ED design team: plea for discussing comodity storage

Hi Sandro and Mike - and fellow commanders!

I know you have said on record that regular commodity storage is unlikely to arrive at ED due of potential exploitative nature of it. However, we have never heard full list of arguments - and I feel lot of those can be argued away with increased cost of cargo.

I would like to plead to you to do good (no promises or ETA) discussion as you have done in the past (and for ship transfer) over this. I know you consider adding storage specially for Engineer goods (more likely in a form of "This is all I ave but I will leave it here and look for the rest"). However, adding cargo storage for rare goods, unique goods (there aren't much of that yet, but who knows), would be cool. Add considerable price tag for storing it, add storages to limited amount of stations (big ones, with good security).

I understand there might be not enough gameplay around cargo yet - none of them feels that unique to justify storing imho - but it would be nice to consider it for future. I don't see storage is required to extend trading gameplay, which is most likely getting rid of cargo as soon as possible for higher price tag. But there can be enough rare cargo we would like to get hold of - and wouldn't be advisable to get rid of just because we want to store ship for example.

So idea would be discussing pros and cos for having limited amount of cargo storages around galaxy with high enough fee not to be abused on daily basis but viable enough to be considered to store something truly valuable. If we could discuss this in similar fashion as ship transfer.

If you reply to this thread please don't go "why this isn't already added". Please state your reasons why you would want to have cargo storage, and potential pitfalls of having it - if you can imagine it. Let's discuss this as good as we can to sway devs to consider it.
 
Hi Sandro and Mike - and fellow commanders!

I know you have said on record that regular commodity storage is unlikely to arrive at ED due of potential exploitative nature of it. However, we have never heard full list of arguments - and I feel lot of those can be argued away with increased cost of cargo.

I would like to plead to you to do good (no promises or ETA) discussion as you have done in the past (and for ship transfer) over this. I know you consider adding storage specially for Engineer goods (more likely in a form of "This is all I ave but I will leave it here and look for the rest"). However, adding cargo storage for rare goods, unique goods (there aren't much of that yet, but who knows), would be cool. Add considerable price tag for storing it, add storages to limited amount of stations (big ones, with good security).

I understand there might be not enough gameplay around cargo yet - none of them feels that unique to justify storing imho - but it would be nice to consider it for future. I don't see storage is required to extend trading gameplay, which is most likely getting rid of cargo as soon as possible for higher price tag. But there can be enough rare cargo we would like to get hold of - and wouldn't be advisable to get rid of just because we want to store ship for example.

So idea would be discussing pros and cos for having limited amount of cargo storages around galaxy with high enough fee not to be abused on daily basis but viable enough to be considered to store something truly valuable. If we could discuss this in similar fashion as ship transfer.

If you reply to this thread please don't go "why this isn't already added". Please state your reasons why you would want to have cargo storage, and potential pitfalls of having it - if you can imagine it. Let's discuss this as good as we can to sway devs to consider it.

I am supporting the idea of some storage. It will give more economical gameplay and maybe for this reason (here called abuse potential) it isn't wanted today. I know that this possibility indicates that BGS is to be moved forward first. But truely I will like (a limited) amound of storage. Which can be limited per Station and in Total to rent at a resonable fee.

Regards,
Miklos
 
I know you have said on record that regular commodity storage is unlikely to arrive at ED due of potential exploitative nature of it. However, we have never heard full list of arguments - and I feel lot of those can be argued away with increased cost of cargo.
I likely haven't followed other discussions closely enough. But how exactly would this allow exploits?
Assuming you limit the storage to a relatively small amount (say 100 tons), I don't see how this could be used to exploit anything.
Any solution that would allow us to store the non-purchasable commodities would be a welcome change.
Honestly, what other MMO has a crafting function but doesn't provide any storage for the crafting components?
 
As I understand it, they are already working on providing commodity storage for Engineer commodities, at Engineer bases. At least that was the scenario they were discussing at Gamescom. In all likelihood, we will probably see such a feature before the year is out-either in a patch or in the 2.3 update.
 

Robert Maynard

Volunteer Moderator
From one of the DDF threads on Multiple Ship Ownership:

Hello guys and gals!

Gosh, this has been a hot topic! Very interesting. I just wanted to jump in and make a few comments for you to chew over.

