Did they just nerf Painite prices?

Just found somewhere buying at 780.

Used INARA which was quoting 780, but when I got to any of them it was 388. Used EDDB and it got me sorted. Perhaps INARA is a bit out of date atm.
 
commodity pricing is quite dynamic, if there is no demand (someone sold enough to have 0 demand) pricing will adjust accordingly. State changes also affect this, if boom or investment goes away, you can pretty much count on the price of all commodities to cut in half, for purposes of selling.
 
I just sold 224 tons for 770k, at Tenjin yada-yada orbital. I know it'll take some jumping, but you'll be able to tell you made it to Colonia on a birthday party.
Oh, and bring a medium ship, as yada-yada orbital is an outpost.
 
...searching for the dev/cm post that states there will be an adjustment to prices as the new patch rolls out...
That is here.
Specifically:
Trading
  • Fixed issue that meant players couldn't sell anything to a market if the buy list was empty.
  • Added supply and demand volumes for certain, high-end minerals. Now, trading goods such as Void Opals is more realistic; markets can still offer a high buy price, but they will offer less as demand is met. As part of this change, these high-end minerals will now be demanded more by specific economy types. This change will affect the following commodities:
    • Alexandrite
    • Benitoite
    • Grandidierite
    • Low Temperature Diamond
    • Monazite
    • Musgravite
    • Painite
    • Rhodplumsite
    • Serendibite
    • Void Opal
 
When checking prices, check the "last updated" stat. The older the data, the less reliable it will be. And, FYI, those prices are updated by commanders running one of the third party apps, like ED Market Connector.
 
Pretty sad state of affairs when the most popular mechanic to make cash in the game isn't actually understood by the people who use it, and when the situation changes the first thought is "oh noes, teh nerfhammer".

I look forward[1] to the fix to market demand for these goods, and the subsequent "why are prices nerfed" posts because people don't understand that if you flood a market, prices tank.

[1] genuine looking forward to... i think my schadenfreude meter will break.
 
Pretty sad state of affairs when the most popular mechanic to make cash in the game isn't actually understood by the people who use it, and when the situation changes the first thought is "oh noes, teh nerfhammer".

I look forward[1] to the fix to market demand for these goods, and the subsequent "why are prices nerfed" posts because people don't understand that if you flood a market, prices tank.

[1] genuine looking forward to... i think my schadenfreude meter will break.

It will be interesting to see whether external tools, such as INARA and EDDB can keep up with the new market changes :)
 
From my impression the prices for painite are extremely volatile (...) But since everyone's using the same tools that's no wonder...
They don't really seem that way to me. A cursory review suggests that the price point for all situations depends
  • Primarily on state combinations
  • Demand variances producing around a 5% swing (i.e a +/- 2.5% swing on median) of the total potential sale price. This is true for all commodities (though I wait for someone more knowledgable to correct me on the exact figures here, the general concept is still true).
  • Some potential impacts from Powerplay

For example, CL + INV + PA reliably produces around 770-800k per tonne, while CL + Boom + PA is in the order of 560-580k... that's not what I'd call volatile.

It's true, you look further down the chart and you get "a good range" of prices, but that has almost nothing to do with player market activity (except for the noted demand variance) and everything to do with the state effects, and those conditions are static in effect.

EDIT: I didn't test the effects of the upcoming fix to market demand, because the sample markets in the game had demands in excess of 10,000 units, and if I was going to mine that much, I'd do it in live and reap the benefits, so unfortunately the market prices were all for high demand, and therefore the same as current live build. Personally, I hope low-zero demand has as much as 50% impact, like if you try and sell something that isn't an import, then market demand would be much more meaningful.
 
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It will be interesting to see whether external tools, such as INARA and EDDB can keep up with the new market changes :)
I have to admit I was just pragmatically going from the results of Miner's Tool and how quickly my current selling node is changing. I never investigated the reasons for that as I'm not a big fan of strip mining. I'm just trying to make some credits and then going to do something else...
So, presumably that tool would update as fast as <insert your favourite spyware[1]> installed on the player's system updates it. In my neck of the woods (which is in the bubble) that varies between hours and weeks. But that core pricerange would only update each tick, and variances at minimum every 10 minutes when the market refreshes.

[1] That's a lighthearted jib, because what else do you call a piece of software which monitors other app(s) running on your device and sends information about them to some other 3rd party service.
 
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Pretty sad state of affairs when the most popular mechanic to make cash in the game isn't actually understood by the people who use it, and when the situation changes the first thought is "oh noes, teh nerfhammer".

I look forward[1] to the fix to market demand for these goods, and the subsequent "why are prices nerfed" posts because people don't understand that if you flood a market, prices tank.

[1] genuine looking forward to... i think my schadenfreude meter will break.
Pretty much this.
I'll be indeed reading the upcoming threads, including tears and verbal outburst, with a high degree of pleasure :devilish:
 
Don't see why anyone would get the hump about it. FD have said they're doing it, so nobody can really be surprised and also, it's standard market forces.

I was just wondering whether it had already happened and I'd missed it, cos the stats that I checked were wrong.
 
Pretty sad state of affairs when the most popular mechanic to make cash in the game isn't actually understood by the people who use it
It's a problem with the commodity market design - though I don't have any good ideas on how to fix it or how any other remotely interesting design could avoid it.

- you need a relatively small amount of data (say, a snapshot of a couple of thousand markets) and some relatively simple analysis (is A > B?) to tell a player where the best places are to sell right now. With the size of the bubble being approximately zero, and players being approximately invincible, there are no qualitative trade-offs either that might affect decisions.
- you need a very large amount of data (I have about a third of a million market snapshots stored, after discarding many which didn't give new data, and it's still not enough) and some much more complex analysis and modelling, to fully understand the market behaviours of every commodity

I've probably - due to lack of anyone else trying - done more to analyse the markets than any other player. Neither I nor anyone else who uses the results I've published gets any financial advantages over a player who just outsources their thinking wholesale to EDDB's much smaller and simpler solution. So why understand how it works? You don't get any more money if you do. I can predict - weeks in advance, in some cases, though I expect 3.6's BGS update will mess with that - where the best Void Opal prices in Colonia will be. Neat party trick, no actual practical application :)

(From my point of view, the non-financial rewards for understanding the markets make the whole exercise worthwhile. It's even had in-game use a few times. But I don't expect most other players to share my enthusiasm for that side of it)
 
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