Perhaps they are getting ready to launch BUY CREDITS on the FD website...
1 Million credits for £5
3 million for £10
10 million for £20
35 million for £35
50 Million for £50
I wouldn't put it past them.
CMDR NeoN HaZe
Maybe they never intended seeking lux to be credit printer?
Maybe just maybe, they wanted players to actually have to use their heads and figure out how to look for the best trade routes, instead of being told what and where to trade?
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.
To illustrate. Imagine Elite trading was this game
View attachment 12707
What we used to have was a little more than basically complicated sequence that once you learned was easy to beat, because the sequences pretty much never changed. To make it harder the lights that flash don't represent the actual lights you need to press. You have to learn a different sequences to the sequence you're shown by trial and error. But once you've learned it you can win. Gets boring eventually but at least you can beat it.
To replace this we have sequences that change in a pattern, and the lights still don't represent what you're supposed to repeat. Futhermore by the time you've almost managed to work out the sequence by trial and error it's moving onto a different one. Which would you spend more time playing? Which one would you toss out of the window [masked swearing redacted - please avoid this thank you]
Top tip. If you think the second one is less broken, your brain is not working correctly either.
The funniest thing about this thread is the cmdrs talking about food chain and saying that nerfing trading will affect pirates and bounty hunters. Most traders seem to be in solo or group anyway and if they do come to open and get a taste of piracy they run straight to the forum with cries of greifers (if you're in open this isn't aimed at you and I applaud you).
It's about time trade took some effort especially since the luxury and rare trading problems.
After reading this earlier today I was anxious to get in and try my trade routes. After a couple hours of running my main money maker I can say that I am not worried in the slightest. After about 10 round trips I lost ONE credit per ton on one of the legs. One. The supply stayed almost the same because of NPC influx maxing it out during my 11.5 minute round trip. My advice is to do what I have done from the beginning and never use a trade route that is publicly sourced. Never. You should also strongly consider refraining from trading in a system that has more than 100 fly-through commanders in a 24 period.
I'm guessing that the supply "fix" weighs the actions of commanders more heavily than we may have originally thought.
Once a good trade route is made public, it is no longer a good trade route. Stick to the edges. You can feel proud when you look back at the public information and see that you're making more. There are so many other tricks but you know... Spoilers...
And for the record, I support the use of trading tools 100%. I just don't use them to find routes. If those tools didn't exist, my routes wouldn't be so profitable for the simple fact that it keeps a lot of the other traders busy chasing the same routes. Also I understand not wanting to spend the time searching for your own routes.
After reading this earlier today I was anxious to get in and try my trade routes. After a couple hours of running my main money maker I can say that I am not worried in the slightest. After about 10 round trips I started losing ONE credit per ton on one of the legs. One. The supply stayed almost the same because of NPC influx maxing it out during my 11.5 minute round trip. My advice is to do what I have done from the beginning and never use a trade route that is publicly sourced. Never. You should also strongly consider refraining from trading in a system that has more than 100 fly-through commanders in a 24 period.
I'm guessing that the supply "fix" weighs the actions of commanders more heavily than we may have originally thought.
Once a good trade route is made public, it is no longer a good trade route. Stick to the edges. You can feel proud when you look back at the public information and see that you're making more. There are so many other tricks but you know... Spoilers...
And for the record, I support the use of trading tools 100%. I just don't use them to find routes. If those tools didn't exist, my routes wouldn't be so profitable for the simple fact that it keeps a lot of the other traders busy chasing the same routes. Also I understand not wanting to spend the time searching for your own routes.
Except you have missed a critical part of this analogy.
Trading now is more like playing that game while blindfolded.... the only way to find a trade route now is by luck, chance... total randomness....
Oh and by the way... once you have found the right combination... it changes!
Which if you haven't worked out means no money is being earned... which in turn means no way to buy better ships and upgrades... coupled with little else worth doing equates to a non functional game.
KORG.
What are you trading in? Since I heard multiple similar situations (in this and the Tenche tread) of trade routes, with no other commanders around, drying up after 3 or 4 runs.
I have a guide I wrote a while ago on reddit if your interested. High population is the trick. Big pop with few commanders means stability. Outposts are unstable, must trade only in between two big ports. I've learned a lot since making that guide but the base still stands.
Also don't believe anyone that says trading isn't fun. It's great fun finding routes.
The food chain comment is correct actually for Open.
If there is no profit to be made in trading, the effect will cascade out to all other professions.
Korg.
Not any more. The figures you see for supply drop when you load up. Preciously they would be back to their old value by the time you returned but now they stay dropped. So a t9 with 500t of cargo exporting from a high supply gold station with a stock of 2000 would get 4 runs and only one of those would be at high supply prices.