Sagittarius A* ["supermassive" spoilers]

You must understand that Z R started out with a kickstarter pledge tier Cobra Mk III Explorer. Kitted from the start with a Rating B FSD, most of the components are between Rating C and B.
So the cost difference to get a Rating A component is less extreme (because you sell your previous high-tier component when you switch them out).

Ahh that answers my question.

Makes more sense, more so than those who claim you can make 1 million from start in a few days with out kick start package or any other. No one has made a 1,000,000 from start in a few days, upgraded to a cobra, maxed out in its upgrades and was left with 1,000,000 credit in the bank, all done in a few days from start and it was this that was confusing me when hearing such wild claims.

Thank you.
 
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Ahh that answers my question.

Makes more sense, more so than those who claim you can make 1 million from start in a few days with out kick start package or any other. No one has made a 1,000,000 from start in a few days, upgraded to a cobra, maxed out in its upgrades and was left with 1,000,000 credit in the bank, all done in a few days from start and it was this that was confusing me when hearing such wild claims.

Thank you.

With that said, I do know plenty of friends in TFGE who has several million credits already. :)
It's entirely possible, if you know how to make the money, and if you play enough.
I myself haven't got more than 350`000 Cr at the moment, but I haven't played that much in Gamma.
I'm in a lower tier kickstarter pledge: Federal Trader Cobra Mk III (mostly Rating E components)
 
BTW, all this comments about trading broken are just... comments :) To not use stronger words ;-)

It takes just solid research. I spent 6..8 hrs, 50 visited systems, with no trading, just noting on the paper (yes) all HIGH demand/suplly goods. Than I got 1800/t roundtrip target, THEN I discovered 1600CR/t roundtrip within one system (stations around 57Ls apart :) Also as there are industry stations, pretty much upgrades. With 60t of cobra's cargo space, I'm doing 96000CR in around 5..6 minutes, as one of the stations is a outpost (faster docking). It gives you around 1 milion CR in around 60..70 minutes.

Hint: viva le Alliance.

p.s. BTW, Slopey's users are hurting themselves relying too much on BPC, as most tools does not currently show intra system trade routes (bugs).
 
BTW, all this comments about trading broken are just... comments :) To not use stronger words ;-)

It takes just solid research. I spent 6..8 hrs, 50 visited systems, with no trading, just noting on the paper (yes) all HIGH demand/suplly goods. Than I got 1800/t roundtrip target, THEN I discovered 1600CR/t roundtrip within one system (stations around 57Ls apart :) Also as there are industry stations, pretty much upgrades. With 60t of cobra's cargo space, I'm doing 96000CR in around 5..6 minutes, as one of the stations is a outpost (faster docking). It gives you around 1 milion CR in around 60..70 minutes.

Hint: viva le Alliance.

p.s. BTW, Slopey's users are hurting themselves relying too much on BPC, as most tools does not currently show intra system trade routes (bugs).
Broken? that is putting it mildly.


Elite Dangerous - Trading
Dan Davies

Designer- Elite: Dangerous
It's been a good week for the internal process! Here's another finalized topic, thanks again for all your input.

Goals


  • Simple to use – the actual mechanisms of trading should be easy for the player to grasp. The complexities in trading come from the choices that the player makes.
  • Provide interesting choice – trading should provide the player with interesting, but understandable choices.
  • Risk/Reward – trading is a risk vs. reward activity and should provide the opportunity for players to balance risk with potential rewards.
  • Impact the game world – player actions should have a noticeable effect on the game world. They enable player choices to determine the fate of aspects of the galaxy.

