Trading - Discussion on how to improve it

Been playing off and on since the Premium Beta so I've seen all the major iterations of the game's economy and personally believe we've hit the worst point of trading's balance. I have no problems with the recent change to make supply actually matter (in fact I applaud that it's finally working correctly) but the loss of Luxuries being dependable/lasting long enough to be worth it, Rares arguably not being worth it anymore and standard trading all pile on to hauling being a rather immense repetitive grind.

With that said I don't envy the task of coming up with what income per tonne/income per hour is acceptable. Can't be easy. This thread is meant to be a community effort where specifically traders come in and offer thoughts on how to improve the current system. What do you like? What don't you like? What could be added or changed?

Personally I loved the gameplay behind the Rare Commods. Got to visit parts of the galaxy I didn't see before and it made sense that these items would be worth more in a part of the galaxy they're not usually seen in. Then of course everyone and their mother got wind of how lucrative it was and it was nerfed into the ground. That's the problem with the economy in this game, the methods of making money are so dismal that a new beacon of profitability is immediately latched onto and "abused". My argument is that these methods are absolutely fine, there just needs to be more of them and a player reinforced way to balance them.

My suggestion is that permits be issued for Trading purposes. Permits based on vessel size and cargo capacity (having to upgrade the permit or purchase a new one with certain cargo hold size milestones) and based on government. Have a permit to operate a Type 7 with 200 tonne capacity in Federation space? You're good to go. Enter Empire space and it's invalid. That invalid or missing permit makes you vulnerable to interdiction via government and player craft. This reinforces the role of players enforcing it (maybe players can accept a contract from governments to find these illegal traders and issue fines via some new equipment or just destroy the vessel) and smugglers attempting to operate outside the law. Have an additional permit level that specifies what type of commodity they're clear to trade. Get caught without a rare commodity trade permit? You dun goofed.

Obviously these permits need to be relatively expensive and my thinking is that they last for a specified time, maybe a week at a time. Players need to work within that time to make it worth it. An additional level could be that they need to run some very basic missions to gain enough rep with the governments to be able to buy these trading permits or have them linked to trade ranks.

With this plan comes the need for an increase of trade profitability across the board. No more punishing lucrative trading opportunities, give the people multiple avenues to go down and a single one won't be abused.

Thoughts?
 
Obviously these permits need to be relatively expensive and my thinking is that they last for a specified time, maybe a week at a time. Players need to work within that time to make it worth it. An additional level could be that they need to run some very basic missions to gain enough rep with the governments to be able to buy these trading permits or have them linked to trade ranks.

With this plan comes the need for an increase of trade profitability across the board. No more punishing lucrative trading opportunities, give the people multiple avenues to go down and a single one won't be abused.

Thoughts?

One of the selling points of this game is that it suits someone who leans towards the "single player" type of game in the past - where you could progress in your own time when you have time to do so. Imposing a burden to "maximise" a permit you buy for a week is contrary to that philosophy.

Giving a player a time limited opportunity to profit incentivises grinding over fun imo.

No thanks.
 
My personal take on trading is this.

The current system is fine and it has its place for certain players maybe it needs a wee tweak here and there.

But I think it would make trading much more interesting if the "rares" were re labelled and dealt with as "uniques". There's a lot of planets in the known space and I think the vast bulk of them could have their own Unique items based on their economy.

it could well be that for instance:

an extraction planet called marz mines "extra brilliant gallite" now there's a community goals somewhere that are looking for gallite but with our extra brilliant gallite you get 3 times the price and 3 times the goal effect. Also you can do the standard thing and drag that ore away a certain distance to any refinery and make a Good profit it you wanted.

If they actively expanded the "unique" items system then it would make thinking about trade a lot more interesting I think.
 
I made a long post in suggestions about trading. It is not easy to sum up. Basically I think multi-jump routes would be better and less subject to annoying nerfs and that rewarding players for finding routes makes sense and that hauling by contract via bulletin board should be a major part of trading. So far I don't think anyone even bothered to read it lol.

https://forums.frontier.co.uk/showthread.php?t=111892
 

BlackReign

Banned
The trading engine in ED is broken. It makes little sense, and FD has done nothing to improve it. It's become more work than fun as FD's goal seems to me to make it as difficult to maximize profit as possible. The supply and demand indicators/behavior makes no sense. Just look at the numbers and their corresponding High/med/low indicators. Just look at the fact that prices are virtually the same across the ENTIRE universe. If that's not the dumbest attribute about the ED trade model, I don't know what is.

