few days have pasted since the trade nerf and...

well i have spent about 2 hours going in the vicinity of my system exploring new trade data. i have collected about 15 new commodity market data from various systems.
i then go pick the best route out of them and try it out. and good god this new economy is terrible.
now i have no problem with a dynamic economy that kinda forces you to move around and get a few routes (plan a, plan b ect) i actually found it to be a welcome change at first.
but what we have here are just erratically changing numbers that just kinda spout a random number at you (always lower than wanted of course) which basically makes this into gambling.

i buy consumer tech at a station for 6300 and wanted to sell to a system i just came from which buys it for 7500 (rounded) and the demand was high.....i get there and the price drops to 6500 with still high demand and leaving me with 300 profit. this isnt the first time this happened and i fear this will continue happening.
also randomly up to 10,000 stock sometimes disappears when i get back from a run....no way did the npcs buy it all.
apparently ED economy devs went to "online business school of kenye west" and put a "bulk" tax fee....because in the real world the more quantity you buy the more expensive it gets (sarcasm)

lets not forget the laughable trading tools....

this is by no means any more realistic economy model than the last. please either fix this terrible mess, or go back to the other economy.
and i cannot be the only one experiencing this..
 
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Agreed. I think a change was in order, but, just like the Python changes, they've gone a bit too far in the other direction. Hopefully they will find a happier medium that will make trading a bit more dynamic than it was, but not so bad that once you spend several hours finding a route, you can effectively kill it by yourself in half a dozen trips (or fewer in some cases).
 
You are not the only one.

I also can see it needed it change but high demand suddenly acting like low demand isn't how it should be.

On the plus side; having now parked my tycoon rank I have managed to get to dangerous on combat while I wait to see what's going on.
 
why didnt they put this in the beta 1.1?

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The engine of this game is like Humpty Dumpty. It's broken and all the King's horses and all the King's men can't put this thing together again.

i dont think its broken, i just think they went over board with this nerf.
 
Best thing that FD could have done. It means only those capable of thinking can make any real money. I'm not about to explain how to find good trade routes again post 1.07. There are already loads of posts and guides explaining how to do this but I guess its ED accurately reflecting the real works.
 
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Best thing that FD could have done. It means only those capable of thinking can make any real money. I'm not about to explain how to find good trade routes again post 1.07. There are already loads of posts and guides explaining how to do this but I guess its ED accurately reflecting the real works.

ok so what did you think of thats so genius that we didnt?
please share with us senpai. because as far as i see it this wouldnt stand up to basic economics
 
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now it might only be speculating, but... I'm just curious on how Frontier will handle or simulate an economy, which just simply does not exist... Under EVE online (sorry to get that one back into here), players are creating, trade routes are REAL. So, how could ED work well without any real trade route, real consumption, real production lines?!

It's not a rant from my part, but I really doubt now that ED will be logical for the trading part, which is actually totally broken to me, OR, I might miss understanding it all wrong...

But, who's there to explain how it works? We are left to guess, but so far as I got the trading out, it's just not working. Random demands and supplies, routes wrong or just miss leading, the logic behind is... none sense ^^

And believe me, I really count on Frontier to get that sorted out, soon... ^^

If trading was the best and fastest way to get credits, it's now a russian roulette :D
 
It is just one of the reasons why people are turning away from the game.. Makes me sad. Hopefully they will adjust the direction this year and find a sweet spot. IMO - This is what you get when ideology (mainly liberalism) guides your game design.
 
I actually have been trading last 2 days without noticing any have fluctuation in prices. Try going to remote systems.

But, I could be wrong.

i did but i have a anaconda and the game actually put a bulk tax where i get as much profit as a good route in a type 7 does.....
im also noticing that players in type 6 and smaller dont see this effect.

so FDs message to us all....dont get the big ships.
 
Agreed. I think a change was in order, but, just like the Python changes, they've gone a bit too far in the other direction. Hopefully they will find a happier medium that will make trading a bit more dynamic than it was, but not so bad that once you spend several hours finding a route, you can effectively kill it by yourself in half a dozen trips (or fewer in some cases).
Agree. That's what happens now. I can't stop moving around, despite I'm in a Clipper and my volumes are not as huge as Anaconda's or T9's. There are no more good markets to stick to. That's different from real life. I think a route should get dry if MANY traders use it, not only due to a single trader runs.
 
"You know what dynamic economy is?It's all a fugazi.It's a wazi, it's a woozi. It's...fairy dust. It doesn't exist, it's never landed, it is no matter, it's not on the elemental charge. It's not <redacted> real." cit.
 
"You know what dynamic economy is?It's all a fugazi.It's a wazi, it's a woozi. It's...fairy dust. It doesn't exist, it's never landed, it is no matter, it's not on the elemental charge. It's not <redacted> real." cit.

oh look its the Swedish murder house.

but as i was saying, youre right this economy is basically fairy dust.

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Is anyone really surprised that FD's "fix" is worse than what it was suppose to be fixing?

well yes actually.
i love frontier and this game is a very excellent game. the devs truly seem to be passionate about this game.
im sure their intent wasnt to pee on us and tell us its rain. but they sure "done messed this up".
 
Stable markets with constant import/export profit rates are the basis for established trade routes to even exist in the first place. I don't see any such markets in the game at the moment, the only thing that's guaranteed profit are rare goods... and I pray to the gods of game design that FD won't change those as well. There is currently no incentive for me to buy anything larger than my Asp with 80 tons of cargo space, since running rares is the only thing in the game I do for profit. All other things I do for fun and to mix it up a little, but the profit rates are low enough to be completely irrelevant.

Apart from the 100k bounty hunting missions, I have yet to see any missions on the mission board that would require a ship like my Asp, and not an entry level Hauler to run.

Wait... once a few weeks ago, I took a 90k hauling mission for some consumer goods to another system. I think that were about 20 tons of cargo. I have yet to find out why such missions don't appear more often once you progress to a certain Elite level or ship.
 
They're there. I've had a few runs that required 60+ cargo. Still not many of them tho (and their pay isn't generally all that great).
 
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