I actually do. But that is not the point.
So you're just being hyperbolic. Good to know the tone.
So, let me ask you something...
In RL, when you want to buy a new tire for your car, you go to a Goodyear factory, a few hundreds of miles from your home, to purchase one? Or when you want to buy a LG Smart TV, you take a plane to South Korea, then take a taxi to the factory where it is being made? Or if you want to purchase a mango, you take a transatlantic plane to Brazil and then a regional one to the plantation that produces it?
Because that is exactly what we do in-game!!
In a game where we travel literal lightyears in minutes, yes, I would.
Going down the shop for milk in the real world takes me longer than it does to travel 100Ly to get a ship fitted out, so your analogy is pretty irrelevant.
With the added problem that the Economy of the system does not guarantee the specific size or grade of the module you are looking for. Only the type. Like reaching the mango plantation and having to turn around because their mangos are too small for your taste !!
I went down the shop to buy apples. They didn't have any I wanted so I bought bananas instead, which were a suitable alternative. I'll come back to this[1]
Information in-game, like in RL, should be advertised by the companies that want to sell you their module !! The information of every module should be sent to you in an advertising communication, directly to your ship, by each firm that wants to sell you stuff. Only then does it make any sense. Because, currently, in-game, it does not. Like most gameplay loops that FDev builds. Is this because it should be like that ? No, it is because they have no clue !!
Given how most stuff works, having every station in the game broadcast it's outfitting availability to you at any time, for every player, sounds like a technical recipe for disaster.
3rd party tools help alleviate this nonsense by providing accurate information, compiled in databases, supplied with the information gathered in the CMDRs' visits to that particular station.
Because these are based off player journals, not in-game information, I actually find them to be pretty inaccurate for my needs. I only used EDDB for broad-strokes theorycrafting.
Actually, they really do change. They allow me to go directly to purchase the module of the type, grade and size I want and not loose time doing guesswork, when I want to be (shooting ships / exploring / trading / etc...). Less tedium and more fun playing interesting activities.
The time doing that guesswork is a one-off cost. Once you know, you know... or are you suggesting you immediately forget where things are the minute you stop interacting with them?
The enduring cost which 3rd party tools can't eliminate and
is endemic to the design of activities in Elite is the need to jump all over the place to collect things... unless of course...
Jameson Memorial is a concession by FDev, but only to the people who have invested numerous hours in the game (payed them with their own time):
... you know Jameson isn't the only place like this yeah?
Sure!! Read this part again:
Read these two parts again:
... considering you only just posted these in this same post, not sure how I can read them "again"... but allow me to reiterate.
Finding out what sells something is a one-off cost. Once you've found where it's sold, that's it. You don't need to learn that again. But going back to that location to fit out each ship, every time, 3rd party tools don't help with that. And that's where the mainstay of your time is expended.
I'll concede, it's frustrating that the "tech level" stat that stations have isn't displayed in the game... and some of the more obscure rules that were broadcast at the time for things like AX weaponry (specifically AX, not Guardian) don't help matters. But that's all that's missing.
As I have previously explained that is not the case. Extrapolation about station's economies only allow partial information and force you to guesswork. 3rd party tools' gives you all the necessary confirmed information because it comes from other CMDRs' previous visits to that station. No guesswork, just facts about what is really available there.
Again, do you have
specific examples? I'll give you two.
- HE Suits. These have very specific supply and demand conditions such that they'll basically never appear in any high-tech/anything hybrid station, which most HT economies are. Fortunately, they're not that great to trade except for specific missions.
- Palladium. 3rd Party sites won't fix this though because it's a highly botted commodity.
... but that's all I can think of. Anything else can be pretty accurately determined by looking at a station's government, economy and population.
Is this inconvenient? I'd concede sure... but
game breaking like some people are suggesting? Absolutely not, and that's the claim being made here... not that 3rd party sites are useless... but that the game is
completely unplayable without them. And that's trash. When people say the game is "unplayable" without these tools, what they mean is (something like) "I can't get the absolute top dollar i know exists for these void opals without it"... which ties neatly back to the bit I said I'd come back to...
[1] A common nuance within the ED community seems to be "If I can't achieve something optimally/minmaxed, then it's not worth doing". The first and best example of this was void opals... if you were mining them and not able to sell them immediately for the absolute top dollar they were worth, "Game is broken, can't play it". Same is said for Engineering, Jump Ranges, a whole host of things. And it's all because you
know it exists, even if it's not accessible to you. 3rd party tools open the doors to instantly knowing everything about the galaxy. There's definitely a certain naivety about FD's design choices here... it leans heavily on everything being an act of exploration in it's own right.
But to say it is unplayable (and ack you aren't saying this outright, but there's no shortage of people who suggest it is) is outright incorrect, but even your tempered statement of:
It is not unplayable per se, but the 3rd party tools make it so much more enjoyable
... what's your measure of enjoyment here? What's the difference in enjoyment between selling gold for 4,000cr/t profit vs 20,000cr/t profit, when the underlying gameplay is the same, and the economy is such a busted waffle, differences in profit margin such as that are negligible when most commanders are bandying about tens-of-billions in credits?
Is it
really affecting your gameplay as much as you're suggesting? Or is it just that you know better exists, and therefore cannot suffer anything but optimal? Just like if you have a Class 8 slot for a cargo rack, nothing but a Class 8 Rack will suffice?
EDIT: And the latter is fine. I suffer that too. I can't bring myself to going into Threat 5/6 Pirate Activity sites knowing the bounties I get from those ships is pennies compared to massacre stacking against novice, unengineered vessels. But that's wholly a different problem unrelated to the availability of in-game information.