Before FOCUSING the mechanics on trading between players and getting into the MMO experience, it would be nice to make sure that trading between players exists at least without the need to get into inara + three thousand discord/reddit channels and post "oh, I put 6 thousand metal up for sale for a billion, it would be nice if someone flies in and fills the hold before the heat death of the universe." In order to focus the mechanics on interaction between players, MMO and UI elements must be included, which are not even half a crutch in the elite, and this is not an opinion, not a "should", this is a REQUIREMENT so obvious that it is shameful to even try to explain such simple things.
Is this at me? Because you won't find any argument from me here. You'll get plenty of opposition from the people who want to just pay NPCs and be done with it though.
Personally, I don't use discord or anything like that to conduct my business.
You now get into a
huge swath of issues which I'll just say I fundamentally agree with, but the problem with forum discussion is I don't want to have to write an entire essay on the state of the game, just to respond to one trash suggestion.
But okay, let's pretend that "trading" on carriers works without bunch of problems. How does this solve the inflation problem? Credits will simply circulate between players,
It won't... but the fundamental problem
in this context is players with money want to use that money to hasten the build of their stations.
and there is nothing to spend them on anyway. That is, in terms of inflation, nothing changes again, and also on the condition that someone will trade with you at all. There is no guarantee that someone will bring you the goods in general. So what's the point?
Pretty sure if you threw up a reddit post or something on here in GD saying you were paying, let's go something ridiculous... 440k/t for steel to your FC, and dropped it's location, people would come.
But I'll be blunt... people
shouldn't have so much money in the first place. I've been on about the state of the economy since well before Odyssey and FCs. It's an utter shambles. Of course people get a dopamine hit from "big number get bigger, faster"... FD should've reined this in years ago though.
But you don't fix a busted economy by going "Here's a big content update, but the
only way to do it is if you use the busted credit spinners we've not fixed in the game". That's how you make inflation
worse, because you steer
everyone to those credit fountains instead... because
everyone wants to get into the new content, and FD for the sake of sales want to make it accessible to everyone, not just people who consider billions pocket change.
Why not give the simplest thing in the form of ordering resources, like now with ships, with the same dependencies that require a cup of coffee for implementation and kills two problems at once: partially solves the inflation problem and gives CMDR's an alternative in the form of transforming "My favorite activity is credits - ordering resources for credits + delivery time = building in colony". No one takes away your hauling, no one takes away the ability to order goods from 50-60 24/7 haulers CMDR's for if you think it's better. That's it, simple as that. I'm not even talking about completely doing at least a partial rework of colonization, although in the current implementation it is nothing more than a disgrace, written in five minutes and does not even fit the description of the minimum finished product of ten years ago. This is not a fundamental change. Why are people so against QoL?
There's nothing QOL about it for me.
There used to be a strategy for fitting ships before we had ship transfers and FCs. I hang out at location X, where I keep my ships. There's a combat CG 250Ly away that I want to participate in, but how can I get to it? My tankaconda only jumps 10Ly. I could:
- Taxi out there and build a cheap , disposable fit to do the CG and sell it after
- Build a fit that's a little less tanky, but is fit for NPC combat and still has a 20-30Ly range
- Refit the conda for travel, and source fittings locally to bring it back up to it's strength before
- I thought about this already, and staged some combat ships in strategic locations so I never need to go more than 50Ly to get a combat capable ship to the fight.
- Build a very lightweight shipwhich gets there fast, and refit in-situ using local facilities.
- Slog the 25 jumps to get there 10Ly at a time.
Now, all that's disappeared, because I can just throw money at a ship transfer or some tritium and make the problem disappear. That's a reduction in the game.
Who's going to deliver goods when they could deliver to their own facilities? Who's going to even ask for goods when anyone can make the problem disappear with credits to an NPC.
Colonisation got me back into the game because it presents big projects to sink teeth into for a while. If it's faster for me to just achieve that by stacking massacres like I used to... then Colonisation offers nothing... it's just more of the same. It works against the update at it's core.
Why are people against real fundamental changes AT ALL and think that it is wrong to demand improvements in gameplay from a developer, to whom you pay real money one way or another, whose product you ultimately love and stay with for a decade, despite all the spitting? Why do people talk about such things, obviously not understanding how the game works at all? This is all beyond me, but I know for sure, partly because of such people the game was on the verge of death literally a year ago.
I dunno who you're addressing all this to. I can't get any of that from anything I've been saying.
I want to play the game, not pay an NPC to do it for me. Happy to hear that "what passes as play for Colonisation isn't good"... I agree with that. Paying NPCs is not the fix to that problem.
e.g People are screaming for Insulating Membrane spawns to be buffed; they obviously don't understand how the game works at all to me. A player market starts with player demand.