Can't have player to player commodity trade, how about p2p material trade?

I've seen many threads requesting an authentic game economy, but invariably - there are concerns with the BGS and gold selling.

How about a trade window for materials?

Players decide their own exchange rates for mats.

Yes, yes, the material traders in game exist for that, but they are greedy people of questionable parentage. Can't we help a brother out?

If you're worried about gold selling, you could restrict it to squadron members.

What do you think?
 
No.

You should have to grind and farm your own materials just like everyone else.
And herein likes the real reason for resistance to the idea. No one who has done the work wants to lose the edge that it gives them and have newer players get anything for free.

So we're stuck with a gameplay mechanic that simply isn't fun.

A middle ground solution might be better mats drop rates and a vacuum cleaner effect to the cargo scoop for mats.
 
And herein likes the real reason for resistance to the idea. No one who has done the work wants to lose the edge that it gives them and have newer players get anything for free.

So we're stuck with a gameplay mechanic that simply isn't fun.

A middle ground solution might be better mats drop rates and a vacuum cleaner effect to the cargo scoop for mats.
I would be fine with improving the system, but not trading. There are too many ways that can be exploited and abused.
 
Well. I have three toons and nearly triple elite on all three. I'm not to worried about mats for myself (other than the utterly broken pharm isolator spawns). As a squadron, new players could be mentored into the game, veteran players could test out new builds, more ships, more paint, etc.

I'm always surprised by folks that reject free trade. I guess I'm crippled by my American mindset on this one.
 
I do not really like it, would make all the mats gameplay useless.

Improve the mats gathering gameplay I say.

https://forums.frontier.co.uk/threads/pirating-gameplay-suggestion.508201/

I wholeheartedly agree about the mats gameplay. Things not spawning where the descriptions say they should spawn. That's badly busted. Persistent USSs that block HGSS spawns, that's busted too. Things like lead and boron - good luck getting them without a trader. Refills for shock cannons that require manufactured mats (weird).

I don't think it would make it mat gameplay useless - you still need players to farm the things for the economy to work. In fact, players that enjoy doing that sort of thing would probably enjoy being rewarded for the related gameplay.
 
The problem is never "free trade". The problem is turning the game into a gold farm and pay to win. Skipping the grind because they pay someone's Paypal account to do it for them, that's not how this game is supposed to work. One thing about this game that keeps me playing is that it doesn't matter how much you spend on it, you're not going to have a better ship or better weapons. You'll not be a better pilot or merc. You'll just have cooler skins and other goodies that don't affect gameplay. Mats affect game play.

Before I'd want player to player material trading I'd go for buying them with Cr and even that I think is pushing it, basically making materials worthless. Unlocking the modules they create though would remove grind after you've unlocked all the types you need. Once you pin the blueprint the rest is just paying for the module and perhaps the upgrades.

By the way, most recently the best manufactured mat farming I've found is at anarchy systems with visitor beacons. Just camp out there with your G5 vette and pop the Belugas and Orcas. I use 9 collectors at a time, and they are always busy. I filled up all my related slots in just a couple sessions.
 
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The problem is never "free trade". The problem is turning the game into a gold farm and pay to win. Skipping the grind because they pay someone's Paypal account to do it for them, that's not how this game is supposed to work. One thing about this game that keeps me playing is that it doesn't matter how much you spend on it, you're not going to have a better ship or better weapons. You'll not be a better pilot or merc. You'll just have cooler skins and other goodies that don't affect gameplay. Mats affect game play.

Before I'd want player to player material trading I'd go for buying them with Cr and even that I think is pushing it, basically making materials worthless. Unlocking the modules they create though would remove grind after you've unlocked all the types you need. Once you pin the blueprint the rest is just paying for the module and perhaps the upgrades.
I see your point. I think subconsciously I want a patch to fix mat farming, and fix the mat farming process. So much of it makes little sense. Reinstance a guardian site like 40x to gather those mats and data. Go to anarchy and slaughter a bunch of traders for conductors. Find a site with vulcansim that has a high value raw and trade down. Scoop CDCs and IS and trade down and over. Go to the anaconda and data up then trade down and over. There are already honey hole optimized gathering practices that pretty much circumvent the mat gathering mechanics "spirit".

Trading might be dirty and easy, but it would work.
 
By the way, most recently the best manufactured mat farming I've found is at anarchy systems with visitor beacons. Just camp out there with your G5 vette and pop the Belugas and Orcas. I use 9 collectors at a time, and they are always busy. I filled up all my related slots in just a couple sessions.
I'm so going to enjoy this!
 
I see your point. I think subconsciously I want a patch to fix mat farming, and fix the mat farming process. So much of it makes little sense. Reinstance a guardian site like 40x to gather those mats and data. Go to anarchy and slaughter a bunch of traders for conductors. Find a site with vulcansim that has a high value raw and trade down. Scoop CDCs and IS and trade down and over. Go to the anaconda and data up then trade down and over. There are already honey hole optimized gathering practices that pretty much circumvent the mat gathering mechanics "spirit".

Trading might be dirty and easy, but it would work.
Yeah it's not role play friendly if you're chasing materials in any way except USS and surface mining or gathering mats from encounters where you won. The other shortcut ways we've found, developed... whatever, are indications that mat farming is more than just grinding. It's been substituted in for content. The real content is the module enhancements and seeing the different effects, tiger style vs crane and all that kung fu stuff.. your inertial burst lasers vs my overcharged corrosive munitions, so forth and so on. How does this change affect my speed in this iEagle, how much further can I jump with this lightweight mod?

Back in the day we'd tinker with CB radios, blowing out final amps left and right as we trying to maximize outputs for no reason other than tinkering. We never really talked on them. I see these ships in the same way. So making the tinkering require weeks of undesirable tasks is what should be looked into. At least make it fun. When random factions are giving away MEFs as rewards, you have to wonder why they would think you'd want any since they shouldn't even know about engineers.
 
Just get rid of Engineering, the mechanic has caused more problems that it solved!
Toothpaste is out of the tube. It's not going back in. Do you want to return to your ship that now does what it would originally do before engineering, where your Vulture has to run those F3 beams and ooooh the Clipper's speed?
 
And herein likes the real reason for resistance to the idea. No one who has done the work wants to lose the edge that it gives them and have newer players get anything for free.

So we're stuck with a gameplay mechanic that simply isn't fun.

A middle ground solution might be better mats drop rates and a vacuum cleaner effect to the cargo scoop for mats.

No, the real reason lies in selling mats for real money which is something we don't want to have in the community because it attracts too many idiots.
 
The problem is never "free trade". The problem is turning the game into a gold farm and pay to win.

And this is one of the utter nonsenses I’m constantly seeing in this forum. It could be said by a player who has tried neither PvP nor AX. Boy, no ship or modification can win you a PvP battle or give you a chance against the thargoids. The consistent opposition of anything p2p related in this game comes from players who haven’t tried at least half of the game. Why don’t you guys play the Elite 1984?
 
Just get rid of Engineering, the mechanic has caused more problems that it solved!


If they even HINTED at removing engineering from the game these forums would burn to the ground within the hour and their playerbase would be outside their offices with torches and pitchforks.


Engineering (while not being perfect) has allowed the community to take some of the more useless ships in the game and make them relevant again. Not only that, but turn them into some peoples favorite ships overall. If Engineering had never happened the entire playerbase would be flying FDL's, Python's and Anaconda's. There would not even be HALF as much variety as we see right now.


For better or worse Engineering is here to stay in one form of another.
 
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