So why not kill AI trading altogether?
Cause it would kill the background sim, noone would ferry cheap food for example across systems, and (virtual) people would die of stavation.
So why not kill AI trading altogether?
No more than your quota for each rare will be generated.
Michael
I'm not sure about your figures though, I just station tramp trade and make 300-600 per ton and do a trade every 5-10 minutes. A bit longer if I stop to do some exploration. In any case we'll take a look.
Michael
Although I agree with the general idea, having an entire event based on a special plant and then limit it to 6 supply is kinda meh :-/
Hopefully as the event unfolds (why did it drop from Galnet news btw?) things will change
Which is why a part of the potential long term permanent galactic economy solution (among other things, cue my sig!) is to limit the background sim / AI trading / NPC trading to goods of 500CR or less, and let real players deal with the expensive goods.Cause it would kill the background sim, noone would ferry cheap food for example across systems, and (virtual) people would die of stavation.
I'm going to pick the middle ground of the number you just gave. 450 per ton. And let's say you're running a 100t of cargo space. And you can drop of at a station, sell AND buy again for 450 per ton profit. That's 270,000 per hour...
If I wanted a decently kitted Anaconda I would have to do that trade route for around 750 hours.
But I'll be able to upgrade to bigger cargo ships before then.
Ok. Let's triple the cargo space.
250 hours.
No.
Thank.
You.
Cause it would kill the background sim, noone would ferry cheap food for example across systems, and (virtual) people would die of stavation.
No. Try reading what I actually wrote, and you'll see I said the exact opposite. My objection is to them forcing their playstyle onto their paying customer by nerfing a mechanic which worked relatively-well before. I don't deny it might need tweaking (for either supply volume or asking price), but this nerf is just that - a deliberate nerf without actually fixing anything which was really broken before.So you want to force your playstyle on the developers' game then?
Because it's a core component of the background sim.
Michael
The problem with this idea, in my mind, is that small ships don't tend to have the jump range to make the long-haul trips for 'rares' viable, but 'rares' don't spawn in large enough quantities for long-range trade ships to make good use of their holds.Rare goods are intended to be a low volume, high yield good that needs to be transported over a distance. For small ships you can fill the hold with a few tons and make speed run. For larger ships you supplement normal trade goods with rare items or do large loops, picking up small quantities along the way but carrying a variety.
Michael
I disagree that it needs to be a lot more lucrative, there are some issues that need to be addressed but playing as a trader is currently viable. I play as a trader myself with a bit of exploration thrown in. Once the background sim is working as it should be we'll review the balance if needed.
Michael
Hi everyone,
Here's the full change log for 1.02. Just a few quick changes to make your play experience even smoother! Enjoy! - the servers should be down for around 10-15 minutes from ~12.30GMT 18/12/14
- Allow text chat to function for any voice comms member, not just for friends
- Fix for a rare crash when scanning unexplored systems
- Fix for a rare crash during networked combat
- Fix for a very rare crash in or near starports and outposts
- Fix for a very rare crash after migrating servers on network island changes
- Corrections to some mission descriptions
- Corrections to some galaxy data in rarely visited systems
- Extend a time-out that occasionally triggers a disconnect during hyperspace
- Extend some previously added diagnostics to further refine the data gathered
And there are some server-side changes, too:
- After yet another discussion with the rare commodity producers, Commanders should now be eligible to only purchase rare goods up to their own personal allocation, instead of buying everybody else's ration as well.
- Universal Cartographics has issued a new purchasing policy, so Commanders exploring supermassive stellar bodies should no longer receive supermassive payouts.
- Tune matchmaking to significantly improve the chances of meeting other Commanders in space
- Improvements to Exploration server performance
All your feedback is greatly appreciated. Cheers!
Ed
So how quickly do you think you should be able to buy one of the biggest ships in the game?
Michael
So how quickly do you think you should be able to buy one of the biggest ships in the game?
Michael
Everyone in this thread is whining about the rare commodities. They are rare, get over it.
Why are we gimping exploration when its already the least profitable and least scalable activity in the game?
Thank you for the reply.
Well, I'm a fairly casual player so let's say I play 10 hours a week. It's actually more at the moment, but it'll die down as the game becomes less new. Man, That's well over a year of playing at 10 hours a week.
That is just way too much time to reach endgame in my opinion.
The problem with this idea, in my mind, is that small ships don't tend to have the jump range to make the long-haul trips for 'rares' viable, but 'rares' don't spawn in large enough quantities for long-range trade ships to make good use of their holds.
The basic function of the mechanic- commodities that sell for more the farther they're taken -seem ideal for long-haul cargo running in moderate-sized, long-range jump-capable vessels. I didn't even consider rare trading a viable option due to the long-range travel until I had a well-upgraded Cobra, if that. If I was a new player that maybe just barely afforded a Hauler, I just wouldn't be able to rationalize traveling such long distances even if it was profitable.
Add in the fact that some stations have such low or random supply spawns that you maybe get nothing or only one ton every so often, and the whole ordeal starts to get tedious very fast. As much as we love your docking mechanics, a number of us would rather not have to do it so often it gets repetitive. With the way trading in general has become, I feel that's a valid and pressing concern.
Please stop dodging the question.So how quickly do you think you should be able to buy one of the biggest ships in the game?
Michael
The problem with this idea, in my mind, is that small ships don't tend to have the jump range to make the long-haul trips for 'rares' viable, but 'rares' don't spawn in large enough quantities for long-range trade ships to make good use of their holds.
The basic function of the mechanic- commodities that sell for more the farther they're taken -seem ideal for long-haul cargo running in moderate-sized, long-range jump-capable vessels. I didn't even consider rare trading a viable option due to the long-range travel until I had a well-upgraded Cobra, if that. If I was a new player that maybe just barely afforded a Hauler, I just wouldn't be able to rationalize traveling such long distances even if it was profitable.
Add in the fact that some stations have such low or random supply spawns that you maybe get nothing or only one ton every so often, and the whole ordeal starts to get tedious very fast. As much as we love your docking mechanics, a number of us would rather not have to do it so often it gets repetitive. With the way trading in general has become, I feel that's a valid and pressing concern.