Ship Transfer Costs - These Prices are Nutty!

And that is what this whole transfer-mechanic FD added to the game to facilitate us to do, be able to switch from exploring to CZ's, BHing or trade/freight at our leasure.

It wasn't supposed to cost anything, it wasn't supposed to have any kind of delay, it was just supposed to make the game more accessible for people who like doing more than one single ship can do without having to do I.E an hour and a half of jumping back and forth to switch ships...and then the 70%'ers came along and demolished that idea because it would ruin their immersion, alittle delay wasn't too bad IMHO, but the some of the more masochistic of the 70%'ers apparently managed to lobby for a cost in addition to delay.

Some of the justifications I've read for the costs is that everyone and their brother is apparently a griefer who'd love nothing more than to transfer their entire fleet of Corvettes out to Jaques to do a wild west thing there, some seem to think that it is some kind of extravagant luxury that needs the Empress' wallet to pay for just because it can't be found in ED's lore, and others have just decided that this is done by FD to have more restrictions on the use of the mechanic...that FD wanted to give us for 0 credits and 0 delivery-time in the first place Oo


Absolutely hilarious XD

That said though, seems that it would cost me 25 minutes and 2,4 Million credits to move my EMPTY Anaconda hull from HIP 21991 to Deciat (120,10 Ly) versus 4,8 Million yesterday, and I'm pretty sure the delay was closer to an hour, so seems like it's atleast moving in a more humane direction :)


Well said.

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Didn't they say they'd look into dialling down the prohibitive costs from beta to release?


I thought I saw something about that, but can't find it now.
 
Didn't they say they'd look into dialling down the prohibitive costs from beta to release?

They're monitoring usage to that effect (potentially). But obviously, according to some people in this thread, they won't reduce the cost further because they claim it's expensive to stop people using it a lot. So FD are monitoring it to see if it is used but won't reduce the cost because it's not to be used a lot...

Huh.
 
They're monitoring usage to that effect (potentially). But obviously, according to some people in this thread, they won't reduce the cost further because they claim it's expensive to stop people using it a lot. So FD are monitoring it to see if it is used but won't reduce the cost because it's not to be used a lot...

Huh.

I'm betting it'll be like fuel and W&T costs and get reduced. It's not a question of *IF*. It's a question of *WHEN* and by how much.
 
Now take into account an employed person transferring your ship that distance,

Maybe that's the fundamental misunderstanding. Sandro (?) said in one of the streams that your ship gets hauled with a bulk hauler. Noone is flying it anywhere.
It just gets strapped to / loaded into those same huge ships that travel the bubble and create the stream of goods you see on the map. It's a network. It's like busses. It's not a "cold call", you are *AT* the Shipyard, your ship is *AT* the shipyard.
It's like standing at the airport and wondering what all those taxis, trains, car rentals and busses are doing there .. "how could they possibly know I arrive today, it must be a global conspiracy" ... DUH.

All they do it shove it into a hauler and ship it to another station, and that's the "lore" reason why the prices are too high. If a Bus network, that picks you up and drops you off at certain points charges you more than a Taxi that picks you up and drops you off wherever you want, that bus network would just go bankrupt. If you could make 600 million for a trip to Jaque's, flying someone else's ship, there'd be thousands and thousands of freelance pilots lining up, undercutting that network corporation. Even if they "outlaw" it, because they want their monopoly, the money is so good, competition and undercutting would be fierce. And even a "fantasy" corporation would work by profit maximizing rulesets - despite corruption, monopolism etc. - a network that isn't used, doesn't create profit (ask Trump Shuttle .. it's huge :p ).
 
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Maybe that's the fundamental misunderstanding. Sandro (?) said in one of the streams that your ship gets hauled with a bulk hauler. Noone is flying it anywhere.
It just gets strapped to / loaded into those same huge ships that travel the bubble and create the stream of goods you see on the map. It's a network. It's like busses. It's not a "cold call", you are *AT* the Shipyard, your ship is *AT* the shipyard.
It's like standing at the airport and wondering what all those taxis, trains, car rentals and busses are doing there .. "how could they possibly know I arrive today, it must be a global conspiracy" ... DUH.

