FD just Nuked loads of trade routes!

While I agree with the sudden steep change between early-game rapid progression and the rather significant chasm between higher end ships causing more than a little grumbling, I do have to disagree with your assessment on people decrying the lack of end game content, because there really is a lack of end game content, insofar as a 'Well, I now own an Anaconda! Awesome! ...now what?'

Generally speaking, there are cheaper ships that perform every task either adequately, or even better than the Anaconda, and no tasks that would really call for one in the first place. The Anaconda is big and impressive looking- which, ironically, we can't even really enjoy given there's no external camera, or even the ability to pan the camera in the outfitting screen around, or so much as swivel our chair to look behind us- and has a lot of guns, but ultimately you're still fighting the same ships you were blowing up with minimal trouble in a Cobra. The difficulty, the peril, and the reward for added risk outside of trading doesn't scale to match your capabilities. I'm glad I got one, don't get me wrong, but that's only because I knew 1) Elite would inevitably throw in high-class ship content to try and retain players who are further along and I wanted to be ready, 2) by God when we can walk around our ships I am walking around that beauty, and 3) they would inevitably nerf and lower income rates within the first half year of release, meaning a day of grinding this month was probably going to spare me three days of grinding a few months down the road.

Ironically it does give all the 'It's a journey/it's not about the size of the ship/be happy in your Viper' people a point, because at the moment at least, there isn't any real point to owning an Anaconda, or a Python, heck, even an Asp if you're not thinking about exploring. The journey, as you put it, doesn't change regardless of how long you've been investing your time, because I'm doing the same stuff (currently bounty hunting) in the same-looking environments today that I was doing when I first started playing, only now with a fancier looking cockpit and vastly higher buyback cost. I might stick the Anaconda in storage until more content for it comes along, and go back to a Viper, since I officially have enough credits to game-retire forever and just go around shooting stuff. =P

To haul out an MMO as an example, I used to be a big fan of City of Heroes because it WAS a journey. You started off as some little newb hero with two attacks fighting street thugs in alleyways, and a couple of months later was this butt-kicking champion obliterating spectral terrors in an alternate dimension filled with rivers of blood and floating islands. I could look back and think; 'Sigh, look how far I've come! :3 ' not simply because I dealt more damage or had more health, but because those greater capabilities allowed me to do grander and more impressive things.

In this game, however, Once you hit a Cobra, you've pretty much got access to everything the game can ever possibly offer you, and it then becomes a question of whether you like performing those handful of tasks over and over and over....

I'll be the first to say that Elite is pretty thin on the ground when it comes to content, but I don't think the solution to that is to add more "push button get candy" style activities.

The whole crux of the current thread argument is that Frontier took away an easily repeatable, mind numbing activity people were using to get bigger ships. It's a pure example of the conditioning I was talking about before. Rat mashes button, gets food. You want to keep the rat mashing the button, you space the food rewards out over time. Elite version: PLayer hammers the same monotonous trade route over and over. Gets bigger ship "reward" at increasing larger interval. The failure of that model of gameplay happens when you find out there isn't another proverbial "button" to mash after you get your bigger reward ship.


Contrast with the "journey" approach, you aren't just monotonously repeating the same event over and over again. Trader finds a good route, runs it a couple times, moves on to the next one. In moving on, he finds a really nifty looking system, and decides to explore it out. After exploring some, he finds a great mining spot, rigs up, and does some mining. A pirate comes by and blasts him, so he uses what wealth he had to fit up a hunting ship and go bounty hunting.....THAT is an example of the "journey".

Here's another analogy I think fits. We have two really smart rats in a lab. Rat A, he just wants cheese. You put him in a maze with cheese at the end, he'll run the maze to get his goal. He really doesn't like the maze. Given a choice, he'd make his "maze" a straight corridor to run down to get his cheese. Rab B, well, he really likes running mazes. The cheese reward at the end is just icing on top. In his ideal world, the maze would be as complex as possible.