I think they want trading to be a cryptic mystery.
 
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One of the selling points of this game is that it suits someone who leans towards the "single player" type of game in the past - where you could progress in your own time when you have time to do so. Imposing a burden to "maximise" a permit you buy for a week is contrary to that philosophy.

Giving a player a time limited opportunity to profit incentivises grinding over fun imo.

No thanks.

That's a fair point. Maybe it's based on a trading quota or cap rather than time period. Or maybe it's not so expensive that you take a loss in that time period but you won't maximize profits.

I made a long post in suggestions about trading. It is not easy to sum up. Basically I think multi-jump routes would be better and less subject to annoying nerfs and that rewarding players for finding routes makes sense and that hauling by contract via bulletin board should be a major part of trading. So far I don't think anyone even bothered to read it lol.

https://forums.frontier.co.uk/showthread.php?t=111892

Some very solid ideas in there. Good job.
 
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I'm not sure about the permits idea.

On your comment on rares - I think they're about right at the moment. They should suit someone in a cobra sized ship and offer a decent way to make some money. If you have a massive ship, it should make more sense to haul big loads.

On how to improve trading, here are my thoughts:

Smuggling
-one aspect of the originals totally missing. I know that technically it exists, but it's only really there for stolen goods as everything is half price.
-what you need is half price for stolen goods, ~1.5x price for illegal goods. That would make me bother trying. I'm sure in frontier I had a route that was ross154 to barnards star, with robots one way and narcotics the other.

Trade Tools
-get the bloody galaxy map and other stuff working. To keep a challenge, data should either need to be bought or discovered by travel. It should fade with time.

Supply and demand
-get this working properly, not just economy = set things will be high/low demand. Make it so if you deliver enough raw material to a system the price of the goods created drop and if enough of that is bought the economy does well and demand for luxuries goes up. This way a trader should be able to bring a variety of metals to an industrial station, start picking up cheap goods then come back later with luxuries. The throttle, based on population, should be a set production rate, which means bring too many raw materials and price given drops whilst price of goods stays the same, or worse they won't even buy your stuff as they have enough.

Product Variety (sub-rares)
-a second type of rares - these are things like particular grain or bread or meat, that is not scarce in the area of the galaxy you can buy it in, but travel to another area and you'll get a good price. You'll still need 100t to make decent money - we're still only talking 2-3k per ton, but it'll promote distance trading. Part of the problem in the current system is there's only a few system types with certain supply and demand types, so never a need to take stuff a long way.
-take parmesan or mozarella for example. They're not exactly rare, and you can buy cheese made in other countries, but there's still a good market in people importing these from Italy.

Interdictions
-In the originals, when trading, you'd hit the speed multiplier and be interdicted instantly about 3 or 4 times, then you'd carry on to the station. If I'm trading I want to also fight. That just doesn't happen in ED, you rarely get interdicted.
 
Dunno what everyone's problem is with trading, other then they cant make hundreds of millions quickly anymore... I have a Python for trading, and A Class ASP for Exploring/Hunting.. 2 Haulers for Taxi's while finding trade routes, an Eagle just because.. and enough money in the bank to buy another fully kitted Python.. I could move into the 'conda, Its just not on my want list in any way..

Rare commodities were easily the single most cost effective thing to trade Pre Type-7. The rare "limit" was never a problem... when I first started I tried point A to point B routes, taking rares from a few close systems, then traveling 160LY to where another few systems were and repeated. This was a terrible way of doing this, because i would go 1/2 empty sometimes.. so.. instead of complaining, i simply created a "circular" route.. selling rares from the station at 12'oclock, to the station at 6'oclock.. and so on.. 11 Stations total, I just kept going around the route and if I wasn't "full" from one station, it wouldn't matter.. I still had the same number of jumps and the same stations.. One station would only spawn 2 items out of possible 10, the next station had a full set.. it didnt matter, it averaged out and I was always on the move, with generally 3/4 my cargo full at any given time. I made easily 1M an hour in my ASP, and when rares spawned thier maxes, i could make up to 2m an hour..

