2.2 - time to bring back 10% loss on module sale

There needs to be a complete rebalance of ingame economy. Including this should be a part of it. You could have a try out period of half an hour before the selling cost kicks in though.
 
I pay my money to FD to escape the drudgery of the real world, not get thrown into the drudgery of the future, where everything is just as crap.

Sorry that your life is so crap .. perhaps playing video games isn't the answer ?

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I also suggest you read the DDF archives where it will give you some idea as to what FD was thinking at the time. 2nd hand ships were going to be a thing and with that (I guess) the aspect of decay, wear and tear. If you're more aware of what they were thinking then you may be less angry if they do implement something like that now. #just_saying
 
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10% loss on module sell? Why? you could end up with losses of millions for swapping out and playing with modules?

The idea is that with module storage, swapping modules should revolve more about swapping out modules you have stored, than buying and selling modules all the time.

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They could add some sort of "durability" statistic to modules to track their usage. It would not affect the module in any way, except its resale value. So if you equip that 7A frameshift drive and give it a spin to see how it jumps a couple of times, its durability is still at 100% and you can resell it without any penalty.

But if you took that baby to Beagle point, or if you are in the habit of getting into fights and letting that FSD get blow out repeatedly, you might expect the durability to go down and the resell price accordingly. You might opt then to keep it in your module storage if for whatever reason you decide to swap it out. It would still function just like the day you bought it, any time you put it back on your ship.

And even simpler implementation would just have the resale value go down over time, the longer you own it (in real time), the less you get back on selling. No need to track and update some extra stat, just save the date and time when the module is bought and when you sell it, compare the times.
 
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Why should players sell their modules all the time?

If you want different loadouts module storage is the way to go because it allows you to retrospec your ship without having the modules available at your current station. The 10% loss will further encourage you to store them rather than selling them which will make the modules unique to you. You'll share a history with them, even more if they are engineered.

If you want to sell your D rated modules because you can finally afford A rated modules it's just fair that you have a loss on your old model. You used it to earn credits, it's no longer new.

The concept isn't new or unique, basically all other games do the same. I don't understand why it becomes suddenly a problem with ED.
 
Second hand/used goods lose value.

Then I'd like to see a second hand market, that modules are 50% cheaper, and to which you lose almost nothing when you sell them back?

To suggest everything is brand new in the shipyard is a bit silly, almost like they 3d print items brand new all the time at no cost, and at a whim.
 
Why should players sell their modules all the time?

If you want different loadouts module storage is the way to go because it allows you to retrospec your ship without having the modules available at your current station. The 10% loss will further encourage you to store them rather than selling them which will make the modules unique to you. You'll share a history with them, even more if they are engineered.

If you want to sell your D rated modules because you can finally afford A rated modules it's just fair that you have a loss on your old model. You used it to earn credits, it's no longer new.

The concept isn't new or unique, basically all other games do the same. I don't understand why it becomes suddenly a problem with ED.

Because it doesn't add anything? Other games also give you other options rather than selling the items. Mechanics that allow you to keep them useful. Such as disenchanting. They also allow you to try and sell it to other players. If it can only be sold to a vendor, it probably wasn't purchased in the first place, and selling is probably the worst option.

I'm constantly changing loadouts in certain ships. Especially my multipurpose ships.

It's punishing for the sake of being punishing.
 
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Thematically it makes sense that modules might depreciate in value, so I certainly won't complain if the feature is added after we get module storage.

Nor, however, will I push for the it to be implemented. Fair enough if some people envisage themselves growing attached to a particular pet module, or shedding a wistful tear as they remember all the good times they had with that trusty D rated shield now they can afford the A rated one; I for one don't picture my enjoyment being in any way enhanced by the exact same item suddenly becoming more expensive.

I repeat, though, that from a game balance perspective the idea isn't unreasonable, so if that's how it's going to be then so be it.
 
I'm constantly changing loadouts in certain ships. Especially my multipurpose ships.

I have good news: in 2.2 you don't have to sell the modules, you keep them all stored, engineer mods included, and can even have them delivered to remote places that don't sell them.
 
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How about the credit loss when selling modules originally purchased in a discounted system in a non-discounted system?

I remember being able to make a profit on that, IIRC. Some update changed things and it's just confused me overall.

I don't want sale fee, how else can we try out modules (like weapons) before realizing they're crap or aren't good for our playstyle?

When I finally got a decent ship (Python) I tried out a load of things (and I'm still not finished). With every update we get new stuff to play with, and I try to try them out. If we have a credit loss from selling things, it's going to really put off a bunch of players from trying new things, especially since bigger stuff (or more advanced weapons) on bigger ships costs a damn fortune. Only the people with hundreds of millions/billions credits won't care about this.. aka, the Elite folk, not the new or casual players like myself.
 
