Let us send other player credits.

  • Thread starter Deleted member 56127
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Lots of good discussion here from all sides. Keep the talks going strong.

So currently what I do business wise, in the game, is I will dock usually in Azeban City waiting for a pilot to come through. I will strike up a friendly conversation and entice them with wealth. Fast forward. The pilot assembles a crew and the Captain of that crew obtains the work order from me. I meet said Captain at a location and abandon an agreed upon sum of rare cargo to cover fuel/repair expenses for the crew. The Captain then departs with his crew to said system that I want them to flip or balance out. Their work is closely tracked to ensure it is completed. When the work is done, the Captain meets with me and collects full payment in the sum of rare commodity plus bonuses for the others. This has been an excellent way for me to gain influence in some systems, turn systems, and get favors done for me. The problem is that the Independent crew I employ is growing larger to suit my needs, that makes things a bit more difficult when it comes to paying out in large tonnage of rares. This is why I would like the credit system to be thoroughly looked as a way for us to possibly send payment to other players. But in a refined, balanced manner that works for everybody.

IMHO there is more easy solution to this than credit transfer just simply allow two ships with extended cargo scopes to dock with each other and transfer their cargo directly from bay to bay ;)
 

Deleted member 56127

D
IMHO there is more easy solution to this than credit transfer just simply allow two ships with extended cargo scopes to dock with each other and transfer their cargo directly from bay to bay ;)

This is the best thing I have heard yet.
 
Awful idea: In the game as it is, time == money. The more time you put in, the wealthier you get and the better ship you can afford.

I don't mind getting killed by someone who has put more time and effort into building a better ship than me.

I do mind having my time and effort wasted by some idiot who paid $10 for a bazillion credits to buy a ship better than mine instead of earning it.

The moment I realize that I have to pay to win, is the moment I stop playing.
 

Chainmail

Banned
They can't even get the chat working, and the ships get blown up by the stations at random, and you want to trust them to implement (virtual) currency transfer? I dread to think how many "my credits just disappeared" threads will fill the forum when that happens. Probably one, since the mods will just merge them all into one big ball of anger.
 
It can be made easy for the buyer. I thought I remembered being able to buy platinum in B1, maybe I'm wrong... but let's say it's palladium:

- The cargo hatch ejects cargo in a consistent direction. I can't see behind me, but as far as I can see it flies away on the scanner in the same direction every time.
- With a wingman or two (needed anyway to provide security during a deal) in the same room as the cargo dropper, the correct alignment of ships can be assured.
- Client opens scoop and stays put, while the T9 feeds all the cargo they can carry as agreed by contract.
- repeat as needed via return trip to nearby station.

I didn't take long to think this scenario up, can you think of obvious flaws?

Yes, I think it will be pretty simple for devs to counter that. Random modifier to make canisters jettison in slightly random directions and move with slightly random speeds. Can't predict where they will go and therefore can't just park ship in the one end waiting to receive. Again, don't forget with palladium it would freaking 142 canisters. That's a good deal of time on the sellers account. These guys need to make a living and spending considerable time delivering like that. And good point on the escort, but that would double their costs! That would require their dollar per palladium price to be so high that very few would want to pay. No. There won't be a market for it on those grounds. Maybe that could change, if credits were much MUCH *MUCH* harder to earn in game; then naturally buyers will to pay more dollar per palladium would rise considerably. Of course it would also be harder for the gold sellers to earn in game credits, but these guys tend to train night and day in sweat shops getting really good and efficient at their trade which would somewhat make up for the increased difficulty.

About buying Platinum: it wasn't quite true when I said they can't be bought. However it's quite rare to find somewhere to buy them. So again more considerable inefficiency on the gold sellers part. Would be easier to just buy palladium with million credits earned through easy-mode trading in a type 9.
 
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I kinda like this idea..but somehow feel I'm not far-sighted enough to realize the full consequences of doing so.
 
I'm sorry if this has been mentioned I only made it through about half the previous posts.

The ability of players to transfer credits is a planned feature. It's in the design docs. Unless the devs state otherwise I consider it something that will be implemented.

https://forums.frontier.co.uk/showthread.php?t=6299

The relevant section:

Players can trade directly with each other
The player trade interface is available when both players are docked at the same market
The player trade interface is available when two players dock ships
The player trade interface is a secure swap allowing players to transfer credits/cargo
Both players must accept the trade before it occurs
Acceptance must be redone by both parties after any change in the trade
Trading occurs in real-time and can be interrupted (for example by being attacked) unless taking place at a space dock
Either player can cancel the trade at any time up to the point both agree

To me it would seem a bit odd if players could not trade directly in a game with so much emphasis on trade.
 
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I'm sorry if this has been mentioned I only made it through about half the previous posts.

The ability of players to transfer credits is a planned feature. It's in the design docs. Unless the devs state otherwise I consider it something that will be implemented.

https://forums.frontier.co.uk/showthread.php?t=6299

The relevant section:

Players can trade directly with each other
The player trade interface is available when both players are docked at the same market
The player trade interface is available when two players dock ships
The player trade interface is a secure swap allowing players to transfer credits/cargo
Both players must accept the trade before it occurs
Acceptance must be redone by both parties after any change in the trade
Trading occurs in real-time and can be interrupted (for example by being attacked) unless taking place at a space dock
Either player can cancel the trade at any time up to the point both agree

To me it would seem a bit odd if players could not trade directly in a game with so much emphasis on trade.

That would definitely mean the advent of gold sellers. Direct player to player trade for credits/ingame high value items is the very basis upon which gold sellers build their empires.
 