With trading now.. its really not hard to find routes.. they aren't "rare" finds.. its VERY common to see stations taking the same stuff to and from nearby stations with other economies.. you can almost always bet that if you see a station selling Palladium for 8K and the average is 9K, there's a station within 20LY wanting to buy it for that 1-1.2k/t profit, and very likely selling slaves to return with.. 2 of the 3 routes I had during the "free money" era were wiped out, but it took me maybe a day to find 4 or 5 more routes nearby and no matter how much I milk them, they never drop below 1,200cr/t each way.. meaning in my python, i'm earning an average of about 4m-5m/hr.. better then any seeking luxuries I have ever seen. And when one does dip below 1,000cr/t in either direction, i just go to my other route 80LY away and do it there...

While your permit idea isnt bad or anything, i dont think a lot of people would really understand it.. If i had a Semi-truck and pulled up to walmart wanting to buy every case of bottled water they had, they would not ask me "lets see your permit to carry 200 skids of water" they would say "Visa or Mastercard?!" and send me on my way.. and if i took that water to say, the next town where they had none and decided to sell it to them for a profit of 100 bucks a case and they were happy to pay it then again, no cop would stop me and say "you cant sell water here, you have no permit"...

I could see your permit idea coming into play in maybe transporting illegal/restricted goods through some patrolled systems sure.. maybe have some commodities that generally pay the most out of all of them, but are "Dangerous goods" that have to be transported with a permit.. just like hazard transports do now when they are carrying things that are harmful.. it would make a more in-depth way of trading.. but I certainly wouldn't want to see basic trading restricted in any way..

its pretty much fine as it is.. players just need to get used to actually looking for routes, or face the fact they will not earn 500 million credits in a day of trading.
 
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Just thought of another idea for trading - winning supply contracts.

You could go to say an industrial station and on the bulletin board there might be a contract to supply 2000t of a metal in a week and get a big payout on completion, either money or a better deal if you take a discount on what they make. Like your own personal community goal :)

To get a contract like this you'd need to have a good rep with the station as they wouldn't trust anyone else with the supply contract.

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Dunno what everyone's problem is with trading, other then they cant make hundreds of millions quickly anymore... I have a Python for trading, and A Class ASP for Exploring/Hunting.. 2 Haulers for Taxi's while finding trade routes, an Eagle just because.. and enough money in the bank to buy another fully kitted Python.. I could move into the 'conda, Its just not on my want list in any way..

Wow... sounds an awful lot like you've made tons exploiting the early ways to earn big and now are wondering why people here would want to discuss ways to make non-exploitative trading more enjoyable. Well done.
 

BlackReign

Banned
but it took me maybe a day to find 4 or 5 more routes nearby and those routes, no matter how much I trade in them, never drop below 1,000cr/t each eay.. meaning in my python, im earning 600,000-800,000 per return trip, which takes 10 minutes a trip.. thats an average of about 4m-5m/hr.. better then any seeking luxuries I have ever seen.

Check your math, it's a bit "fuzzy". Uh, and your routes are better than the luxuries run because the nuked them. Are you sure you've been playing lately.....?
 
So you basically want a bunch of arbitrary permits so we can have a little bit more real life nonsense in the game?

And Telnets, Python seeking luxuries can make up to 8 million an hour.. just because you didn't find the good spots they never existed?
 
Check your math, it's a bit "fuzzy". Uh, and your routes are better than the luxuries run because the nuked them. Are you sure you've been playing lately.....?

How so? 700k (the average between 600 and 800) x 6 runs per hour (60 min per hour / 10min per run) = ~4.2 Million per hour.. hows my math fuzzy?

Wow... sounds an awful lot like you've made tons exploiting the early ways to earn big and now are wondering why people here would want to discuss ways to make non-exploitative trading more enjoyable. Well done.

