Has the trading update improved it?

I haven't been able to play the last couple of days due to Christmas but I'm hoping too in the next few days.

Has anyone noticed any improvements yet with regards to the patch the other day?
 
It has certainly changed significantly. Runs i have been doing over the last two weeks have gone. As in the good for one leg of the route is no longer available.

Average profits seem to have risen slightly.

Yesterday I abandoned Altair and returned to Aulin (because I think I have a better 'feel' for the market there). Aulin Enterprises is no longer holding a stock of superconductors (hurrah) and trading the old staples of Progenitor cells and Consumer tech is now behaving itself.

To Profits - I'm regularly seeing profits in the ~800-900cr/t region on at least one leg of a route. Trading back to aulin has been more like 400-600cr/t

Probably still needs a couple of days to settle down, but my overall feeling is positive.


[edit] Just logged in for a quick look and the popster below is correct: Still no High demand items in Aulin, and specifically all the Food category are Low.
 
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Certainly hasn't improved the 'Logic' problems.
Commodities that are allegedly imported/ exported that have NO reason to be in demand in target system.
Commodities that are allegedly exported that are then cheaper in target system.
etc. etc.
Missions given for goods that are in short supply (which would = high demand at that station) Not being in demand at said station.
I could go on. . .
Completely spoils any immersion and makes it feel like a 'game' and all a bit 'silly' or 'childish' really.
 
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Certainly hasn't improved the 'Logic' problems.
Commodities that are allegedly imported/ exported that have NO reason to be in demand in target system.
Commodities that are allegedly exported that are then cheaper in target system.

Wait, what? Those are the very bugs the patch was meant to fix; especially the 2nd one. Are you saying it's fixed nothing?
 
Yeah but how profitable? I was making 1000 / tonne one way and 200 / tonne on the way back where I was. The post above makes me think I will lose the profitable jump and have a marginal improvement on the other. But I guess I need to try it.
 
Yeah but how profitable? I was making 1000 / tonne one way and 200 / tonne on the way back where I was. The post above makes me think I will lose the profitable jump and have a marginal improvement on the other. But I guess I need to try it.

Exactly, profits are down most ive seen is 1300 per ton but most are 800 - which in IMO is not enough if you have a bigger ship and have aspirations of owning an even bigger one.
 
Certainly hasn't improved the 'Logic' problems.
Commodities that are allegedly imported/ exported that have NO reason to be in demand in target system.
Commodities that are allegedly exported that are then cheaper in target system.
etc. etc.
Missions given for goods that are in short supply (which would = high demand at that station) Not being in demand at said station.
I could go on. . .
Completely spoils any immersion and makes it feel like a 'game' and all a bit 'silly' or 'childish' really.


+1. THIS.
 
I noticed last night the markets are picking up, will check this evening if Inget the chance to log in, Christmas meh, it's eating in to my game time.
 
Trading should absolutely be the most profitable activity in the game, since it carries the highest risk. Right now I finally have enough useable capital that I can finally take a whole Cobra full of Gold on my route, but if I die with it, that's 2 DAYS worth of profit grinding gone. Bounty Hunting carries less risk since you do with an empty hold.
 
Slaves are certainly back in stock more frequently.

(I really didn't set out to be a slave trader, but my god the profits are good. So many people want them and are prepared to pay 50k for two tonnes. When you find a place that sells them legally at around 11k each, that's just too good to pass up)

:(
 
The way I see it, if they really fixed the bug we should see 2 things as a consequence: High Demand should be much more common than it was, and there should NEVER be an occurrence of a station having demand for something but that demand is 0.
 
Appart from the obvious bugs, as mentioned above the profit per tonne is never going to be as high as it was as that's being balanced.

It seems to me people won't be happy until they get gazillions of profit on each and every run. Markets don't work that way, when you find a profitable run do you really expect it to remain that way indefinitely? I sure don't, you have to move on to pastures new and search for a different route, that to me makes it more interesting and you get to see new places.
 
All the systems I check still have low/medium demand and no high. Lave has 0 low demand for all but one commodity, which is medium. This is a system in "boom" but you cannot sell anything. Not even at a loss.

So if that's intended then I suppose it's worked. But seeing as we've had no update since a dev stated they're looking into it, I'd suggest the problem is still there.

No matter the player population, the above scenario shouldn't be happening.
 
I did a few random runs yesterday, taking whatever mission was available to a planet and then looking at the planet type and taking goods they should desire to complete the haul. (That's how I envision doing missions, actually)
It worked. Taking metals from an extraction site to an industrial one was fine. But demand still wasn't high and the profits negligible given the size of my ship. (198 tons T7)
And those were decent size systems.
 
My milk run just tanked. No supply of what I was trading. Oh well, did me good enough to get my Asp and now I can go for a good look around......
 
Still many systems incorrectly indicated in the Systems Tab, with goods indicated as Prohibited, that are listed in their Commodities Listing either to buy or even for sale. Same issues in the Galaxy Display where Trade Routes indicate illogical changes, where turning on or off one commodity changes the flow (on, off or direction) of an unrelated commodity.
 
All the systems I check still have low/medium demand and no high. Lave has 0 low demand for all but one commodity, which is medium. This is a system in "boom" but you cannot sell anything. Not even at a loss.

So if that's intended then I suppose it's worked. But seeing as we've had no update since a dev stated they're looking into it, I'd suggest the problem is still there.

No matter the player population, the above scenario shouldn't be happening.

Lave as Performance Enhancers at MD, well it did 16 hours ago.

- - - - - Additional Content Posted / Auto Merge - - - - -

And I've found a Station out of the way with High Demand for Palladium, which is sweet, not telling which one this is, whilst I clean up and get the profits whilst the rush is on.
 
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