All they do it shove it into a hauler and ship it to another station, and that's the "lore" reason why the prices are too high. If a Bus network, that picks you up and drops you off at certain points charges you more than a Taxi that picks you up and drops you off wherever you want, that bus network would just go bankrupt. If you could make 600 million for a trip to Jaque's, flying someone else's ship, there'd be thousands and thousands of freelance pilots lining up, undercutting that network corporation. Even if they "outlaw" it, because they want their monopoly, the money is so good, competition and undercutting would be fierce. And even a "fantasy" corporation would work by profit maximizing rulesets - despite corruption, monopolism etc. - a network that isn't used, doesn't create profit (ask Trump Shuttle .. it's huge :p ).

I was using the employee as an example to show how the actual costs would total up if it was transported via a virtual/real person against the unrealistic ones currently used, I agree with what your saying 100%, just wish FD would take note.
 
If anything positive has come out of this thus far, it's that ship transfer, in its current form, has highlighted the astonishing ignorance of even basic economics at FD and throughout the player base.
 
Based on the prices for moving ships, is there any way for us Commanders to get into the ship-hauling business? Several hundred million to take a big chunk of cargo somewhere sounds pretty damn good to me...
 
The value of that feature for any player depends on how much that player values not having to do the tedious job of transfering the ships manually, and of course how many credits that player has. It's an option, which comes with its costs.

Wrong. It ceases to be an option the moment it has prohibitive barrier to entry.

Either you tediously grind more credits, or you tediously move ships. Either way you lose. The feature is a moot point with such a high price.

But it doesn't consume your time, collecting it yourself consumes your time.

Wrong again. Your resources - credits - are consumed upon use, currently in an abnormally high amount. It requires time and effort to obtain said credits (Ceos & Sothis exploiters notwithstanding).

Unless this high ship transfer price comes with a pet thargoid that goes around collecting bounties or something for me that I can just log in and cash in every week for a few hundred million at a time, it is completely wasting everyone's time.

Jacques is an extreme location, I think a huge cost is justified.

That's no excuse to screw over any CMDRs who want to move to the new bubble but can't because the price would be mindblowingly,, insanely, astronomically high.


___


Anyways, THIS is perfect! I can't rep you again right now, this picture NEEDS more visibility - reddit, suggestions thread, twitter, whatever, get this in front of Fdev's face, for the love of Braben:

I'd put a spreadsheet together for the ship transfer costs I think should be more reasonable - especially given the fact that they aren't instant anymore.
I based my proposal on number of jumps (assuming the ship transporters will simply pilot the ship they are transporting) and ship mass (instead of ship cost). Basing in on ship cost makes no sense to me, as an in-universe shipping and logistics company would be concerned with distance and the mass of the cargo to be shipped. It's value would not come into it, outside of their own insurance policy that they as a company would take out - which itself would be a mere fraction of the cost of the cargo and wouldn't be directly passed on to the customer for each contract, provided the shipping company wanted to remain competitive in the market.
http://i.imgur.com/turoejN.jpg
 
I'd put a spreadsheet together for the ship transfer costs I think should be more reasonable - especially given the fact that they aren't instant anymore.

I based my proposal on number of jumps (assuming the ship transporters will simply pilot the ship they are transporting) and ship mass (instead of ship cost). Basing in on ship cost makes no sense to me, as an in-universe shipping and logistics company would be concerned with distance and the mass of the cargo to be shipped. It's value would not come into it, outside of their own insurance policy that they as a company would take out - which itself would be a mere fraction of the cost of the cargo and wouldn't be directly passed on to the customer for each contract, provided the shipping company wanted to remain competitive in the market.

http://i.imgur.com/turoejN.jpg

Well work

+1
 
its all a garbage argument no one forces you to ship transfer you either do it or you dont charges are reasonable

No one is giving feedback because they're forced to do it, though. Obviously we don't have to do it. We want to do it. But we can't or choose not to because of the cost.

