardcoded and interwoven parts of the game that would need to be adjusted to do so at this time. And i dont think they've ever had it since leaving kickstarter. much of these game mechanics are the placeholder mechanics that existed then and have just been left mostly as-is with some expansions built on them. The only hope on really fixing things in-game is to open up the game to third party servers and modding.
but i think if you believe that the way colonization succeeds is by players "getting gud" at playing elite the "fdev way" then there will be very few players that see the mechanic as successful. Sort of the same way PP was for half a decade (if not still is). Sure there will be a minority of people who enjoy it, but it will have not delivered anything close to its potential and most players will end up not really participating unless it becomes aggressively easier to circumvent the time sinks or space trucker repetitive activity. we'll see this initial activity spike that will never happen again and some initial bridges to some nearby nebulas and maybe colonia and then once those are done, it'll drop off a cliff. The 16ly limit is pointlessly kneecapping the mechanic, the space trucker mechanic is boring and unnecessarily repetitive. The surface station items are acutely annoying for the previous reason. The UI is unintuitive and looks like the design was chosen out of what was convenient for them rather than what would work best for players . The rewards for participating are entirely meta and imaginary. The amount of personalization is lacking to bolster those meta reasons to participate. And the effort has little to no effect on how the existing game plays because you're just adding copies of types of systems to a game in an area of the galaxy that already has thousands of such systems all within the volume of a few jumps of most of the game's ships.