Construction paper and crayons are third party tools. Scissors are Right Out!
Purchasing market data only shows you what is imported or exported to/from a system. It doesn't show prices, so it's totally pointless as even if it imports it, it could be less than you've paid for it at an exporting system.
Could it be that perhaps trading needs to be more than just buy low sell high? That's the basics of commerce, of course, but there are always more nuances to things. Exclusivity contracts, group/quantity discounts, trade agreements. There should also probably be more risk involved in trading illegal goods. I mean, fined for carrying illegal cargo, but still get to keep it and sell at a profit?? You can just call the authorities tax collectors.
Wandering a little off topic here. Sorry.
I think I agree with everything you say there. In answer to the above point of how someone else might find that irritating, I'd suggest that that is part of the game, too. You find a good route and then hold onto it until the masses flood in and ruin it. It cannot last forever and that is a pretty realistic thing to eventually happen. Move on and find another one. Keep playing.
The other problem is that this game was originally designed to reflect the lore that information travels at the speed of ships, so info should be hours or days old.
I'm an experiential gamer, that is I game to get experiences that I don't get in real life. I will never truly know the experience of loading up a ship with goods, and risk it all on a leap into the void based on incomplete information. But Elite is a good facsimile of that experience.
That is one of many reasons I dislike hacks, mods, and third party programs designed to make a game easier. Those things make games shallower than their development game intended. Players using them don't have decisions to weigh: do you risk it all on bringing a single commodity, or do you hedge your bets by bringing a mix. They don't hold their breaths until the commodity screen comes up: did I guess right and score big? Or did I lose money this trip? Or do I sigh at a missed opportunity, because I played it safe?
The other problem is that this game was originally designed to reflect the lore that information travels at the speed of ships, so info should be hours or days old. That aesthetic has fallen to the wayside due to data mining. C'est la vie.
I can accept that information travels at the speed of ships. That's what the world was like before the mid 19th century. So information was transmitted in packet boats. The land equivalent was things like the Pony Express.The other problem is that this game was originally designed to reflect the lore that information travels at the speed of ships, so info should be hours or days old. That aesthetic has fallen to the wayside due to data mining.
The other problem is that this game was originally designed to reflect the lore that information travels at the speed of ships, so info should be hours or days old. That aesthetic has fallen to the wayside due to data mining. C'est la vie.
The word you are looking for is "Traveller". And the timeframe is weeks or months, there. Try selling that, nowadays, for an online game.![]()
I can accept that information travels at the speed of ships. That's what the world was like before the mid 19th century. So information was transmitted in packet boats.
I can't believe that in the 34th century empires like the Federation, Empire and Alliance wouldn't have a similar system of regular transmission of mail etc between populated systems. So I view EDDN and the data-sharing tools that use its data as the 34th century version of the packet trade. For more out-of-the-way ports the data on EDDN can be incomplete and sometimes days or weeks old, which seems right to me too.
They do now, but back during the Age of Sail fortunes were made and lost by risking everything on the unknown. That was the original aesthetic of Elite: The Age of Sail in space.Fair enough, but successful traders don't rely on guesswork and "leaping" about at random, they rely on relevant information.
The shallowness of the economy is largely, IMNSHO, the results of 3rd party trading tools early in beta. Early adopters quickly flattened the best trade routes, and they never bounced back because that is what a realistic market with up to date information does: supply and demand converge, removing the potential for profit along the way.Trading is already rather shallow, not much any 3rd party tools can do to make that any worse.
It doesn't at all, primarily because the best part of the game is traveling from point A to point B for me. Missions, trading, exploration, Power Play, combat... All of that is simply an excuse to keep me moving to new places to see, new situations to explore. Every second spent researching or recording trade information is a second Im not flying. So I wing it, and celebrate my success, mourn my failure, or lament lost opportunities at my destination.I understand that this takes away from the "mystique" or awe of a game for you.
Oh, I know that it's inevitable in an online game, just like gold farmers, aim bots, macro programs, and all the other ways players "enjoy" themselves is inevitable once a game goes online like this one has. C'est la vie.However, many people like a more purpose, knowledge and progression based approach to their gaming....that's THEIR way to enjoy themselves.
And if the first party denies them the tools for that, third parties will provide them.....i'm glad they do.
...The shallowness of the economy is largely, IMNSHO, the results of 3rd party trading tools early in beta. Early adopters quickly flattened the best trade routes, and they never bounced back because that is what a realistic market with up to date information does: supply and demand converge, removing the potential for profit along the way...
Lore says that information travels at the speed of ships? Well, according to the game, the ships travel at 4000C or more during hyperspace. So, transmitted information would be incredibly fast instead of stale as you would suggest. I'd be ecstatic if the market information was available according to your assumption. That would mean that transmitted market data from other stations in the same system would be available instantaneously, transmitted market data anywhere from within the bubble would be available in less than an hour because it takes less than an hour for a fast ship to travel across the bubble. I expect that some stations that have poor market data would rather withhold transmission rather than reveal their poor market data so as to entice traders to visit the station to find out for themselves. I expect that competitive stations would transmit their data in real-time or within the hour to bring in traders. So, I'm curious, if lore says that info should be hours or days old, why is it non-existent? The game is fundamentally flawed to have lore that says that we can't have access to any transmitted market data....The other problem is that this game was originally designed to reflect the lore that information travels at the speed of ships, so info should be hours or days old. That aesthetic has fallen to the wayside due to data mining.
I wasn't previously aware of Traveller. But having read up a little - yes, exactly like the X-Boat network.Welcome to the J-4 X-Boat system.