1t trading showed that buying HAS effect. It's just very small compared to selling - with normal trading volumes it can probably move some 0.01%, way below observable.
i'll edit the OP acoordingly. "non-observable effect" sounds about right.
1t trading showed that buying HAS effect. It's just very small compared to selling - with normal trading volumes it can probably move some 0.01%, way below observable.
With mining nerfed to pointlessness
Hum, so this means I'll hit the cap in a single run if I fill up my Cutter with different commodities?
yes, i haven't tested that - as i (personal opinion) find it too gamey...
even if, while reading the malazan book of the fallen, got some liking in ecomomical terrorism.
anyway, i assume, that the profit curve is actually a sigmoid, too - with going into negative at a small loss.
so basically profit gains = profit loss. untested.
Dunno, number of missions I've seen going there lately.Hutton is so darned far away that unlikely people attended that we didn't recognise in any volume so as to be significant.
But he didn't refer to an "influence bucket".
Thanks for this rigorous testing. I look forward to further results on smuggling as we had some observations since 2.3 that it no longer reduced influence.
I was always wondering about the influence impact of mining, and couldnt find any real information. Could you explain a bit when/how mining was nerfed in that respect?
edit: Also you said bulk passenger missions are one of the rewarding activities, why not normal missions (cargo delivery etc)?
i can already answer that, in my system it has reduced influence. there were two smuggling related patches in the 2.3.x patches concerning smuggling (one on smuggling weapons, one on smuggling with low profit) - if your observations are not on those, it might be worth to open a bug report. there are quite some bugs around smuggling still open.
anyway, in my testing system and as posted in the opening post:
http://i.imgur.com/WAL4tuA.png
retested twice.
It was a relatively recent patch, so likely 2.3, where they patched out "zero-buying-price commodities", i.e. mined goods.
It used to be that you could get real good gain from mining. I'd say equivalent to even higher than trading in the same time. (i.e. travel + 1 hr of mining roughly equated the time taking to do 1-2 hop A -> B trading, if not better).
Since the patch, mined goods give more or less the same inf benefit as a trade run, where with the latter you of course don't spend the time mining. So yeah, nerfed.
Re: bulk passenger missions, they give +++ inf. Some regular missions give +++ inf, too, but they often take longer to complete. Delivery and data missions are mostly + inf only. You can see this for each mission before you pick them up, there will be a number for rep and one for influence.
Hm ok... But if zero-buying-price commodities were "patched out", wouldnt that mean that mining contributes zero to influence then?
And also are we sure that mined goods are really included in that patch? I thought the idea was that you dont take missions that give you cargo and just sell them, wouldnt make too much sense if that applies to hard-earned mined goods? Did anyone test this?
Thanks for the research, but a depressing outcome.
Essentially, trading is no longer an effective tactic, but something you might do while you're delivering explo data or run missions. If one run is enough to hit a cap, there is no point in repeated A -> B trading.
With mining nerfed to pointlessness, 1-click trading removed, BH no longer tied to asset ownership, and now trading clearly barely effective beyond a single run, asset ownership becomes increasingly meaningless. And if your faction doesn't close down black markets, could be a net negative.
I am a little disappointed that this makes effective and efficient BGS play reduced to smuggling (negative effect), explo dumps, bounty hunting and bulk passenger missions, as well as combat bonds during armed conflict.
Hm ok... But if zero-buying-price commodities were "patched out", wouldnt that mean that mining contributes zero to influence then?
And also are we sure that mined goods are really included in that patch? I thought the idea was that you dont take missions that give you cargo and just sell them, wouldnt make too much sense if that applies to hard-earned mined goods? Did anyone test this?
Hm ok... But if zero-buying-price commodities were "patched out", wouldnt that mean that mining contributes zero to influence then?
And also are we sure that mined goods are really included in that patch? I thought the idea was that you dont take missions that give you cargo and just sell them, wouldnt make too much sense if that applies to hard-earned mined goods? Did anyone test this?
Has exploration benefits not been nerfed as well? I just came back from an exploration trip, dumped circa 213m credit of data at my preferred faction and it had no impact at all on the influence, stayed at 8% even after a couple of days.
I know this thread is about trading, so apologies if this diverts the course. I like playing the BGS but am finding it frustrating these days to try and drive my faction forward with all the changes.
...but no better than high profit (700cr/t) trading.