No not at all actually. I simply spent a LOT of time shipping commodities around in this game. I laid out above exactly what i did, and what I was making... so im not sure why you would come to that conclusion.. I adjusted HOW i traded in order to fit the game and maximize profits as the game changed. I have sold MAYBE 50 cargo total in my ED Career as a space trucker to Luxury ships just to try them out when there was a post a whole ago about how they worked.. because until then I had no idea why there were in game.. I have never made more then 1,400cr/ton on any sale in a trade.. I have never took advantage of buying modules and selling them elsewhere to exploit a sale..

What I did do, is sit my ass down in a chair for hours on end, turn on some movies, and traded mindlessly, found routes, and used probably 3 packs of scrap paper worth of notes to work those routes out for myself.

Not my issue if you assume anyone with money in this game has to exploit to get it.. some of us just put in the time in game to do it.

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So you basically want a bunch of arbitrary permits so we can have a little bit more real life nonsense in the game?

And Telnets, Python seeking luxuries can make up to 8 million an hour.. just because you didn't find the good spots they never existed?

I'm aware of what people WERE making, my whole POINT was that you can make money in this game without them.. when FD said they were balancing them, people complain about not being able to make money anymore, and thats simply not true, there is plenty of money in the game without these floating ATMs.. taking them away did not "break" the trading system. If it takes 200 game hours to get a 'conda, thats not "broken"..

Ive played BFBC 3 for over 600 hours and im still not level 50.. doesn't mean BFBC3 is broken, it means I suck at it and I dont get the points other people do to level as quickly.. its the same deal here.. FD certainly could put some work into making OTHER ways of making money better.. it would be nice to see bounty hunting, exploring and mining return the same profits as trading.. but it doesnt mean trading is broken... boring and dull.. SURE! but not broken..
 
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The two biggest trading ships (T9 and Anaconda) appear to be the two that are having most of the problems.

If I find a decent route I don't expect it to remain at those levels forever but nor do I expect the route to plummet within the first run or two. In my anaconda a trade route shouldn't only be good for one or a few runs before plummeting the prices for these so called high demand commodities.

My suggestion is that the stations don't suddenly decide that they don't want large trade ships in their station within an hour of finding it. At least let me trade a little bit in an evening instead of being forced to planet jump all evening. Currently my anaconda averages 200-300k an hour due to spending most of the time system jumping.

Second suggestion is to see why some stations are selling nothing but hydrogen fuel and with EVERYTHING in high demand. Since the trading nerf I have seen this several times. If I do find one of these then all the surrounding systems are dead ducks for trading.

The problem is trying to find stations with high demand, high stock AND haven't been visited by a T9 or Anaconda in the last 24 hours. That last part is the one causing me the biggest problems.
 
So you basically want a bunch of arbitrary permits so we can have a little bit more real life nonsense in the game?

The thought was to come up with something that can make interaction with other players make sense and also give smuggling an added risk/reward.
 
I see lots of good ideas here :)

I also would like to see a kind of permit-system. One factor of that could be the trading rank for sure. The other is the factional and/or local rep.
It's somewhat there in the missions but it's not persistent and it might be a better way to recode these features to make them interdependent. Lots of details to be cleared here, I wouldn't go deeper now but happy to do that if anyone interested.

I would be happy to see long range routes.
It can be embedded to missions - that's the easiest way. However to have any meaning in that it requires to do some job on the economy background simulation and determine on what grounds 2 systems 123 ly apart are willing to exchange things.
What I see as a problem that the inhabited galaxy is showing the same pattern after every 20 ly distance. There's always industrial, agricultural, refinery, etc. economies with the same range of price wherever I see which means it does not matter where I am and who I am trading for. I would like to see a galaxy where there are major hubs of certain types of economies and these masses would make sense to trade between each other.
Also if there's a system with 3 refinery stations, they are most likely having all possible commodities on the same price. So again, the only reason I visit what I visit is the distance from the nav beacon where I arrive into the system and I have no reason to visit the others at all. Missions can take me to the others but only if it's worthy to do which is very rare above a T6 if I calculate the possible profit without the mission.

Longer trade routes could invoke more excitement in multiplayer - depending on how much pirates are interested in milking the route or how expensive to get the future wings for protection. Like caravans in the middle ages.
But for a longer route the profit should be attractive (also the risk needs to be scaled up) otherwise nobody will be motivated to do that.