"Grind" style players are Rat A, and "Journey" style players are Rat B. The maze is Elite gameplay. Cheese at the end, bigger ship.
 
whew.. good thing I grinded lux trader and only 20mill away from Anaconda... I knew this will be coming..

But yeah, the market need fixing and I support this change.
 
Which is why I use RegulatedNoise https://forums.frontier.co.uk/showthread.php?t=86908
what I find I keep , could use the EDDN function but don't ( bad entries) , nor do I export my data , just save to local

i'm on my fifth trade route since the new year (i move most every weekend) and stopped using even pen and paper to record prices during gamma as it got real old real fast. i now use just my brain and the in game information and it never takes me long to find the next money maker.

no disrespect to them as the people who created the various trade tools did a marvelous job, but in my view they are a crutch that stops people exercising their grey matter and finding out how everything works. i may not be making the most money out there but i'm still sat in a type 9 with a 155 million credit Python in storage, 60 million in cash and none of my routes have ever given me less than 2000 credits a tonne for a round trip of 2-3 stations.
 
Here's another analogy I think fits. We have two really smart rats in a lab. Rat A, he just wants cheese. You put him in a maze with cheese at the end, he'll run the maze to get his goal. He really doesn't like the maze. Given a choice, he'd make his "maze" a straight corridor to run down to get his cheese. Rab B, well, he really likes running mazes. The cheese reward at the end is just icing on top. In his ideal world, the maze would be as complex as possible.

"Grind" style players are Rat A, and "Journey" style players are Rat B. The maze is Elite gameplay. Cheese at the end, bigger ship.

Interesting analogy, but there's an actual experiment that was done with rats that perhaps sheds a bit more light on things. This mainly focused on addiction, but I think the same principle applies as ultimately it boils down to reward pathways.

The classic experiment was they gave rats in a cage two bottles of water, one laced with a highly addictive drug, the other clean water. They found the rats ended up absolutely hooked on the drugged water and went to it every time even to the point it killed them. Conclusion: the drug is terribly addictive and they makes them helplessly enslaved to it. The cheese becomes all. They moved rats to a cage without laced water. The rats had horrible withdrawl symptoms and some died.

Some one tried a variation of this. This time they had another set of rats. Same water bottles, but this cage had wheels in it, rolling balls, things to climb on, tubes to run down, everything a rat could want for in a cage to entertain them. The rats liked the laced water but they didn't really find it so incredibly enticing they'd keep going back until they died. They were more interested in their fun packed theme park of a cage.

The rats in the cage of boredom showed no change, but rats removed from this set into the fun zone managed to shrug off their addiction with far greater ease, even when the drug was still available. Conclusion: If cheese is all you have to look forward to in life, you're likely to dream of nothing else.
 
I read every post... "The subjective Space Time Prophesy"

"The subjective Space Time :rolleyes: Prophesy"
Trade was broken. Assuming it is now fixed - really fixed - then hurrah! Let us stop griping and move on. Let us look forward to a more diverse economy than just palladium, imperial slaves and performance enhancers!
I was in the grinder and not very happy about grinding, but doing well with cr, yet still grinding, which isn't "playing"... "ditto"...

Ideally good trade routes should be fairly permanent. Great trade routes should be temporary.
I see this as a natural form of how trade should be, yet also be effected by population inflation and deflation, or when a vital hub of population becomes stable enough to sustain such trade volume... "agreed"...

So they've finally fixed the static supply/demand problem, and markets are working they way they're supposed to? So that means that traders won't be able find one optimal trade route and repeat it ad nauseum until they're bored because they skipped the fun parts of the game in their rush to get an Anaconda? Hmm...

[video=youtube;bXysRO11Xi8]https://www.youtube.com/watch?v=bXysRO11Xi8[/video]
Fun parts of the game were lost while I was in "the grind"... "Yep"...

If you stumble upon it, it's chance. If you go looking for it, it's scouting. ;)

After my profits had dwindled from ~2.200 cr/t to ~1.200 for my 1 jump round trip (plus limited supplies), i went looking for a better place.

It took me a couple of hours, but i found it.

