Rares no longer being stocked????

Shall we start calling them unique commodities instead of rare?
And a nerf is a nerf. Before the last nerf it took 2.5 hours to get about 100 tonnes. That's about 1.5m roughly for virtually no risk.
 
Tell them to stop, then. I'm sick of pathetic 'balancing' by devs in MMOs. I didn't want an MMO, I wanted ELITE as a single player game.

I don't want MY game screwed up because a handful of people make something look too easy.

Stop fixing things that aren't broke. Stop turning the game play into a boring grind and let us, you know, actually PLAY the way we want to.

This game is starting to make X3 look attractive again! :(
I agree. I really don't feel like playing this game anymore when there are better, older sandbox games available to me, including the other Elite games. This reactionary design is so unprofessional.
 
Remember 500/ton profits on Coffee, 400 on Tea, 800-1000 on Progenitor Cells and Gold? Now one buying 100 tons of Gold would spend 970,000 for a profit of 50,000. Given all the issues that could happen to a ship that is a risk too great to invest in.
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A rare commodity could generate 12,000/ton but it required a lot of work and time traveling 160Ly to buy sell plus travel to many systems to acquire 100 tons in a trader. Now that many more 160ly trips as is the player cannot obtain more after their quota is sold.
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These are not exploits but a reasonable part of the game design with a decent profit and allowed anyone to enjoy trading if they so desired. Now they are gone. Why not just take out the entire trading system and only have combat in small ships for everyone? In that way Traders who thought this game would have trading in it can move on since there is no real intention of supporting them.
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Don't forget that some are currently doing very well with Slaves. But don't worry I'm sure that will also be nerfed after FD gathers in the current game play info on the subject. That is because I get the impression we are still in Beta Test mode where the Devs limit our abilities to do certain things so that we are motivated to try others...as in slaves...to continue playing.
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The game has gone from challenging to suffocating in it's design. Maybe FD should have more meetings.
 
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Well FD seem to be determined to nerf the fun out of their game. Its not like there are more pressing things to fix (normal trading, bounty hunting,...) , but oh well. It would be nice if they could at least leave it alone for more then a day.
 
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Maybe they just need to tweak the personal allowance up slightly to give it just a little edge over regular trading without making it hugely unbalanced again.

They should not be some kind of 'easy mode'
 
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Or maybe the intention for it is not to be a bulk tradeable good. But something explorers would pickup on their travels to augment their income.

you want bulk trading. use normal goods.

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No. You are simply not meant to bulk trade rare goods with big ships.
The sad part is moderate-sized ships (I won't say big ships, because that makes me think Type-9, Anaconda, etc) are the only ones with jump drives sufficient to make the trips reasonable, as far as I'm concerned. Type-6's drive, at least well-upgraded, allows for enough range to make a rare run in about a dozen jumps, maybe more, while most smaller ships would have to make twice to three times as many jumps, depending on their possible range, and would likely end up with even more roundabout routes. Maybe someone likes taking the 'scenic route', and that's their thing. They probably would have done that with or without the rare goods to trade. Even with the smaller ships that can get better range, they tend to have pretty good cargo capacity, as well, so even moderate amounts (in terms of cargo holds) would still be ideal.

In any case, as I've already said earlier, there's millions upon millions of tons of generic goods available in all parts of human-occupied space; it's not like the rare goods being available in a few dozen tons per player makes it any less 'rare'. Even if they were back to 100 ton spawn rates for the highest-spawning goods, that's still less than 0.1% of generic good counts, if I were to make a guess.

Lower the profits per ton, maybe, or increase the range required for best profits would have been better ways to nerf this, in my opinion. As for variance for different hold sizes, the game already had different spawn rates for different specialty/unique/rare commodities, so a ship like a Hauler could have gone after the ones that spawned in smaller numbers easily and probably made more per ton than, say, a Type-6 grabbing at least a mostly-full load from the larger-number spawning commodities.
 
It could also be hanled on the buyers side. Have the price drop significantly when 20 rare goods have been traded at a port. As in the demand has been filled.
This way you can't just fly back and forth between a and b. Rather fix it by nerving the other end of the chain.
 
The sad part is moderate-sized ships (I won't say big ships, because that makes me think Type-9, Anaconda, etc) are the only ones with jump drives sufficient to make the trips reasonable, as far as I'm concerned. Type-6's drive, at least well-upgraded, allows for enough range to make a rare run in about a dozen jumps, maybe more, while most smaller ships would have to make twice to three times as many jumps, depending on their possible range, and would likely end up with even more roundabout routes. Maybe someone likes taking the 'scenic route', and that's their thing. They probably would have done that with or without the rare goods to trade. Even with the smaller ships that can get better range, they tend to have pretty good cargo capacity, as well, so even moderate amounts (in terms of cargo holds) would still be ideal.

In any case, as I've already said earlier, there's millions upon millions of tons of generic goods available in all parts of human-occupied space; it's not like the rare goods being available in a few dozen tons per player makes it any less 'rare'. Even if they were back to 100 ton spawn rates for the highest-spawning goods, that's still less than 0.1% of generic good counts, if I were to make a guess.

Lower the profits per ton, maybe, or increase the range required for best profits would have been better ways to nerf this, in my opinion. As for variance for different hold sizes, the game already had different spawn rates for different specialty/unique/rare commodities, so a ship like a Hauler could have gone after the ones that spawned in smaller numbers easily and probably made more per ton than, say, a Type-6 grabbing at least a mostly-full load from the larger-number spawning commodities.

I agree, it would be reasonable to lower profit / t OR make distance longer, not like it is now, it is about as profitable as trading biowaste.
 
It could also be hanled on the buyers side. Have the price drop significantly when 20 rare goods have been traded at a port. As in the demand has been filled.
This way you can't just fly back and forth between a and b. Rather fix it by nerving the other end of the chain.

lolol

im not laughing at you Dirtmuncher...

Its just that - isnt the trading system supposed to innately cope with supply and demand?

Surely if you take 100 tons of Lavian Brandy to Bast, then Bast should want no more of it for XXX period of time? Or the price pummets...?

Isnt THAT supposed to be how the game works?

No need for nerfs, or limits on buying, appearing in commodities or anything - just bog standard simple supply and demand.

Why, I ask everyone, is this not in place to "solve" this issue?
 
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I have only ever found two tons of rare goods (Onionhead or whatever it is called), so I am no expert. But I thought the way it would work was that rare goods were random and you would be lucky to find them, or as a result of a story arc (as in Onionhead).

It seems that having a rare commodity always spawn in the same place kind of defeats the object of it being rare.

The biggest conclusion I can draw from this is that they probably need to work on the trading aspect in general if people are using the rare goods trading as an 'exploit' to cover for the lack of profitable trading.

Personally I am not trying to make big bucks quickly so I am not trying to maximize my trading routes, which is probably why this hasn't bothered me so far.
 
... and somehow nobody noticed that for all the months of beta and gamma?

Keep telling yourself that, sunshine... I have a bridge to sell in Brooklyn if you're interested?

Rares didn't come in until the week before launch, and lots of people said it would be too easy
 
Then they should have lowered the actual profit margin part, not kept mucking with the stock/supply aspect of the feature.

By reducing supply instead of profit margin, the nerf is aimed at big ships making huge sums of cash. Traders in small ships still get to cash in.
 
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