Right now there are plenty of elements in ED which are only decorations for me because either they are not working properly/bugged or not profitable enough to serve their purpose.
So a good all-round cleanup would be recommended. System export-import datas are useless and inaccurate, most missions are just to scroll over as they offer less price in return than a really risk-free bio waste runs. I'm alright with these "decorations" but if they serve nobody's interest, they are turning to be annoyances rather than functional elements.

Let's face it: trading does not require too much political reasoning but mostly profit. Simple math that is and I wouldn't go into the problem of the missing maningful background simulation. Trading can be enjoyable without that on hardcore level.
Put some meaning into trading can be easier to achieve wiht some more refined spredsheet programming - collect the "if-then"s together, derive it from some out of the box requirements (like x kind of planets need y for a time) - like a community goal but encoded into the game rather than injected manually.
 
The two biggest trading ships (T9 and Anaconda) appear to be the two that are having most of the problems.

If I find a decent route I don't expect it to remain at those levels forever but nor do I expect the route to plummet within the first run or two. In my anaconda a trade route shouldn't only be good for one or a few runs before plummeting the prices for these so called high demand commodities.

My suggestion is that the stations don't suddenly decide that they don't want large trade ships in their station within an hour of finding it. At least let me trade a little bit in an evening instead of being forced to planet jump all evening. Currently my anaconda averages 200-300k an hour due to spending most of the time system jumping.

Second suggestion is to see why some stations are selling nothing but hydrogen fuel and with EVERYTHING in high demand. Since the trading nerf I have seen this several times. If I do find one of these then all the surrounding systems are dead ducks for trading.

The problem is trying to find stations with high demand, high stock AND haven't been visited by a T9 or Anaconda in the last 24 hours. That last part is the one causing me the biggest problems.

Yeah.. I actually found I only make an extra million/hour more in the t9 as i do in the python.. sure i doubled my cargo, but the time spent in the slower ship docking and undocking really cut into my cr/hr return.. Plus as you said, finding 2 stations with large pads was a pain. I went back to the python just because finding stocked outposts was much easier.. :(

little dissapointed in the t9.. i was hoping that the tradeoff of flying such a beast would be more lucritive
 
I like the idea of longer range trading, I never did go trading rares because by the time i started getting interested in doing them the quantities had been reduced to the point that i could get a better return in my clipper on normal routes.

Perhaps we could get a different type of trading where you need to move goods from a system in imperial space to federation or something?

Or better yet:

maybe create a system in unclaimed space with large supplies of some "rare" good that can be sold in imperial/federation/alliance space for good margins. But to access it you need to run a gauntlet of "pirate systems". Hell make it so you need to travel in supercruise through those pirate systems to get to an installation which corrects the "hyperspace interference" in the region which prevents you from hyperjumping until you supercruise to the installation.

I'm sure a better "lore" explanation than that could be created but the basic mechanics would be fun:

Travel long distance to an "alien" system that supplied a high value good. Maybe they could pay a huge premium to import biowaste from human space too :p

Jump through a series of pirate infested systems that you have to traverse in super-cruise to enable the next jump. [optional: require people to do this in open so pirate players get somewhere decent to hunt] on your way back to human space.

Make the trading high risk and high reward - so that traders need to fit out their ships for defense instead of maximising cargo space.
 
Add passenger runs that give me an incentive to visit multiple systems and the ability to check what I can make a profit on before having to visit the next port. (At least make it so import, export and trade route info don't lie half the time) More delivery missions, less retrieve missions. Missions that span more than the systems right next door. Multiple step missions. Shopping list missions, gather assorted goods and food to make a long distance delivery to a far out outpost or research platform. Get paid extra for fast or long distance delivery. Have special cargo holds for goods that spoil, dangerous goods, corrosive goods. Make the economy work, deliver A+B, station produces C, you get C at a discount. Get paid to dump bio waste and other hazardous materials into the sun.
 
A lot of what made trading fun in the previous games was the risk factor.

I could go to certain systems to get cheap commodities, but I knew I would have to fight my way there and back.

Currently in ED there is no risk.
 
A lot of what made trading fun in the previous games was the risk factor.

I could go to certain systems to get cheap commodities, but I knew I would have to fight my way there and back.

Currently in ED there is no risk.
There's also no cheap sources either. So that's ok.
 
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