1 jump (under 4 ly), ~2.500 cr/t profit for the round trip, over a million tons of palladium on one end, and thousands of tons of performance enhancers on the other.

Go looking, guys...profitable runs are still out there.:)
This is a good point, yet it also leads to the question of where we keep our "scout ships", as some of the larger trade ships are limited by jump distance and the crossovers (Python, Anaconda) are then limited by their fuel consumption. There have been many forum's threads which elude to the need of transporting ships that are parked in other locations, or the need for their owners to have a way of gaining transport to them. Scouting trade routes is not very profitable in either a heavy trade ship or by the crossovers, which does bring the need to have more than one ship, but also a way to get the pilot and scout ship back together again that fits into many players "free play time".
...Scouting Trade, good point!...

[video=youtube;sA5n5Oext5U]https://www.youtube.com/watch?v=sA5n5Oext5U[/video]
Space was very limited for me when I was grinding, which did not expand the fun of my game, but did expand the gain of my game... "Indeed, the lion was/is caged without the motive or ability to expand it's territory"...

I mentioned Skinner Box before, I think it's time for a little explanation, just to show how it applies to some people in this thread.

The Skinner Box is operant conditioning. Operant conditioning is a very complex subject, but to break it down, it's teaching something (a rat, a human, a pigeon) to perform an action via rewards and punishments. There are three phases to operant conditioning.

First phase, Continuous: the behaviour you want is rewarded every time. You can't stay in this mode constantly, as your subject will learn it always gets a reward on performing the behaviour, and only perform said behaviour when it wants a reward. Rat pushes button, gets food.

Second phase, Intermittent: After your subject has learned behaviour=reward, you shift to this. You only reward the behaviour wanted once and awhile. This is where you want your subject to stay. The longer you keep your subject in this phase, the farther you can stretch out rewards. Rat pushes button 10 times, gets food.

Third phase, Extinction: If your behaviour/reward interval gets too big, your subject stops performing the behaviour. Falling into this phase is a failure.


Now, how does this apply to Elite? The people here complaining about "grinding" are operant conditioned. The behaviour is playing the game (grinding trade routes). The reward is a bigger ship. Early game is continuous phase, as they were getting rewards nice and fast. The "grind" phase is Intermittent. Now they have to "work" to get to the next reward, it's not an instant thing. Complaints about lack of "end game" content are the beginnings of Extinction. They're no longer getting rewards for performing the behaviour they were trained into.

The complaints about trade routes changing and such are a result of the depth of the conditioning. These people have been trained "Behaviour=reward". Anything obstructing the performance of the behaviour (trade routes changing) delays the reward state. The operant conditioned subject HATES delays to the reward state.


Elite honestly wasn't set up for this sort of Skinner Box behaviour. It's more of a "journey" game, where getting there is the reward. Sadly, operant conditioning is a powerful thing, and almost any system that has a set of "rewards" can fall into the trap. The nice thing is, once you realise you're in a skinner box, you can bust yourself out, and start enjoying the game as it was meant to be enjoyed.
"You know far too much about Skinner" (Skinner's work has allot to do with my time science research work... so please get out of studying Skinner so I can make more $ doing what I do)
rolleyes.png

We are all trained to what we believe and do, with far less free will than we believe we have...

When the frustration of world change strikes, it's only natural for the trained and expecting player to wish for a return of their expected reward system. This change within ED's Trade, should cause we players to expand and search for those same rewards again. Yet if and when we find them, they too will be subject to the supply and demand need for those commodities. This frustration that is currently being encountered, is the adding of task needing to be done to what was easy, trained and well known before for our reward to be achieved. We will get use to it... "because we will become trained to it, where reward gratification will become more tolerable"...
So much for Skinner...
rolleyes.png
Kudos for bring him up
wink.png


Personally i dont really mind if trading has been nerfed/fixed. I currently have been grinding trade routes and luxuries and rares like everyone else but ive only been doing it for a few weeks and obviously not as hard core. i currently have 25mil assets. basically a type 7 and some cash. The thing that bugs me is that where as before for me to get on par with most people who have the likes of anacondas and pythons and type 9`s and all the rest of it im now going to have to work 100 times harder to get to that level. Thats like giving a large portion of the players now a big few hundred mil credits and saying here now watch all the other idiots grind like $%^& to catch you.

