Has the trading update improved it?

THIS! magicaces; (Every) MMO, MMORPG, has balancing questions; not only by the players but by disparity in agreement between the devs themselves. The 'balancing' regarding trading is (becoming) optimal. When approximately 2/3rd's of the player base is happy with it and the other third is not; the trade balancing will be correct...

This wasn't balancing, it was bug-fixing. Previous if you arrived at a station and saw they had high supply of something, and it was shown as an export to a neighbouring system, you could still easily make a loss because the target system had supply too. This appears t have been fixed. Now you can at least predict you will make a profit, though you won't know how much till you get there. Additionally I just found a station with mega-high demand for Semi-conductors, buying at 1370 /tonne. That is very hopeful.
 
I've just straight up stopped playing for days now. My main goal was to be a space trucker and eventually an explorer, but this game is so screwed up right now that I'm just taking a break from it until FD decides to fix it. Before release I kept giving FD the benefit of the doubt and remained positive, but I'm drained at this point. Fix your damn game. When you do, I'll play it.
 
If you leave the beaten track by a few hundred LYs, you'll find plenty of monies to be made. As of now, trading hasn't been this good since early Gamma.
 
As a question from far away of the "Elite-galaxy": Is the bug really fixed or do the prices indeed "over-compensate"?

As I've read, 'high' demands are now very frequent. Too frequent, maybe?
They have to be there, those lucrative trading opportunities, so much is sure! But they still should be hard to find and reasons for real excitement and not just another 'meh' experience... imo.

So, how is the current balance in your opinion?
 
To be honest, it may be a bit too much at the moment, but it is hard for me to judge in this galactic backwater. It could ve difficult to find a balance that scales correctly to both well traveled systems as well as solitary ones.
 
I see no issue. Found an even better route just last night. 480k from an 18ly round trip, about 3 million an hour.
 
There's something very wrong happening currently with Imperial Slaves. The price seems to jump from ~10K to ~15K. I managed to make a trip where I could sell at 5K profit per ton. 5 minutes later the station where I picked them up was also up at 15K instead of 10K it just was. This is an extreme jump in a very short time and also the margin was probably way above what it maximally should be. Distance between those two stations: 17 LY!

Screenshot for proof:
impslaves.jpg

Are the player controlled 'meta gaming' shenanigans effecting this?
 
It has changed a lot and looks to be much better than it was now the prices are settling down. Just found a sweet place for trade as well Just hope it is here when I get home from doing all that Christmasy stuff. :)
 
In my experience the situation is totally fine now, and works like it ought to for the most part. It's trivially easy to find 300 cr per ton profit. It's fairly easy to find 600 cr per ton profit. It's pretty hard but not impossible to find 1000 cr per ton profit. Finding a route that does 1000 cr per ton both ways is very hard in my opinion, and this is no bad thing!

For me the trade interface has led a lot of people to think that the system is bugged. For example, you might see that a system has an agriculture economy, and imports animal monitors (need to keep a close eye on those animals!) You buy a load of animal monitors and go there, docking at the closest station, only to find they're not in demand! Then you jump on the forum and complain about bugs.

What's actually happening is that the system is listed as agricultural but the first station in the system is actually a refinery, and a further station is the agricultural one, so you would have had to dock there to get the profit. The game doesn't do a good job of conveying how this works, and the galaxy map only shows one economy type for star colour when there might be a few in the system. The trade lines show you what is taken from system A to system B, but don't show you where in the system they're going to. This is further complicated by the way that outposts usually have lower supply since they're smaller. This makes sense, but when you see 3 orbis stations and an outpost in a system, and the outpost is the only one that supplies the goods you want, you suddenly realise you can't get hold of the stuff you want anywhere near as easily.

I agree with the previous comments concerning levels of demand, such as when there's no agricultural system within 30 LY but the food demand is still only "medium". I have sort of justified this internally as people living off food cartridges (soylent green, anyone?) rather than having no food at all, but there doesn't seem to be a correlation between the level of demand and the closest economy to fulfil that demand. It might well be beyond reasonable means to provide this level of simulation in the game, however.

I think a lot of the problems would be solved by your ship storing commodity information. It wouldn't allow you to see the current prices except where you currently are, but it would show you the price at any system you've visited, correct at the time of the last visit. This would still encourage exploration of good trade routes, but make it easier to remember what is where and cut down on the need to constantly take screenshots or notes. But then I'm sure there's a few purists who'd say taking notes is a part of game, so there's that to consider. :)
 
We still see Extraction economies demanding minerals, Refineries demanding metals, the list goes on.

the Agri system we find that its demanding certain types of food, this is just wrong.

It looks like not all extraction planets produce all extractable minerals, just as all refineries don't produce all metals & all agricultural planets don't produce all types of food. This is probably how it should be. It's reasonable for an extraction planet to have a demand for a mineral it doesn't produce. Also some metals such as Gold can be produced by an extraction planet.

The alternative is to have all extraction planets the same, all refinery planets the same etc. and that would be rather dull.
 
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