Markets

  • Markets are where the majority of trading takes place
    • They can be space stations, very large ships, or any other suitable structure
    • Markets come in a variety of types which determine which goods can potentially be present – ie not all markets include all goods categories
      • Space Stations – trades commodities and essential ship supplies
      • Shipyards – trades limited commodities, ships, ship modules, ship supplies
      • Factories – Specialist markets for particular commodities.
      • Black Markets – private markets accessible based on player reputation, trades illegal commodities, requires contact to access, can be part of a legal market
      • Pirate Bases – ignore fines and bounties, commodities, trades illegal commodities, requires contact to locate
      • Smuggler Bases – ignores fines, but not bounties, trades commodities and illegal commodities, requires contact for location – the background simulation determines some properties of a market

The list displayed for the market is determined by:
  • Legality: Commodities of allowed types only are shown
  • Profile: Commodities appropriate to the location are shown
  • Supply/Demand: How much is for sale and what the current demand for an item is at the given price

Some markets will be indicated as specialist in some way. This usually means the availability of rare items.
Prices shown on the market:
  • Prices on the markets are fixed, based on the price for the displayed demand
  • Markets will have different modifiers and mark-up values
  • Players can attempt to change the offered price (for buy and sell) by contacting a dealer in a specific good. This can also mean that the supply (or demand) values can be exceeded – ie a dealer may be prepared to buy more than the demand level at a lower price. Specialist items that fall into a standardized category should be sold through a dealer as otherwise they will attract the standard price for their category.
    • Using the negotiation changes the price by a value derived from the trading reputation too – as long as the amount is worth their while (this will be a settable value – probably if over 50% of the market demand)
Freight missions available from markets for transporting goods for a reward
  • Missions to be discussed in detail in future topic.
  • Although a reasonable spread of missions will always be available.




To determine a market’s properties the background simulation takes into account the following system data:

  • Supply and demand based on market location, e.g.
    • Agricultural location
      • Supplies Food
      • Demands Machinery, Fertiliser
    • Politics/laws
      • Determines which commodities are illegal
    • Population size and standard of living
      • Increases supply and demand of specific commodities
    • Meta events like conflicts and disasters
      • Affects commodity availability and prices
      • Can be generated by player actions
    • Aggregated Player trading in the system
  • Market data availability
    • When docked all available market data is available
      • This may be modified by ranking
    • When in system market prices are available
    • Outside the system only general information is available
    • Player’s trade history is available in detail
    • Newsfeeds provide useful economic data for all systems
  • Market Data Content
    • Historical data will be aggregated
    • Full price data for limited time
    • Then aggregated for full timeline
  • Players can cancel a trade before leaving the trading screen
  • Players can dump cargos at substantially reduced value if it cannot be sold through the market normally.
    • Some dangerous cargos may need a fee to offload
    • Jettisoning cargos within a defined distance of a station is illegal

Commodities


  • There is a list of different commodities
    • Each commodity has a baseline price
      • This is the starting price for the commodity in this market
      • This value is modified by background simulation
      • This value is modified by player trading
      • Buy and selling price is modified by the quantity of a commodity being traded
        • Repeated sales of the same commodity by the same player in the same market will be blocked
      • There are caps on prices to prevent unrealistic extremes (no negative values)
    • Based on background simulation data, rare alternate commodities can be generated
      • These commodities’ value increase the further the player is from the origin system
        • Value rarity modifiers are capped
    • Quantities of commodities that are purchased are limited by the player’s currently active ship’s cargo capacity.
    • Modules can be traded (although not when equipped)
    • Some commodities require specialist ship equipment
      • Attempting to transport commodities of these types without said equipment has effects:
        • Spoiling – the commodity is ruined
        • Alteration – the commodity changes type
        • Contamination – the commodity becomes hazardous
        • Packets of information can be obtained and traded like commodities
          • Tradable information includes:
            • System locations
            • Market locations
            • Resource gathering locations
            • Mission/event locations
            • Information packets automatically update the player’s galactic map as needed when they are acquired
            • Using a purchased packet means it cannot then be resold.

