And flying 150LY for a whopping 150k profit, yeah right...
So how much have you made from rares so far?
And flying 150LY for a whopping 150k profit, yeah right...
Hell, I wouldn't even call it the 'best ship', necessarily. It's the biggest, sturdiest, with the most potential firepower, but it's a flying brick that can be outmaneuvered and killed by smaller cheaper ships easily enough (Power Plant's a nice juicy target on big ships). I think I'd still stick with the Asp, myself. I'd say 'best ship' is all a matter of personal tastes and playstyle. Or at least, it should be.Besides, as others have pointing out, there is no "end" to this game. Having a Conda just means you have the best ship, big deal.
So you seriously believe it is worth travelling 180LY+ to sell 8 items? Seriously? The fuel costs alone would take the profit from a couple of the items, so you are travelling all that way for 90k.
I think rares were meant to be that, RARE. Pick one up or two and you travel the universe as a bonus trade item. I don't think it was too be a FOTM item to milk until they changed it.
I think rares were meant to be that, RARE. Pick one up or two and you travel the universe as a bonus trade item. I don't think it was too be a FOTM item to milk until they changed it.
except the game doesn't work that way... you cant afford to "store" items in your cargo on the off-chance that you might be able to sell them later: they effectively cost you that cargo space on every other cargo trip you make.
So the entire approach of "pick them as a bonus" is false, unless you just happen to be travelling the same 150-160LY to sell your non-rare cargo.
... but... you would be guaranteed? Being found in only one place is a form of rarity in its own, as has already been pointed out. Maybe you'd rather they be called specialty goods.Rares should be rare and pop up randomly in different places at different times, if you are guaranteed to get Peruvian Whiskey in Peru, it is no longer rare is it.
... but... you would be guaranteed? Being found in only one place is a form of rarity in its own, as has already been pointed out. Maybe you'd rather they be called specialty goods.
My main problem with your idea is that your implication means more RNG and less skill and knowledge. I think adding more RNG to this game is a bad, bad idea. If there's going to be variance in the availability in something, it should be an observable pattern that one can learn and profit from.
I would see no incentive to do long-haul rare trades in a Sidewinder, to be honest. It just never felt like something to do in a Sidewinder. If it's going to take multiple dozens of jumps to get from point A to point B, almost no-one is going to bother. Rare trading always felt like something intended for ships like well-upgraded Cobras or better, to me.I guess that depends on what ship your flying. For a sidewinder thats great money.
I assume Frontier are monitoring player activity, especially those who are earning credits and gaining ranks fastest. When they see some players are progressing at a much faster rate than they intended from particular trade routes or missions they try to re-balance the game.
Did I say it should be exactly the same as it was? I've been agreeing with posters who suggested lowering the profits per ton or increasing the required range for best profits.Lets be straight, there was no 'skill and knowledge' involved in looking at a spreadsheet, seeing immediately which run could max your profit for time then grinding it out.
Would be cool if rares were actually rare, some localised and fixed others random but also extremely profitable when you did come across them. But for people to accept that trading needs to be fixed.
Compare that to millions upon millions of tons of generic goods that you can find in every station in human-occupied space.I does seem that they were not that rare when you could fill a type 6 with 100 tons of 'rares' (every hour or so)
It seems we have a maximum allowance now. Maybe it's 10.
I guess that depends on what ship your flying. For a sidewinder thats great money.
I assume Frontier are monitoring player activity, especially those who are earning credits and gaining ranks fastest. When they see some players are progressing at a much faster rate than they intended from particular trade routes or missions they try to re-balance the game.
I would see no incentive to do long-haul rare trades in a Sidewinder, to be honest. It just never felt like something to do in a Sidewinder. If it's going to take multiple dozens of jumps to get from point A to point B, almost no-one is going to bother. Rare trading always felt like something intended for ships like well-upgraded Cobras or better, to me.
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Did I say it should be exactly the same as it was? I've been agreeing with posters who suggested lowering the profits per ton or increasing the required range for best profits.
But thanks for reading into my posts what you want to read.
Now you are supposed to travel 150LY away to sell these 10 items for full price. 150k per hour is decent profit - isn't it? For me it will take just 3 full work days to purchase FSD for Asp doing trade runs like this.
Just go about your business and make a maximum of 10% per trade and repeat that over and over again. This is what they want you to do.. can't you see its the format and style of the game. The british penchant for the mundane seems exciting to some people.
Now you are supposed to travel 150LY away to sell these 10 items for full price. 150k per hour is decent profit - isn't it? For me it will take just 3 full work days to purchase FSD for Asp doing trade runs like this.