Notice Notice regarding supply and demand of high-end minerals

It's not weird at all in the commodities or stock market, though, or any bulk market. The markets in Elite Dangerous are not a local shop, they are more like a commodities market. If you turn up at a real world one of these with a market-flooding quantity of goods to trade, your price per tonne will be a lot lower than if you turn up with much less.
Last time I check on the real stock market they didn't look in my portfolio and show me a lower price because I had a lot of shares. Fair enough changing the price and giving less if I flood the market, but stopping me selling at the market price because I might flood the market is ... weird. As I said :D
 
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Ahh well, mining before the patch was the only activity that did actually reward my gametime as some endgameplayer.
The ingametools where always pretty much useless to me.
With the patch change i still spend the same time in a mining field but my rewards are in the best case half of what it was before.
I also need to check out different stations, because if i check prices on 3rd party sites, they are not whats listed there. That increases game time by reducing rewards even more.
Now with the new change the price will even go down more when i arrive with 450t as when i arrive with only 200t ?

I dont know Frontier, why you are trying to keep me away from this game?
You really think i love wasting my gametime ?
If there was something that i would still do in all this boredoom, it was mining because of the good payouts.
Now this is gone aswell and i dont feel to fire on the game anymore.

Its such a shame that this beautyfull game, is missing game content so bad.
Can I haz your stuffz?
 
I never trade in ED, but I'm worried about the precedent this sets.

I'm also sure it broke some promise they made at some point. i don't care if it's actually an improvement or not.

Oh, I'm also gonna hire one of the arm-chair lawyers from the OOPP thread and sue!
 
Tesco: Oy! You! Were selling Beans for £1 per tin! We've have loads of Beans to get rid of!

Me: Awesome! Yum Yum! But I only need 2 tins.

Tesco: Okay, that will be £6 per tin for the first 2 tins. Then £3 per tin for the next 10 tins after your first 2 tins, and then £1 per tin once you've brought over 12 tins.

Me: :unsure: ........Is there an Sainsbury's store near here?
 
I haven't been paying much attention but:

Is the issue the point of local saturation? If you had a system that loved VO for example it would have a point where selling VO after would kick in the "luuuvery guv, bhat I gat a ton rahnd the back" (in the game it would be whats in your hold after the local market becomes saturated.)

So it would go:

System X has a need for 1000- each 1 unit is full price

1000 sold at full price

from then on for that tick you should get a reduced price at that place, that gets lower and lower as more is sold.
 
This is a nerf.

I don't mind that. I've already scored my Fleet Carrier Billions and once I get over the natural annoyance at having something I had taken away from me I might be prepared to admit that profits from mining had gotten ridiculous, and are pretty decent even now.

What I resent is the devs resurrecting a mechanism from more than three years ago that as far as I can see had no other purpose than, at a time when the devs were trying to keep credits as tight as possible, to prevent players in large ships from making profits that scaled with the ship; and that was such a dismal failure that in three years of playing this game, much of that time trading, I never heard mention of it having any impact on the game or any noticeable existence of any sort whatsoever - resurrecting this failed mechanism (presumably because they don't have the resources to do anything new) and pretending it's the introduction of some kind of marvellous supply and demand mechanism.

Devs, if you feel you have to nerf something, nerf it. Just don't shower us with bovine excreta in the process.
 
Let me buy used ships. Let me harvest materials from wrecks to build new ships. Let me mine minerals, to process, to build things. Let me start a "Used Ship Lot". With 0% financing. And wacky-waving-arm-flailing-inflatable-tube-men.

Then it'll be an economy.

You want "No man Sky" ( very good game btw )
 

Deleted member 192138

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Give us financial reward capable of equal sustainability for every career path based on skill/risk=reward and it wouldn't be an issue.

I don't want to have to mine to afford to do the gameplay I actually want. But until you make that a possibility would ya not over mining for us. Thanks.
 
Give us financial reward capable of equal sustainability for every career path based on skill/risk=reward and it wouldn't be an issue.

I don't want to have to mine to afford to do the gameplay I actually want. But until you make that a possibility would ya not gently caress over mining for us. Thanks.
Yes, increase npc bounty values by a factor of 50 or so should get somewhere near nerfed mining.
 
This ... is so weird. I'm glad my local shops don't base their prices on what cash I have ...
It's opposite of this thought. The station has the cash in their pocket, you have the product.

A shop will say "I'll sell you one of these items for 20" or you can buy 100 for 15 each.

Happens all the time. Especially with virtual money packs :)
 
This is what players get for shooting off at the mouth "LTDs are still making lots of money!".

In Florida we have a saying: "You are a true Floridian if you know where there is a beautiful, clean, secluded sandy beach and you are not telling ANYONE about it". o7
This is one of those rare times when I DO blame the content creators and their "How to make 10 trillion credits in an hour!" videos.
 

Deleted member 192138

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Yes, increase npc bounty values by a factor of 50 or so should get somewhere near nerfed mining.
Scale the difficulty to match and I think that would be very sensible. The only difficulty scaled combat to that sort of level we have is AX - where it's all about learning a mechanical process and repeating it with more precision every time. Difficulty is stacked by bullet sponge and higher DPS. Once you have learned one specific skill well enough to repeat, it all becomes monotonous. Add on the dependence on consuming mats to synth premium ammo to make up for the bullet sponge and it feels like a dumb grind for a dumb grind of missed opportunities.
 
Scale the difficulty to match and I think that would be very sensible. The only difficulty scaled combat to that sort of level we have is AX - where it's all about learning a mechanical process and repeating it with more precision every time. Difficulty is stacked by bullet sponge and higher DPS. Once you have learned one specific skill well enough to repeat, it all becomes monotonous. Add on the dependence on consuming mats to synth premium ammo to make up for the bullet sponge and it feels like a dumb grind for a dumb grind of missed opportunities.
I do not see mining as being more difficult (or lossy) than current combat - for the average player skill.
Which is my point.

Probably x20 is more appropriate.
But I was allowing for an outcry by the nerf-nannies and subsequent 'balance' pass.
 
im not sure its ruined, it still earns loads of money. its much easier than it once was to earn money.
if you earn too much to quick you jump over loads of the early great experiences of progression.
 
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