Another Group B response.

"We'd like to use this feature because it'd help improve the game but we can't/won't because it's too expensive"

"You don't have to use it, so don't use it"

"Yes, that's what we said. We can't use it so we won't be able to. But we think anyone should be able to use it and it's limited enough by the delay. The costs just exclude a lot of players needlessly."

"But you're not forced to use it, so don't!"

"That's what we said. We won't but we want to, we just can't because it's too expensive"

"Then don't use it!"

"... "
 
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With the utmost respect, i don't get this view one bit. If you're running around a bunch of systems around a home base doing missions and trading, and you come across combat zone/mining ops and want to transfer your ship stored one or two systems away so you can easily partake in it...but it costs an arm and a leg how is that bad planning? This is exactly the type of opportunity that this feature should be used for, no?

Also, I deliberately chose my home base (Fong W*ng) because of its proximity to Shinrarta and because it was Federation (because i'm a Fed guy and because i wanted to rank up). Good planning, i thought.

Hello,
Sorry. But I really don't understand this. I used to run around my "home" system, in my Asp doing missions and if I saw a CZ that I wanted to partake in I just went back to my home base, collected my Vulture and made the 2 or 3 jumps needed to get to the CZ. This was before RNGineers and improved jump ranges. CZs last more than 10mins and don't disappear once you leave the system.
I wanted ship transfer on the rare occasion when I want to transfer my fleet to a new home base. Not to transfer ships everytime I want to do something that only a specific ship can do better. Granted that now if I want to transfer my fleet to Jacques I'd have to fork out close to 4 billion credits. But I don't see myself moving my home base there just yet.

Have fun, fly safe. o7
 
I know there are other concerns besides cost here.

But I think this thread perfectly illustrates the issue with using credits as a barrier.

For some people a million is too cheap, for others too expensive.

Sure people will have different ideas of how expensive it should be for say a "standard" CMDR, but you can't even have that discussion because the meaning and value of 1,000,000 credits is completely subjective.

And ship transfer, you cannot realistically gate it behind something like the materials system (which is intended to sidestep the credit issue) because materials for ship transfer is just too much of a stretch from a realism point of view.

I'm wondering if some rep system might be suitable, say there's a company with a monopoly on inter-system ship transfer and in order for them to do the work you run jobs for them, build rep and trade that in.
 
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I know there are other concerns besides cost here.

But I think this thread perfectly illustrates the issue with using credits as a barrier.

For some people a million is too cheap, for others too expensive.

Sure people will have different ideas of how expensive it should be for say a "standard" CMDR, but you can't even have that discussion because the meaning and value of 1,000,000 credits is completely subjective.

And ship transfer, you cannot realistically gate it behind something like the materials system (which is intended to sidestep the credit issue) because materials for ship transfer is just too much of a stretch from a realism point of view.

I'm wondering if some rep system might be suitable, say there's a company with a monopoly on inter-system ship transfer and in order for them to do the work you run jobs for them, build rep and trade that in.

Hello,
Well if the rep reduces the cost of transfer then that might be ok. But using the rep as a currency for transfer might just add to a multiple currency issue. When I used to play GW2, there were all kinds of currency, Gold, rep badges, pvp padges, etc. It really got cumbersome to keep track off and I remember players complaining why we can't just have a simplified currency system.
 
I thought ships were delivered using giant transports, hence the time scale and large cost (albeit too large). I didn't think it was a case of an NPC jumping in your ship and delivering it to you. If it is, then surely the costs would be fuel (even if you have a fuel scoop), distance multiplier, risk multiplier, and NPC fee. Perhaps NPCs could advertise their delivery services on the BB: the more expensive the NPC, the more efficient the service. :)
 
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