ExactlyThe demand price should be honoured until your goods have been sold really. Then, the new demand price should be calculated Afterwards.
Otherwise it will feel as though the station is luring you in on false pretences.
Flimley
ExactlyThe demand price should be honoured until your goods have been sold really. Then, the new demand price should be calculated Afterwards.
Otherwise it will feel as though the station is luring you in on false pretences.
Flimley
Absolutely. It's less noticeable, but it's always been there.It's much less noticeable with many commodities simply because the demand is higher, it's the relatively low numbers that make it more apparent with these rare minerals. If you rock up to a system that wants 50,000 whatevers, your cutter full is only going to chip at the demand so you're getting the average of the price for the first 700 or so tons, which is likely 100%.
There's also the question of observability. How many times have you seen a price on EDDB, gone to the station and got a bit less and assumed it was down to the price on EDDB being an hour old. Seems perfectly plausible, so you don't think about it any more. The one thing you'll never know, because it can't be observed in the game, is what price you would have been offered at that time, at that station, with that level of demand, but only 100 tons in your hold instead of 700.
Regardless, when demand is high the power should lie with those who control the supply. When demand is low, the consumer is in the driving seat. In Elite, if you're a supplier it's your day in the barrel every day.
Absolutely. It's less noticeable, but it's always been there.
When i trade, it's primarily for bgs purposes, but if (old mate... forget his name)'s guide is still valid, the sweet spot is around 1,000cr/t profit, and i factor that and the effect of bst in whenever I'm shifting goods. In particular, if my only option is a low value good at like 200cr/t profit which i need 600t of for a meaningful effect (because thats the only decent goods for sale) I'm particularly conscious of it because bst could turn that into a loss which is the opposite effect i want. Regardless, it's always at the front of my mind.
There's other suggestions of " it should be the price offered regardless for all cargo"... in which case I'd counter sure, but they also shouldn't buy more than their demand in that case.
Seems to me that you are trying to create a realistic supply and demand system that reacts to player engagement while ignoring the fact that there is an infinite supply. One can only assume that sale prices can only fall even if you artificially inflate the demand over time to compensate.
I think you need to make hotspots depletable.
You could then use the hotspot spawn frequency as a control to maintain sustained growth, flood and crash the market or increase rarity by increasing or decreasing spawn rates.
Mining will then require more thought and time in regards to tracking down hot spots. People will be less likely to share found locations and commanders will have greater impacts on the market in general.
In theory supply is (Virtually) ilimited on terms of asteroid mining, expecially on a galactic cilvilization that humans are on ED.Seems to me that you are trying to create a realistic supply and demand system that reacts to player engagement while ignoring the fact that there is an infinite supply. One can only assume that sale prices can only fall even if you artificially inflate the demand over time to compensate.
I think you need to make hotspots depletable.
You could then use the hotspot spawn frequency as a control to maintain sustained growth, flood and crash the market or increase rarity by increasing or decreasing spawn rates.
Mining will then require more thought and time in regards to tracking down hot spots. People will be less likely to share found locations and commanders will have greater impacts on the market in general.
The problem isn't that nobody bothers to mine anything else because the high-value commodities are too valuable. The problem is everything else pays so badly you can never reach return of investment. When I buy a piece of equipment with the purpose of making profit, I expect it to pay for itself, and then some. And in most cases in Elite: Dangerous, the ROI is so crud it's insane. Take bounty hunting. Pulling 10-30 mil/hr (on the high end, with stacked missions and conflict zones) in a high-risk scenario with a ship that might cost 300+ mil... Means around 10 hours of game play to recoup the cost. In something that's supposed to be enjoyable, as it's a game. That's neglecting the additional time sink of engineering, which some ships (Mamba, Courier come to mind) really require to even be useful.nobody would bother mining anything else
We believe that this change will allow for a much more realistic and dynamic system, where the economy responds to player input and provides a much more meaningful affect on galaxy. As always, we will continue to monitor your feedback and work together to develop our ever expanding galaxy.
- When selling minerals at a station, the price that is offered is based on the amount currently in your Cargo Hold..
- While this has always been the case, we've passed the feedback on to the team for consideration for a future improvement of the feature.
o7
How can you not reach return on investment when there are no costs involved? You already have your ship. You are not in any debt.The problem isn't that nobody bothers to mine anything else because the high-value commodities are too valuable. The problem is everything else pays so badly you can never reach return of investment. When I buy a piece of equipment with the purpose of making profit, I expect it to pay for itself, and then some. And in most cases in Elite: Dangerous, the ROI is so crud it's insane. Take bounty hunting. Pulling 10-30 mil/hr (on the high end, with stacked missions and conflict zones) in a high-risk scenario with a ship that might cost 300+ mil... Means around 10 hours of game play to recoup the cost. In something that's supposed to be enjoyable, as it's a game. That's neglecting the additional time sink of engineering, which some ships (Mamba, Courier come to mind) really require to even be useful.
