A question about purchase/sale prices on the carrier and data on the commodity market.

I've been struggling with a problem for a long time that I can't solve on my own. I do not rule out that this is a bug and yesterday I reported it in the issue tracker (link https://issues.frontierstore.net/issue-detail/60112 ). I noticed that despite setting the purchase prices of some goods on my carrier (G2K-N1Z) to certain values (higher than purchase prices at nearby stations), in the commodity market window, this purchase (import offert) is incorrectly classified as a production location ("produced by" on commodity market) with a price of 1 cr. This is illustrated by the pictures that I uploaded to the tracker. Do you have similar problems, or have you managed to eliminate them somehow?

If you actually have a similar one problem and it is a bug, please confirm its existence on the created ticket in the issue tracker ( issue tracker link ).
 

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In addition, I noticed that the price of goods displayed on the commodity market is de facto the same as the price proposed by default when setting the sale/purchase prices of goods to carrier (standing only about 5% of the average market price), i.e. before the player manually sets the own purchase / sale price of the goods. Perhaps this is the cause of the problem, and the server displays default prices in the commodity market and not the prices set by the players?

In addition, in the "commodity view/ market information" module, after selecting my carrier in the "select a market" option, despite the purchase setting for some goods, the "export" status for them at the price of 0 cr is displayed.
 

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Prices for carriers shown in market details has been broken for approximately 12 months, most of the time they show as 0/1/2 credits and also show the wrong import/export state.
It probably doesn't get noticed/mentioned much because practically nobody bothers to use the in-game tools for trading.
 
Prices for carriers shown in market details has been broken for approximately 12 months, most of the time they show as 0/1/2 credits and also show the wrong import/export state.
It probably doesn't get noticed/mentioned much because practically nobody bothers to use the in-game tools for trading.
Thank you for the information. I'm surprised that Frontier Dev hasn't fixed a bug for 12 months, which is probably not particularly difficult to code on the server side. Ehhhh, is Elite - in terms of programming support - actually becoming abandonware, as some say? After all, having a carrier was supposed to be one of the goals of the game, and it turns out that one of the key opportunities we get with the acquisition of these - expensive - ships completely does not work.

@Paul_Crowther - could you bring this bug to the attention of your friends on the development team please? I think it might be a bug in the server coding, really quick to eliminate
 
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I wouldn't call it abandoned but lots of things get broken and stay broken/get ignored for long periods of time. For example the most recent patch fixed a bug that made thrusters on ships act weaker than they should which had existed ever since the release of Odyssey (May 2021).
 
Ehhhh, is Elite - in terms of programming support - actually becoming abandonware, as some say?
If your measure of "abandonware" is "some of the lower severity bugs take years to get fixed" then Elite has been abandonware since 2014. The game is large enough that even when they're doing focused bug-fixing releases they don't get through that large a fraction of them.

Since 2019 Elite Dangerous (and other Frontier products) have had a custom-built bug tracker which is designed to suppress the reporting of low-severity bugs such as this one. This bug was reported here - https://issues.frontierstore.net/issue-detail/52047 - but did not get enough players overcoming the discouragement process, so won't have been drawn to Frontier's attention.

(Pinging random community managers isn't especially effective either, but you've got better chances with that than with the bug tracker for this sort of bug)
 
Thank you for the information. I'm surprised that Frontier Dev hasn't fixed a bug for 12 months, which is probably not particularly difficult to code on the server side.
There's no reason to be surprised. This game has bigger bugs that have been there since launch. If it doesn't widely make the game unplayable, or break FDev's narrative, it's ignored. That's how it's always been. Part of the fun for me is finding workarounds for all the bugs :)
 
It probably doesn't get noticed/mentioned much because practically nobody bothers to use the in-game tools for trading.
I did. Then they broke. So i don't anymore.

The "produced/consumed by" column was very useful in the beginning, selling Tritium to carriers in the Pleiades made good money. The market screen doesn't know landing pad sizes, so using external tools is pretty much a requirement (for my game), nowadays.
 
The "produced/consumed by" column was very useful in the beginning, selling Tritium to carriers in the Pleiades made good money. The market screen doesn't know landing pad sizes, so using external tools is pretty much a requirement (for my game), nowadays.
Yeah, the commodities filter in the map screen does let you exclude stations without large pads (and if they're planetary ports) but it too is horribly broken.
 
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