Has the trading update improved it?

I am seeing more sensible market behaviour, however it seems very volatile. Galactic prices have changed by as much as 10% between runs.

Will wait for it to settle a bit.
 
I am seeing more sensible market behaviour, however it seems very volatile. Galactic prices have changed by as much as 10% between runs.

Will wait for it to settle a bit.

Overall an improvement but as Ganjis just said very volatile. Saw one instance where Imperial Slaves were going for 10,xxx and then a few minutes later 15,xxx. Wouldn't want to be on the other end of tying to sell them when the average is between 10 and 11.
 
Trading seems to be MUCH improved today. Plenty of high supply/demand to be found now. Hopefully this time it lasts, but so far it seems a good change :)
 
Sounds good, so far and I am very happy about this fix!

For me, the issue was not so much missing profits, but more the missing joy of finding good trade routes. I can very well live with changing demands after a certain time of exploiting a good trade opportunity. But then, I want to be able to search and find new opportunities.

The only downside is that I will not be able to benefit from the gold-rush for some days and then I will have to dump all my notes and re-visit all the systems I already checked in order to update my trade data. But, oh well, I do not complain!
Well done, FD, in busting this bug... hopefully forever!
 
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I am seeing more sensible market behaviour, however it seems very volatile. Galactic prices have changed by as much as 10% between runs.

Will wait for it to settle a bit.

Agreed!

I am in an area with little traffic < 40 ships on 24hrs, of which I contribute about 30%. High demand goods are back and the imported/exported notes seem to be more adequate. Quantities are different too and seem to be more "logical".

Market prices evolve according to a LOT of factors, and of course the formula is a FD-only secret. With such a traffic, my area must be balanced heavily by AI trading. I expect to see more evolution in the next few days, unless some tweaking happens again.

on the subject of goods that are sold on station and part of missions found on the BB in the same station, I call them "gifts", this missions are generally (maybe 3 out of 4) issued by a different sub-faction than the dominant sub-faction. This could explain the apparent absence of logic.

On a different plane, my milk run went from a 221000Cr profit to 360000Cr average profit overnight. Liking it!
 
Yeah, exactly guys. I want to do research on the galaxy map, find out-of-the-way systems with stations that are trading the goods I want to move, and profit from other people not trading in my area.

If I look at traffic in my system and it's less than 100 ships in 24 hours, I consider that a back-water system ripe for trade profits. Supply and Demand should stay pretty consistently high, and I should start seriously profiting from it.

I also expect that if I have a 100 ton cargo hold and start running it over and over again, that demand / supply should change to medium, and I should see reducing returns. Then it's time to find another run while this one cools off and supply / demand build back up.

It's not just about making profits, it's about chasing the trade routes. I'll space truck all day long if I'm constantly chasing and catching new trade runs. That's where the fun from trading comes for me.
 
Seeing plenty of high demand and that is good :) and the prices are changing according to supply which is also good, did a few trade runs between 2 said systems and the price changed each run because I was supplying the materials, the profit per run changed (which is exactly how it should be) I was running 100 tons of gold one way and 100 tons of mineral ex the other.
 
Seeing plenty of high demand and that is good :) and the prices are changing according to supply which is also good, did a few trade runs between 2 said systems and the price changed each run because I was supplying the materials, the profit per run changed (which is exactly how it should be) I was running 100 tons of gold one way and 100 tons of mineral ex the other.

That's great to hear!

Did you see the same thing with demand at the station when you sold the items? Last night when I would sell items, the demand numbers didn't change.

Example from last night:

There was a low demand on Bertrandite, with an amount of 1849 tons. I sold 16 tons of Bertrandite to the station, and afterward the demand was still 1849 tons.
 
So many contradictory reports...

Trading seems to be MUCH improved today. Plenty of high supply/demand to be found now. Hopefully this time it lasts, but so far it seems a good change :)

Can confirm NW's impressions.

Can also confirm that Imperial Slaves (High Supply) disappeared from one moment to the next from all those High Tech systems which were also offering Missions to acquire them... They now show High DEMAND and high prices (as it should be).

That gets rid of one moral dilemma for me anyway... ;)

QE
 
That's great to hear!

Did you see the same thing with demand at the station when you sold the items? Last night when I would sell items, the demand numbers didn't change.

This is an old issue (at least since 1.0), I ticketed several days before now. Might be a minor bug, if everything else works, but I hope it will be fixed someday nevertheless.
 
Appart from the obvious bugs, as mentioned above the profit per tonne is never going to be as high as it was as that's being balanced.

It seems to me people won't be happy until they get gazillions of profit on each and every run. Markets don't work that way, when you find a profitable run do you really expect it to remain that way indefinitely? I sure don't, you have to move on to pastures new and search for a different route, that to me makes it more interesting and you get to see new places.

I agree, the thing I like about the trading in this game is that it doesn't seem like a grind to me. Unlike other games with an extensive trade market that is player driven there are people that exploit the market to the point of it being unfair or unobtainable by others. I think it's more realistic to have markets with reasonable margins and supply and demand that doesn't allow for ridiculous margins to be exploited. If you want the big profit margins you have to take risks to do so, just like in most real market economies. "The wolf of wall-street" made lots of money quickly but at what cost (I just saw the movie so the reference was fresh) and for how long.
 
Today bought my first Type 6, and tried some trading. Just basic logical stuff (food from agri to high pop systems etc etc, nothing fancy), between 4-5 systems, most i got was 900 per ton, but average was about 600-700 per ton. Not bad. I'm sure if i had tried to find better routes, i'm sure i would have made a lot more.

In 3 hours i made about 800k. I'm happy. :)
 
For God's sake...

Trading is SUPPOSED to be difficult. You just can't make massive bucks in a real world for shipping X from A to B, broadly speaking, unless X is illegal. That's why the clever guys that trade stuff do large volume computer controlled trading at kHZ rates, to get a small percentage margin profit. Actually, you should really be paid for the shipping.

Trade margins in a real economy can't be nearly as high as they are even now in the game. There's always going to be enough traders happy to move stuff from one place to another, that only wars, famines, epidemics etc. will affect prices and only for a relatively short while.
 
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
 
Trading has improved and for me the game is finally (very) interesting past Type-6. Progression to Type-7 does not look like vertical wall anymore - probably I'll buy it before or during weekend.

Thanks, FD!

p.s. however it look like NPC traders were simply tuned off completely. If so - my condolences to the devs who have created them.
 
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