Scavenged goods have a 'bought' value?

CMDRs,

Took on a scavenge mission. Found site and noticed a few containers of goods. Grabbed them while I was there. 1x Platinum, 1x Paladium.

Went to hand in the scavenged goods and figured I'd sell my freebies at the local market. Each of the above have a 'bought value' when I try to sell to market. Reducing my profits on these found goods, by the exact amount of Galaxy average.

Have submitted a bug report, but wondered if anyone has encountered this issue?

Toffs
( '-')7
 
CMDRs,

Took on a scavenge mission. Found site and noticed a few containers of goods. Grabbed them while I was there. 1x Platinum, 1x Paladium.

Went to hand in the scavenged goods and figured I'd sell my freebies at the local market. Each of the above have a 'bought value' when I try to sell to market. Reducing my profits on these found goods, by the exact amount of Galaxy average.

Have submitted a bug report, but wondered if anyone has encountered this issue?

Toffs
( '-')7

I could be mistaken, but I believe that profit/loss value is based on Galactic Average. It's a bit disconcerting to say the least.
 
Seems to be the case now that goods you acquire without having bought them count as having been acquired at the market average value for profit/loss calculations.

May be intentional to balance out BGS effects of salvaged/pirated/mined goods with their traded equivalents, especially now that Black Markets are positive for Anarchy factions.
 
I could be mistaken, but I believe that profit/loss value is based on Galactic Average. It's a bit disconcerting to say the least.

This.

Noticed the same thing myself.
You find, say, a cache of gold on a planet surface.
Gold has an average price of Cr9,373 per tonne.
You take it to a station, sell it for Cr8,800 per tonne and the game will tell you you're making a "loss" of Cr573 with every tonne you sell.

Strange thing is, if you BUY cargo and then sell it, the game DOES track your profit/loss correctly so it obviously remembers the purchase cost of your cargo.
Quite why mined/pirated/scavenged commodities aren't just assigned a purchase cost of zero is anybody's guess.
 
Right....

So when I sell, I should still get the full price, but it records the lower 'profit' in my profit/loss for 'reasons'.

Cool....

Toffs
( '-')7
 
May be intentional to balance out BGS effects of salvaged/pirated/mined goods with their traded equivalents, especially now that Black Markets are positive for Anarchy factions.

That's a plausible explanation but it's actually completely the opposite of how it should be valued.

I mean, if I'm mining Palladium and flogging it to a market in a system, that is a new supply that I'm bringing to market in that system so it really should be taken at full value.

If I buy, say, all the existing diamonds in the world and then flog them again, I won't actually have much of an effect on the value of diamonds (unless I tried to withhold them from the market or whatever) but if I was to make the effort to dig up new diamonds and flood the market with them, that would have an effect.
 
Yeah I've noticed this too. I don't remember it always being this way.. I spend a lot of time aimlessly driving my SRV around, and I pick up a lot of stuff that I find, and I think in the past that stuff was always pure profit.

Doesn't make sense to go sell it anywhere and make a "loss" from it when you just found it lying there on the dusty side of some planet.
...May be intentional to balance out BGS effects of salvaged/pirated/mined goods with their traded equivalents, especially now that Black Markets are positive for Anarchy factions.
But isn't that just trading one negative for another? Selling stuff at a loss harms the influence of the controlling faction (even though that doesn't really make any sense).
 
Last edited:
Is there anything in the new C&P system which factors in the value of a ship's cargo when deciding how seriously to consider an attack?
Or, perhaps something's changed which requires cargo to have an assigned value before pirates take an interest in you?

If, for example, I go mining in my T9 and come home with 200t of Palladium, maybe that would previously have had a value of "zero" (reflecting the "purchase" cost) but now it needs to have a realistic value for for some reason?
 
I saw this a couple a days ago and checked my 'profit' score on the Stats panel - that increased correctly (ie. by the full value of the salvaged goods, not the displayed profit value).
So it looks like it's just a glitch in the new UI, rather than being a change to functionality.
 
But isn't that just trading one negative for another? Selling stuff at a loss harms the influence of the controlling faction (even though that doesn't really make any sense).

Pure speculation but maybe it's a "lesser of 2 evils" thing?

If you're mining, say, Palladium and selling it at a "loss" of a couple of hundred credits per tonne you're not harming anything by much.
If, OTOH, any change was based on the full price of Palladium, you'd be having an effect based on Cr15,000 per tonne instead.
And, of course, you'd get people farming the living poop out of mining if that effect was significant.

Also, I have no idea what, if any, effect trading profit/loss has on the BGS. :eek:
 
It is just a "nominal" profit or loss compared to the galactic average - so for example if you sold something for 1000Cr but the average throughout the galaxy was 1100Cr you are listed as a loss of 100Cr but it is just an "opportunity cost" of having sold at the lower price. In fact your balance goes up by 1000Cr so in actuality you profit by 1000Cr.

Non-accountants can look up Opportunity Cost - accountants can just feel smug. ;)
 
Last edited:
Yeah I've noticed this too. I don't remember it always being this way.. I spend a lot of time aimlessly driving my SRV around, and I pick up a lot of stuff that I find, and I think in the past that stuff was always pure profit.

Doesn't make sense to go sell it anywhere and make a "loss" from it when you just found it lying there on the dusty side of some planet.

But isn't that just trading one negative for another? Selling stuff at a loss harms the influence of the controlling faction (even though that doesn't really make any sense).

I have the distinct advantage of not caring about the influence of controlling factions. I'm out for myself. I don't care who's credits they were, as long as they wind up being mine.
 
Seems to be the case now that goods you acquire without having bought them count as having been acquired at the market average value for profit/loss calculations.

May be intentional to balance out BGS effects of salvaged/pirated/mined goods with their traded equivalents, especially now that Black Markets are positive for Anarchy factions.
Have you tested whether or not it has a negative influence effect? I noticed this just the other day, but didn't think to isolate the effects from my other transactions.
 
Pure speculation but maybe it's a "lesser of 2 evils" thing?

If you're mining, say, Palladium and selling it at a "loss" of a couple of hundred credits per tonne you're not harming anything by much.
If, OTOH, any change was based on the full price of Palladium, you'd be having an effect based on Cr15,000 per tonne instead.
And, of course, you'd get people farming the living poop out of mining if that effect was significant.

Also, I have no idea what, if any, effect trading profit/loss has on the BGS. :eek:
Trading profitably positively affects the influence of the faction that runs the station; trading negaitvely does the inverse. For fun (I guess you could call it that), try checking EDDB for the highest buying price of a bunch of commodities and fly around buying two or three of each in different systems until you fill your hold, then take them to a tiny population system and sell every loss-making commodity. Log in the next day after 1PM BST, and see what happened to the influence and look at the pending system state for the faction that runs the station. Then do the opposite.
 
Last edited:
Back
Top Bottom