General Artificial Market Crashes?

possibly made months ago and discovered recently due to not having a need for mining until now. Believe it or not, some people do it to relax, but maximise profits when the opportunity arises.

Myself included. 18+Bcr in my account and enough in my FC account to fund it for 8 years... Do I need to mine? no. But still do. Selling my goods? like anyone else at the best price achievable.
Don't feed the apologists.
 
I was wondering why stations with demand of 20,000 have buy prices of 200,000cr where a station that wants like 50 painite offers 700,000cr
 
Because there is no actual economy all price changes are artificial market changes. If there was a working economy due to the flood of LTD's and Tritium those would be worthless across the entire galaxy. Essentially a market flooded with one product will adjust the price down to zero once demand is saturated. Having a good working economy would be nice, thinking ti would work to the benefit of the miners of LTD or any other mass mined and sold goods is a bit of a stretch!
 
When looking at a station to sell, look at the demand as well, not only the buying price. If the demand is not several times higher than the amount you have to sell, look elsewhere, as the price you are going to get will be very low. For a supply of 544, you should be looking at a demand of a few thousands, the closest to 5440 and up, the better.

Don't like it, but that's the way it works. Probably Frontiers way to balance mining ships..
 
Would be nice to have actual fluctuating economies where things like alexandrite would suddenly be in demand due to developments with the stuff or painite jewelry making a comeback, as one commodity ceases to be supplied, the prices should rise and others fall due to the saturation of the market... This could be easily calculated by the numbers sold in the 50-200ly (population could also be a factor) around that system.
 
The Bulk Sales Tax has been in the game since day one, but for commodities priced at a maximum of a few thousands of credits it's a trivial change to the price and un-noticed by almost everyone. If you're expecting to get 2348/tonne and it's actually 2343 when you sell, then you probably don't notice or particularly care, unless you were heavily into bulk trading when you may notice it but still not care.
However, when new mined commodities were introduced with prices in the hundreds of thousands or millions, and specific combinations of Faction States started adding large multipliers to prices in particular systems, then it suddenly became very noticeable; not at first, as most people were only mining relatively small quantities before selling, but once the LTD gold-rush started and almost every player was trying to sell hundreds of tonnes at a time for the absolute maximum possible price, then it became an issue for people.
 
I was wondering why stations with demand of 20,000 have buy prices of 200,000cr where a station that wants like 50 painite offers 700,000cr
Because demand (and value) is proportional to population size, and the states for that system, and the economy.

There is an economy, people just refuse to self-educate and learn the game, because it's easier to just watch the next YouTube sensation with the next hot billion-credits-an-hour clickbait video and just look at Inara, then complain about the game because an inaccurate, third-party source of information doesn't reflect the current state of the game.

Disregarding states for a minute... imagine a population of 5,000 vs 5b. Total demand for food cartridges at the 5,000 pop system might amount to 100t of food. Meanwhile, the 5b pop system might have total demand of 100,000,000.

So suppose there's 100t of demand at the 5000 pop system (i.e their needs are totally unfulfilled), they'll pay a premium for that to get rectified. Meanwhile, if there's just 100,000t of food needed at the 5b pop system, that's a tiny fraction (less than 1%) of their total need unfulfilled, so they can probably wait til someone sells for a local price.

But then yeah, state effects then have more dramatic effects. It's pretty simple.
 
Since 2014? Wrong. See the January patch notes.

Not very smart are you? Pls read posts carefully.


The Bulk Sales Tax has been in the game since day one, but for commodities priced at a maximum of a few thousands of credits it's a trivial change to the price and un-noticed by almost everyone. If you're expecting to get 2348/tonne and it's actually 2343 when you sell, then you probably don't notice or particularly care, unless you were heavily into bulk trading when you may notice it but still not care.

Someone gets it.
 
Since 2014? Wrong. See the January patch notes.
It's been in the game since 2014, but it didn't apply to core gems until January.

Here's an example from 2018 of it applying to Coffee
(Coffee is a particularly hard-hit good for it, for some reason - whoever sold then lost about 400 credits/tonne on the sale, which would be about half their profit)

Of course, no-one cared about it applying to Coffee, so it's only since January that people have complained about it.

It's interesting that the patch note claims to have added supply and demand for LTD's when people on the mining subreddit still report that LTD demand resets to max every market tick!
It added supply and demand - and therefore made bulk tax apply because the price at 0 demand and the price at full demand were no longer the same - but it also added an infinite demand regeneration rate rather than the "takes about a year to refill" a good with that galactic average price might be expected to have.

Then - not in the patch notes - this month's release gave the same infinite demand regeneration rate to the other core gems. Presumably to make them more competitive with LTDs, and because the general player response to any supply/demand mechanics that matter has been overwhelmingly negative.
 
It's been in the game since 2014, but it didn't apply to core gems until January.

Here's an example from 2018 of it applying to Coffee
(Coffee is a particularly hard-hit good for it, for some reason - whoever sold then lost about 400 credits/tonne on the sale, which would be about half their profit)

Of course, no-one cared about it applying to Coffee, so it's only since January that people have complained about it.


It added supply and demand - and therefore made bulk tax apply because the price at 0 demand and the price at full demand were no longer the same - but it also added an infinite demand regeneration rate rather than the "takes about a year to refill" a good with that galactic average price might be expected to have.

Then - not in the patch notes - this month's release gave the same infinite demand regeneration rate to the other core gems. Presumably to make them more competitive with LTDs, and because the general player response to any supply/demand mechanics that matter has been overwhelmingly negative.
Stop talking sense! There are salty players out there who need to vent!
 
I think the point about the bulk sales tax in January 2020 update regarding high value mined commodities is the fact that the tax is extortionately high - over 50% in some cases as I have observed... A small cut is logical and often missed, hence the "nonexistent" tax, but I think OP's point is that the bulk sales tax is insanely high.
 
I think the point about the bulk sales tax in January 2020 update regarding high value mined commodities is the fact that the tax is extortionately high - over 50% in some cases as I have observed... A small cut is logical and often missed, hence the "nonexistent" tax, but I think OP's point is that the bulk sales tax is insanely high.
The tax can knock out over 50% of trade margins (in fact, it can totally obliterate trade margins and can even lead to a loss), and has done since inception.

Why shouldn't the same principle apply to mined goods, especially when it's impossible to make a loss on them?

(Personally, I'd rather just see demand regenerate much slower, and traders refuse to purchase when there's no demand)
 
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