No mad.
I felt like some overpowered nation just spent all the world's cash again by spending it on a fake flagged war zone... Happy I'm Not... because the ship market just got allot tougher...
but those that were here first or grinded the most, I guess just became the Elite of what is Dangerous around here... But that's just how things work between the cash class wars and the early backers and comers to our game...

Space Time's :D Prophesy... (or hopes)
Our game is getting ready for passengers, so this supply and demand side of our game may become interlinked with the flow of populations as they expand across the Universe. If there is a growing population within an area, then passenger transport will increase within that area or individual star-port. Yet along with those growing populations, the more heavy trade ships will be doing quite well in increased trade because of increased demand for goods, where right now they have some limitations because of jump distance or fuel costs trying to find equitable trade to sustain them.

A Viable Way...
The Future of transporting our smaller ships... that may better fit our individual play styles and ever changing commodities markets...
A Lakon Type-6, may be able to carry/transport a Sidewinder within it's cargo space.
A Lakon Type-7, may be able to transport up to Cobra.
A LaKon Type-9, may be able to transport a Python.
The Anaconda may be able to transport a Python as well... "who knows?"...

When we think of becoming mobile and having the need to transport our "Support Ships" to meet the ever changing demands of markets when in trade or in pirating, we need the ability to change our or transport our nest or base of operations in a plausible way, and I believe that this is the way of our future with regard to the current and coming changes... "because passengers for transport are coming, then why not the transporting of ships too?"

"What do you think?" :rolleyes:

Space Time :D
 
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Interesting analogy, but there's an actual experiment that was done with rats that perhaps sheds a bit more light on things. This mainly focused on addiction, but I think the same principle applies as ultimately it boils down to reward pathways.

The classic experiment was they gave rats in a cage two bottles of water, one laced with a highly addictive drug, the other clean water. They found the rats ended up absolutely hooked on the drugged water and went to it every time even to the point it killed them. Conclusion: the drug is terribly addictive and they makes them helplessly enslaved to it. The cheese becomes all. They moved rats to a cage without laced water. The rats had horrible withdrawl symptoms and some died.

Some one tried a variation of this. This time they had another set of rats. Same water bottles, but this cage had wheels in it, rolling balls, things to climb on, tubes to run down, everything a rat could want for in a cage to entertain them. The rats liked the laced water but they didn't really find it so incredibly enticing they'd keep going back until they died. They were more interested in their fun packed theme park of a cage.

The rats in the cage of boredom showed no change, but rats removed from this set into the fun zone managed to shrug off their addiction with far greater ease, even when the drug was still available. Conclusion: If cheese is all you have to look forward to in life, you're likely to dream of nothing else.

Were you watching The Trews the other day? I picked it up from that, a scientist in 1976 (I think?) built the "rat park" to disprove addiction theory that was built from the previous rat test model, interesting stuff. I like Rivka's one as well, this thread needs more rat analogies :)
 
Were you watching The Trews the other day? I picked it up from that, a scientist in 1976 (I think?) built the "rat park" to disprove addiction theory that was built from the previous rat test model, interesting stuff. I like Rivka's one as well, this thread needs more rat analogies :)

Rats are amazing creatures. We should have more of them all over the forums :)

I wasn't watching that Trews, but it is quite possible he got his info from similar sources. ^^
 
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Interesting analogy, but there's an actual experiment that was done with rats that perhaps sheds a bit more light on things. This mainly focused on addiction, but I think the same principle applies as ultimately it boils down to reward pathways.

The classic experiment was they gave rats in a cage two bottles of water, one laced with a highly addictive drug, the other clean water. They found the rats ended up absolutely hooked on the drugged water and went to it every time even to the point it killed them. Conclusion: the drug is terribly addictive and they makes them helplessly enslaved to it. The cheese becomes all. They moved rats to a cage without laced water. The rats had horrible withdrawl symptoms and some died.