Player to Player Trading

  • Players can trade directly with each other
    • The player trade interface is available when both players are docked at the same market
    • The player trade interface is available when two players dock ships
  • The player trade interface is a secure swap allowing players to transfer credits/cargo
    • Both players must accept the trade before it occurs
      • Acceptance must be redone by both parties after any change in the trade
    • Trading occurs in real-time and can be interrupted (for example by being attacked) unless taking place at a space dock
    • Either player can cancel the trade at any time up to the point both agree
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The only thing that "made the cut" is buy low, sell high.
but hey, who knows maybe they manage to implement trading after launch without requiring a full wipe again. LOL
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Mining and exploration are in similar pathetic oversimplified easy mode states.
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and "no", I did not make all this up.
 
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I wonder if it is chocolate... ;)

On more of a serious note,

what is the spec of your computer, Zion Ravescene, as I was wondering if the problem was more to do with hardware, rather than software.

But very impressive. Now all you need to do is find a nice base to fix the ship at. ;)
I don't know if it was a hardware issue, as when I accessed the System Map the performance was back to the normal FPS I've always had for a short time, even when engaging the FSD for hyperspace. It recurs after a short time after doing something like accessing the side panels or entering a new system. The problem recurs with the exact same magnitude at lower graphics settings even with all effects off and draw distance at minimum.

My rig, a i7-4800 Haswell, 16GB RAM, GeForce GTX 780M just over a year old, can run most things at very good graphics levels with good performance - it even runs Minecraft in "AMPLIFIED!" mode with little difficulty (just a few moments of reduced FPS when new chunks load).
Could the problem have been the server having to create instance after instance of new systems?

I don't really know. Shortly after my visit, I explored (yes, explored :)) the upper Core and northern Bulge, and at one point the performance AND server problems completely evaporated. It is possible that there is something about the generation and rendering of the Core Regions and Bulge (everywhere within the radius of the outer edge of the Norma Arm of the Milky Way) and the player's proximity to it that leads to the problems emerging: possibly by rendering more of it all around the player as opposed to one side of it, the game system starts to buckle.

The only way to be sure is for more people to visit this area with different PC specs, and then compare notes between ourselves and the Devs.
 
I really hope they make the supermassive black hole actually look like a... Supermassive black hole, like with asteroids flying around it and giant gas jets. Would love for this zone too look a bit more holy hell.
 
This may seem like a daft question, and probably is, but how did you top up your reserve tank for in-system flight? Fuel scooping never seems to fill that tank up and I haven't yet found an option to bleed in some fuel from the main tanks!
 
Nice trip you have done,
but the background shining there looks realy horrible and more like a overcharged bloom effect
I realy hope there bringing an option to dimm that background glowing out.
 
This may seem like a daft question, and probably is, but how did you top up your reserve tank for in-system flight? Fuel scooping never seems to fill that tank up and I haven't yet found an option to bleed in some fuel from the main tanks!

I couldn't do that. I just had to draw fuel for the ship systems reservoir from the main tank once it ran out (just like everyone else) while replenishing the main tank through fuel scooping. Basically, it works as intended.
 
so im guessing after you got a fair amount away from sol you didnt find any other stations?
im wondering if theres anything else out there or if that has to be populated over time after we discover then and move out from the sol area
 
so im guessing after you got a fair amount away from sol you didnt find any other stations?
im wondering if theres anything else out there or if that has to be populated over time after we discover then and move out from the sol area

At about just 300LY from Sol, the populated systems dropped off, leaving no stations. I had hoped there might be a lost deep space station somewhere, but I couldn't find one.


I made it back to Sol this evening. :) Hull came down to 76% overall following two further failed interdiction evasions, but no other major problems on the way. Having said that, I did have an interdiction from someone as I entered the Sol system. I thought it might have been a NPC Asp, but at the same time I also saw a Player in my radar, which then disappeared once I completed the evasion. I guess nobody's safe. :D

Anyway, time to give the old ship a long and well deserved rest. Thank you for everything, you Useless Reptile. :)

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