I'm sorry if this has been mentioned I only made it through about half the previous posts.

The ability of players to transfer credits is a planned feature. It's in the design docs. Unless the devs state otherwise I consider it something that will be implemented.

https://forums.frontier.co.uk/showthread.php?t=6299

The relevant section:

Players can trade directly with each other
The player trade interface is available when both players are docked at the same market
The player trade interface is available when two players dock ships
The player trade interface is a secure swap allowing players to transfer credits/cargo
Both players must accept the trade before it occurs
Acceptance must be redone by both parties after any change in the trade
Trading occurs in real-time and can be interrupted (for example by being attacked) unless taking place at a space dock
Either player can cancel the trade at any time up to the point both agree

To me it would seem a bit odd if players could not trade directly in a game with so much emphasis on trade.


This ^


You absolutely need those things in a modern space sim game. I dont much like EVE, but it works there just fine.
 
Keep in mind, as of tomorrow, the Big Harry's Monkey Hangout Palladium Cloud in Jotunheim is happening from 8pm GMT to 2am GMT. That is how you transfer money people. Like a shotgun! (See Palladium Cloud Announcement thread on this board for details)
 
Give us the ability to wire other Commanders credits. It is a pain to pay folks in cargo.


UPDATE: I can see now, how adding the ability to send other players credits wouald create a potential balance issue. Now that I have thoroughly looked at this, I'd rather stick with paying folks in cargo.


Translation: "Dear FD, we are finding it difficult to click-farm with your game, please allow us to launder drug money"
 
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Yes, I think it will be pretty simple for devs to counter that. Random modifier to make canisters jettison in slightly random directions and move with slightly random speeds. Can't predict where they will go and therefore can't just park ship in the one end waiting to receive. Again, don't forget with palladium it would freaking 142 canisters. That's a good deal of time on the sellers account.

Sure - it can be fixed and again, I am not suggesting this as a HOWTO... Just that gold farmers already would have a viable mechanic in-game to deliver paid credits if there was demand. The increased difficulty of delivery just modifies the price of the credits they would be selling. But they're not here...
 
Sure - it can be fixed and again, I am not suggesting this as a HOWTO... Just that gold farmers already would have a viable mechanic in-game to deliver paid credits if there was demand. The increased difficulty of delivery just modifies the price of the credits they would be selling. But they're not here...

I argued that a number of factors would mean an unrealistic increase in price for which there is no market. This could change if it became much much harder to obtain credits, since demand among players would skyrocket. I think my arguments still stands and the current method of dropping cargo is far from viable as basis for a good business case for gold sellers..
 
The thing about the banhammer, they don't just ban the seller, they ban the buyer as well... if fact, it's the sudden influx of in-game currency that tips them off to it. They can easily check to see what type of transaction took place, know the difference between selling a ship and player2player transfer. Even on the "deleted" account, there's that whole IP addy/mac addy thing. The side argument there is "how often do they really get caught and do the make enough in sales to cover another copy of the game or new ISP?".

Needless to say, credit transfer between players is unnecessary. We have the goons dropping palladium all over a system for an event/trap.

Seriously though, what is so wrong with earning what you get?
 
The thing about the banhammer, they don't just ban the seller, they ban the buyer as well... if fact, it's the sudden influx of in-game currency that tips them off to it. They can easily check to see what type of transaction took place, know the difference between selling a ship and player2player transfer. Even on the "deleted" account, there's that whole IP addy/mac addy thing. The side argument there is "how often do they really get caught and do the make enough in sales to cover another copy of the game or new ISP?".

Needless to say, credit transfer between players is unnecessary. We have the goons dropping palladium all over a system for an event/trap.

Seriously though, what is so wrong with earning what you get?

The sudden influx of in-game currency is what tips them of, you say. How could that be considered 'gold-selling' if FD made an actual system that would allow the transfer of in-game credits? You are basically saying that players would get banned just for using the in-game trade tools. I can guarantee you that there would be a plethora of big credit transfers that would be perfectly ok, reasonable and explainable. For example could be mentioned a player driven guild/clan/corporation. Imagine the leader of such corp distributing large sums of the corp credits to his most trusted lieutenants so that they may use it to further distribute downwards in their corp hierarchy to fund coordinated efforts? FD would have no way of knowing if this was a perfectly legal credit transfer or if it was in fact a gold seller.
 
That would definitely mean the advent of gold sellers. Direct player to player trade for credits/ingame high value items is the very basis upon which gold sellers build their empires.

I don't consider "oh no gold sellers! It will be baaad!!" to be a valid argument against a game feature as basic to a multiplayer game as player trading.

Needless to say, credit transfer between players is unnecessary. We have the goons dropping palladium all over a system for an event/trap.

Seriously though, what is so wrong with earning what you get?
Seriously though, what is so wrong with a trader hiring an escort and not have to fiddle around dumping cargo to pay for it?
 
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"It might be misused" is not a good enough reason to not have it. I want to be able to give my brother money without having to spend ages buying an dumping cargo.

Players have so few ways to interact in the game already it's not even like someone buying a bunch of credits is going to change your personal game anyway.
 
I don't consider "oh no gold sellers! It will be baaad!!" to be a valid argument against a game feature as basic to a multiplayer game as player trading.


Seriously though, what is so wrong with a trader hiring an escort and not have to fiddle around dumping cargo to pay for it?

Good thing I didn't say "oh no gold sellers! It will be baaad!!" then. The question is whether we actually need credit transfers for the type of game ED is / will become in the future. I am not that sure we need it.
 
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