So, you're basically saying 'yes, you should go ahead and quit the game because it's not going to get any better', or am I reading this wrong? You actually want us to stay in the smaller ships that we can currently afford and maintain.
So again I ask, are these higher end ships only for the hardcore/elite people? If so, then yes, you're probably correct - I should quit.
Indeed, although there is an issue with the QAI trading that's making the system harder to read than it should be. We're currently looking into this.
Michael
I disagree that it needs to be a lot more lucrative, there are some issues that need to be addressed but playing as a trader is currently viable. I play as a trader myself with a bit of exploration thrown in. Once the background sim is working as it should be we'll review the balance if needed.
Michael
now rare commodities are completely broke.. never updated with a single item in 20 minutes of sitting there....
They agreed they don't want us to make money fast.
WOW. Is that realistic?
Michael,
Me and many others agree on the original rare goods being imbalanced. Filling up an Anaconda with 240t of rare goods, yielding a potential profit of almost 20K credits per ton, at one single station every ten minutes was just not right.
But for many people, including me, rare goods trading was the ONLY reason to ever travel the galaxy. The pre-patch-1.2 situation was that it took quite some time to fill up a ship's hold (even a medium sized ship like my Cobra) and many ppl spent that waiting time doing missions and short range trading in the systems around the source of rare-goods.
In the current situation we can't even fill up a hauler with rare goods, no matter how long we wait or do missions or do short range trading. There is absolutely NO incentive to fly far in any other role than pure exploring. Also, unless you're gonna stick to a small trade route with maybe 10 systems max (and that's only manageable with help of third party trade tools!) there is NO way buying a large ship is viable. Noone's gonna haul 100+ tonnes of tea (or insert any other commodity that's readily available) across any distance larger than necessary (ever seen the cost to refuel a large ship?)
Could you PLEASE elaborate on what role rare goods are supposed to play according to FD? Is this really working as intended?
You have 76 in your cargo. More won't show up in station for you until you get rid of them.
That's fine, but you didn't answer my question on the big ships for elites.
I've only had my Asp for 1 day and already considering selling it, I love the ship, but I just cannot see how I'm ever going to afford to kit it out and maintain from this point. I feel as if I'm being forced back into my Viper, which I probably will do...at least I'll be able to kit it out to the max and have a little fun. Anything larger just doesn't seem viable for me personally.
I have tested a Python taking different missions, playing about 2-4 hours per day. I had no problems making 6-7M Cr of pure profit taking into account that my ship was in top condition, all maintenance repairs were performed when required.
can someone clarify this? were the trade mechanics changed that if you have type A cargo in your hold, the market doesnt "spawn" new cargo of this type????
especially valid for rare commodities...
if the mechanics have changed that much, a little info on that would be nice![]()
What "personal allocation"? There is no logic to this decision. Producers do not - that is, they do NOT - give a "personal allocation" in any real-world scenario. The only "personal allocation" is with pre-orders, and we have none of that in ED. In a market-economy, supply and demand means that they increase prices when demand goes up, and whoever is first in the line willing to pay the Ask gets the goods.- After yet another discussion with the rare commodity producers, Commanders should now be eligible to only purchase rare goods up to their own personal allocation, instead of buying everybody else's ration as well.
Just adding in my 2 cents here- I'm seriously disappointed to see this change regarding rare goods. I just discovered this as a means to start making some good profits in my Cobra and begin making some real progress towards the many upgrades that are available. The higher end ships still seem a really long way off and I don't feel like having to wait for an hour or so hopping around a few clustered stations stocking up rares before making a long distance journey was a terrible way to play. Now I just don't see the point of it, and I'm back to other less profitable ways of going forward. It feels like the only way to move forward in this game is through boring, painful grinding.. I was having a lot of fun making that long risky journey, exploring new systems, avoiding interdictions, getting nearly roasted by the sun with some fuel scooping.
Maybe they could at least require you to leave the system and come back to get a restock, and cluster more of the rare goods systems near to each other? At least then you avoid people camping out and doing AFK trading.
"Asked if that meant the company were looking at subscription or microtransaction models for the Kickstarter-funded project when it releases in 2014, Braben replied:
“We’re not considering subscriptions. I don’t think that would work well. We are looking at things where you can purchase time with cash. We’ve got to think in terms of making sure the backend is funded, essentially."
http://archive.beefjack.com/index.html?p=155940.html
As I'm sure you can do the math as well as any of us, I think a little clarification is in order.I disagree that it needs to be a lot more lucrative, there are some issues that need to be addressed but playing as a trader is currently viable. I play as a trader myself with a bit of exploration thrown in. Once the background sim is working as it should be we'll review the balance if needed.
Michael
I understand English is not the native language of some people around here, but your username indicates you are a native speaker. So, could you have failed to misunderstand what Michael said any more?
Let's break it down for you, bit by bit.
1) There are issues, they are aware of this.
2) Those issues are making trading harder than it should be. ie: Profits are not as good as they should be.
2) They are looking to fix this.
Do you understand now?
Also, if you had read another page or so of posts, you would have found Michael gave a little more info as well.
Really, if you are not going to take the time to read what they write, then it would perhaps be a good idea to refrain from making such negative posts.
Ill also add my own comment to this:
Quitting is up to you, not the decision of FD. However, it has nothing to do with hardcore. If you want to run a big ship, the cost of running that ship is the same if you play 1 hour a month or 12 hours a day. It doesn't matter how hardcore you are. You get out what you put in. Clever traders will make good profits on a run. If you done one run you have the expenses and profit from that run. If you do a hundred then you have expenses and profit from a hundred. If you are loosing more than you are earning, then either there is a game mechanic problem (should be ticketed) or you are doing something wrong (learn)... of course, there is option 3, which is rage and quit.
Your choice batman.
I have tested a Python taking different missions, playing about 2-4 hours per day. I had no problems making 6-7M Cr of pure profit taking into account that my ship was in top condition, all maintenance repairs were performed when required.
Why do you care how anyone else wants to trade? If you want to "supplement normal trade goods with rare items ... carrying a variety", that's up to you and I've no problem with it. But I don't really appreciate you foisting that expectation onto everyone else who's paid to trade how they like. If I want to sit in a station for a few days stocking up with a certain type of good, why do you care?Rare goods are intended to be a low volume, high yield good that needs to be transported over a distance. For small ships you can fill the hold with a few tons and make speed run. For larger ships you supplement normal trade goods with rare items or do large loops, picking up small quantities along the way but carrying a variety.
No more than your quota for each rare will be generated.
Michael
If the ship isn't viable for your play style then don't use it.
Michael
Rare goods are intended to be a low volume, high yield good that needs to be transported over a distance. For small ships you can fill the hold with a few tons and make speed run. For larger ships you supplement normal trade goods with rare items or do large loops, picking up small quantities along the way but carrying a variety.
Michael
Why do you care how anyone else wants to trade? If you want to "supplement normal trade goods with rare items ... carrying a variety", that's up to you and I've no problem with it. But I don't really appreciate you foisting that expectation onto everyone else who's paid to trade how they like. If I want to sit in a station for a few days stocking up with a certain type of good, why do you care?
Please reconsider this decision to force others to trade "my way or the highway".