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How about the credit loss when selling modules originally purchased in a discounted system in a non-discounted system?

I remember being able to make a profit on that, IIRC. Some update changed things and it's just confused me overall.

I don't want sale fee, how else can we try out modules (like weapons) before realizing they're crap or aren't good for our playstyle?

When I finally got a decent ship (Python) I tried out a load of things (and I'm still not finished). With every update we get new stuff to play with, and I try to try them out. If we have a credit loss from selling things, it's going to really put off a bunch of players from trying new things, especially since bigger stuff (or more advanced weapons) on bigger ships costs a damn fortune. Only the people with hundreds of millions/billions credits won't care about this.. aka, the Elite folk, not the new or casual players like myself.

Pretty much, I'm not very keen on paying credit upkeep just to change my Python loadout. Took me long enough to scrape those credits together.
 
No, firstly the module storage must really be implemented in the game, ballanced properly (sizes, prices etc.) and if and only if everything will work OK, we can discuss the 10% module selling discount.
 
Tell that to the cash-poor players with only 1 ship who like to swap things about depending upon mood.

(Think outside your box ... not everyone has millions of credits and/or a fleet of ships)

What about them? I am thinking about them, and I am not caring. They can get a bit more cash.
 
Yeah, i guess they will reintroduce module sale costs either with or soon after 2.2 (perhaps 2.2.1 after they have checked that things are working ok).
 
Nice straw man.

They're just saying that video games are an escape from the real world.

That's not what he said :

I pay my money to FD to escape the drudgery of the real world, not get thrown into the drudgery of the future, where everything is just as crap.

"just as crap" implies so is his life - can't mind read to be sure, hence my comment of sort your life out 1st.

Meh .. off topic and frankly - who cares anyway, right ?

On topic -

There are plenty of different ways of implementing "gold sinks" that are creative; innovative; and not just "sell tax" which has been done to death !

Come on .. Frontier are supposed to be at the leading edge .. not cloning another game ;)



What about them? I am thinking about them, and I am not caring. They can get a bit more cash.

Indeed .. "I'm alright Jack .. [expletive] you" .. am I right or am I right ?

:rolleyes:
 
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I have good news: in 2.2 you don't have to sell the modules, you keep them all stored, engineer mods included, and can even have them delivered to remote places that don't sell them.

That's not what he said :



"just as crap" implies so is his life - can't mind read to be sure, hence my comment of sort your life out 1st.

Meh .. off topic and frankly - who cares anyway, right ?

On topic -

There are plenty of different ways of implementing "gold sinks" that are creative; innovative; and not just "sell tax" which has been done to death !

Come on .. Frontier are supposed to be at the leading edge .. not cloning another game ;)





Indeed .. "I'm alright Jack .. [expletive] you" .. am I right or am I right ?

:rolleyes:
He never said his life. The world is crap. Do you live in it? Turn on the news lately?

I fail to see how they're on the leading edge of anything. It took 2 years just to get something as basic as bookmarks.
 
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I hope that if the 10% loss with module sale happens that the entire purchase process is revamped. Instead of buying one item at a time. With. Lots. and Lots. of clicks... make it a system that works like a shopping cart with a final review and a checkout screen.

Allow the players to 'preview' the purchase by fitting whatever modules are desired. Then, at the end, before the player leaves the outfitting, there is a commit changes with a review page similar to the insurance rebuy screen. This screen totals the cost for all changes and allows the player to deselect components should it be too expensive. Better yet, a graphical representation of the changes and how they impact the ship performance would be superb (and not I'm simply dreaming, right?)

Can you imagine driving into the shop for an oil change on your vehicle and having to pay for each service one at a time? That is outfitting in ED.

Current outfitting:
Oil filter selected, confirm, are you sure? confirm. Cha-Ching
Oil selected, confirm, are you sure? confirm. Cha-Ching
Oil disposal fee, confirm, are you sure? deny. ERROR MUST CONFIRM, (drat) confirm. CHa-ching
Taxes, deny. ERROR this will revert all services, confirm? (drat again) confirm. Cha-Ching...
etc.

Proposed:
Oil filter, check. Oil, check, disposal fee, (grumble) check, Taxes (meh) check.
Confirm purchases?
Confirm...
Cha-Ching.
 
Yesterday I sold all my Python's A grade modules for the same value and thanks to that, I got a large sum of money without losing any percent, bought a brand new anaconda which I am updating. Players have to be prepared than someone of FD read the comments from this forum, and add devaluation when you sell a module in the next update! What a stupid thing, people wants to lose money for nothing.
 
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