The main reason I'm upset isn't that there's yet another nerf in the interest of balance. It's that the scale of balance is so disproportionate, in my opinion, that it takes too much effort to really get anywhere in Elite, making the whole experience diminished. I don't feel we need more nerfs. We need a few small buffs, to make it worthwhile to bounty hunt, to make risking your ship actually worth something. Exploring doesn't pay enough either, making it so few people leave the bubble other than "cuz it sounds fun." I'm not saying Void Opals and LTDs weren't selling too high -- it was a little insane, especially after tricks were learned to faster identify the crackable rocks. But if there was other ways to earn credits, it wouldn't have been such a huge rush.
My own two American cents.
It actually makes sense. I just ordered some tiles. Price for 1m2 is 20 EUR. I needed 120m2 and the price dropped to 17 EUR per m2.This ... is so weird. I'm glad my local shops don't base their prices on what cash I have ...
How can you not reach return on investment when there are no costs involved? You already have your ship. You are not in any debt.
And this would matter because......?You can't get a loss from these, they are just pure profit whenever you sell so they had to do something, otherwise nobody would bother mining anything else.
If it's either the game going in the right direction or DunkleAura leaving the game... Bye...biggest B.S. ever! this update is just BAD and has nothing to do with realism! It's just a big nerf. First time ever do i consider stop playing elite. All the nerfs isn't fun anymore. Sorry. YES i love Elite i love the Galaxy, i love to fly my Vessel. but the nerfs makes it very very hard to stay in the game.
NO, the market doesn't make any sense!
Sorry had to rant my £0.02
That doesn't matter. You already paid for that from doing something else. What you are saying is ridiculous.I have the ship I paid 50 million credits for. That is 50 million credits out of my available assets, that I expect that ship to earn in a reasonable time. It's even worse in the case of my (now retired) mining 'conda. 200 million spent on the ship, which pre-January "patch," earned its worth over the course of about four hours. Now I wouldn't even bother because since it's main purpose was mass core mining, and having more ores now is much worse than having fewer, it's just extra cost for less profit.
That's not debt. It's an asset.The cost of the ship is the "debt" that the ship itself needs to pay off to have value to have been purchased, equipped, and god forbid engineered in the first place. If it's not gaining me credits, than in a game where credits are the single limiting factor in what I can do in said game, it's setting me back and useless.
I disagree I find it obscene you can recover those huge costs in a game like ED which is meant to be played over a long period of time in such a short amount of time. Surely that is all part of playing the game.In the current balance of the CR earnings in-game, if I spend 1 bil+ on a combat Cutter for PvE, I will need to spend at the very least 30 hours, and more likely approaching 100 hours, in combat, in that ship, in order for that ship to recover the cost I spent on it. My argument is that is obscene, for a video game.
Because it makes those parts of the game pointless. No point in having them in at all. Might as well remove them.And this would matter because......?
Where are you going in elite to need more money than you already can make? You PvP to rebuy in cutter on daily basis, or maybe you attack stations in corvette, you transfer big ships to Colonia? All expansive ships are best in generating more money than anything else, so i m curious.It's that the scale of balance is so disproportionate, in my opinion, that it takes too much effort to really get anywhere in Elite, making the whole experience diminished.
The reason "bulk sales tax" as it's called exists is because of scenarios like this.
Let's say I'm a low population system, and max demand for, say, LTDs is 50 units at 600k, and when there's 0 demand, it's 100k, and when half it's demand is satisfied, it's 300k.
If i rock up to a station like that with 200 LTDs, and there's no bulk sales tax, using the game's current sales mechanics, i would get 600k for each tonne, which is not correct considering if you sold tonne for tonne, you'd gradually get less than 600k for each one beyond the first, down to 100k once demand is met.
That's why bulk sales tax exists, and i think that's pretty reasonable. But it's not well represented in the game. There's no mechanism to see that, for example, the first 5t sell for 600k, next 20t sell for 250k and the last 35t sells for 100k; instead, you just get told "225k per tonne" so people think the market tools are wrong.
They're not wrong, they're just not telling the full picture, and that definitely needs a fix.