Regarding the storage of cargo: I am personally against this. For me, Elite: Dangerous is a game about piloting a space ship and having exciting adventures in space. It's not about stockpiling commodities and playing the stock market (which is exactly what cargo storage would be used for).

Sure, trading is an integral part of the game experience, but I don't want to take focus away from the fact that you're flying and managing a space ship. In my opinion, gameplay decisions should be based on your capabilities *at the current moment* as opposed to what you have squirrled away at various nests across the galaxy.

.... although Sandro's statements regarding the possible storage of Engineer related commodities at Engineer bases are encouraging on that front.
 
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As I understand it, they are already working on providing commodity storage for Engineer commodities, at Engineer bases. At least that was the scenario they were discussing at Gamescom. In all likelihood, we will probably see such a feature before the year is out-either in a patch or in the 2.3 update.
I was under the impression that it was one of those "we'll think about it" ideas.
If it actually is part of the plan, and something really are working on, then I'm a happy camper indeed. :)

Not that I don't trust you, but do you happen to have a link to whoever/whenever that statement was made? I'd really to hear/read specifically what was said in this regard.

From one of the DDF threads on Multiple Ship Ownership:
Ok, but that statement was made well before engineers crafting.
You can't stockpile commodities and play the market, if the amount of provided storage is small.
 
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From one of the DDF threads on Multiple Ship Ownership:
i agree with the statement that people would play the stockmarket. not saying it is wrong tho.

just give a max of 10-25 storage, the max profit you could make on that wouldnt be hurting anyone.
 

Robert Maynard

Volunteer Moderator
there should still be rules, i wouldnt want to store those in my house.

if something is illegal in the system, it should not be able to store it.

Then UAs could probably be stored *somewhere* - to the benefit of those who care to deploy them and to the detriment of those who would be affected by their deployment.
 
Then UAs could probably be stored *somewhere* - to the benefit of those who care to deploy them and to the detriment of those who would be affected by their deployment.
It would be rather easy for the devs to restrict the storage to certain commodities to prevent "exploits". Especially with something like UA's. They're corrosive, so no, you can't store them here.
 
Then UAs could probably be stored *somewhere* - to the benefit of those who care to deploy them and to the detriment of those who would be affected by their deployment.
Don't UAs slowly dissolve your ship? I can't imagine any warehouse accepting them. At least not after they find out what they're doing to the warehouse.

In game terms a simple "store = no" tag would be enough I imagine.

CMDR CTCParadox
 

Robert Maynard

Volunteer Moderator
It would be rather easy for the devs to restrict the storage to certain commodities to prevent "exploits". Especially with something like UA's. They're corrosive, so no, you can't store them here.

Even if we only get to store Engineer commodities (as is the current expectation), there will need to be an IS_STORABLE tag.

Listening to Sandro, I would not expect anything other commodities to be able to be stored.
 
Even if we only get to store Engineer commodities (as is the current expectation), there will need to be an IS_STORABLE tag.

Listening to Sandro, I would not expect anything other commodities to be able to be stored.
Perfectly fine with me. All I want to be able to store is things for engy blueprints that can't be purchased.
 
To address "playing the stock market"...
We pretty much do that as Traders anyways. Find a good "buy low" location, haul as much as we can hold to a good "sell high" location and profit from it.
Engineer Commodities, aka Pirate Bait, on the other hand, are a totally different creature.
Very few places sell these things, none of them are worth much of anything, except to Engineers, and they're something of a nuisance, as they take up valuable cargo space, attract every NPC pirate within 3 systems, have terrible drop rates, and rarely are the ones you actually need given as mission rewards.

I think these things need a total overhaul. Either make them regular Materials, and store them in the junk drawer with all the other materials, or at the very least, let the Engineers who need them sell them at their own bases. There's a lot of pain in Engineers already - between tracking them down, bribing them, playing Wheel of Misfortune for upgrades, tracking down and accumulating materials - adding cargo items on top of all this that are also random drops or awards, or only sold at the most remote locations, usually quite far from the Engineer who needs them, and then to be a bright neon "Interdict Me" sign to every pirate in the quadrant, is just pouring alcohol on a well-salted wound.
 
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