Some one tried a variation of this. This time they had another set of rats. Same water bottles, but this cage had wheels in it, rolling balls, things to climb on, tubes to run down, everything a rat could want for in a cage to entertain them. The rats liked the laced water but they didn't really find it so incredibly enticing they'd keep going back until they died. They were more interested in their fun packed theme park of a cage.

The rats in the cage of boredom showed no change, but rats removed from this set into the fun zone managed to shrug off their addiction with far greater ease, even when the drug was still available. Conclusion: If cheese is all you have to look forward to in life, you're likely to dream of nothing else.


I'm not sure if comparing rats and gamers like this is a compliment or an insult. I mean, rats are amazingly smart little critters (and they make wonderful pets), but they've got a bad rap over the years.

You're right though, the addiction experiment also fits well in the Elite world as it is right now. For a lot of players, we're currently stuck in the boredom cage with the heroin laced water bottle. Some of us can go out and force our ways into finding content in such a world, but it's not fair to force the vast majority of players into it. All they see is "bigger ship" (heroin water for our rats), and the only way to get there is trade.

Here's hoping Frontier fills our proverbial cage up with things to do. There'll always be a subset of players who just want to min/max grind, in the end. Having more toys in our cage though, will help people find activities that aren't just grinding. The LAST thing we need is for Frontier to just add on more grindy stuff to do and call it content.
 
I'm not sure if comparing rats and gamers like this is a compliment or an insult. I mean, rats are amazingly smart little critters (and they make wonderful pets), but they've got a bad rap over the years.

You're right though, the addiction experiment also fits well in the Elite world as it is right now. For a lot of players, we're currently stuck in the boredom cage with the heroin laced water bottle. Some of us can go out and force our ways into finding content in such a world, but it's not fair to force the vast majority of players into it. All they see is "bigger ship" (heroin water for our rats), and the only way to get there is trade.

Here's hoping Frontier fills our proverbial cage up with things to do. There'll always be a subset of players who just want to min/max grind, in the end. Having more toys in our cage though, will help people find activities that aren't just grinding. The LAST thing we need is for Frontier to just add on more grindy stuff to do and call it content.

Couldn't agree more. On which note I should probably hit the sack, so goodnight ladies and gents :)
 
Eh, I'm ok with this. My primary route goes down by 700 cr/t, so instead of crazy good route, it just made it a good one. I still farm it, still making 5M /h, aint complaining.
 
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Eh, I'm ok with this. My primary route goes down by 700 cr/t/h, so instead of crazy good route, it just made it a good one. I still farm it, still making 5M /h, ain't complaining.

Just curious after reading the list of ships at the bottom of your post, what are you farming for now?
 
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Just curious after reading the list of ships at the bottom of your post, what are you farming for now?

I need another 15M cr or so to get both my Clipper & Python to (armorless) combat spec. If I want them armored then that's another 100million credit I think?
 
Absolutely, a dynamic trade system is far better. But I think it's fair to say, what they've done here is completely fritz up a major part of the game that was working in an acceptable, if not perfect manner. They could have done it in a way that doesn't alienate a fairly large part of the community from what they want to do in game. I'd hope a fix to the trade route feedback is coming in a matter of days or else people are going to get fed up pretty fast.
If people can't make money in a reasonable amount of time, they won't even login.
Why have the stupidly expensive ships there, if no-one can make the money to afford them?
 
I suddenly now feel very glad that I did all those runs leading up to now and got my ships setup for the most part. Wow! I'm logging in to check my trade run hits now.

Maybe they're trying to steer people into the new community goals once they hit live next week.

Also, maybe the community event top tier rewards will be the most profitable thing in the game. I can see them wanting to make community participation (even in solo and group mode) the most profitable.
 
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My modest type 6 trade routes dry up after 3 runs. This is . Now I can't even make 1 million an hour doing mind numbing crap. This really really really sucks.
 
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