Agreed,
I have thought about using a macro to do the sell amount per ton rather than drop a bulk load off, but even though my index finger is pretty shot after a gaming session,, it sort of comes with age...I wasn't even aware of this exploit, or what ever people want to call it, till i read about it on the forums. But in the interest of fair play and me being me..I diddnt nor use any other sort of macros.
Even if it isn't the only factor involved selling 1 ton or selling 100 one at a time shouldnt work out more than selling the 100 as bulk, or am I missing something here.
I dont use macro's of any kind and for selling and buying I dont see it as an issue as there shouldn't be the issue for it to have in the first place.
No I dont hence why I have edited my post...after thought is a wonderful thing
I think what I was saying is why is it like it is...selling 100 one at a time of a same amount should be equal to selling 100 all in one go ..right...
i think, the point here is that the data taken into account makes no/not enough difference between 1 player selling 100 tons of personal weapons 1 T at a time, and 3 players selling 2 tons of personal weapons 33 times during two ticks by making deliveries in their eagles...
basically, from "how the game is usually played", the current design allows somebody in a hauler making 10 delivery runs like crazy to influence a system as well as somebody making 10 delivery runs in his python - the python will have a bit more effect, but both have an effect.
if you would only calculate "total transaction" (100 t sold = 100 t sold, no matter when, and from whom) that would mean that either a python can influence a system massively in a single run (with 240 T of cargo), or that a hauler doing 5 runs can't influence the system at all...
all of this only gets a problem imho when the guy in the python starts "maximizing" his effect by selling his 240 T one ton at a time.
basically, played as intended, the current system rewards "effort" more than "shipsize".
all would look different, if the data taken would for exampel sum up transactions per instance per player. not sure how much more data that would need - 50 000 markets or so in the galaxy. the current design is very slim on data taken into account for calculating states and influence .
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edit: nevertheless it is never good game design imho, when a game "rewards" people by not playing the game, and sitting in a station waiting for spawns - whether that is rare goods, powerplay commodities, stacking missions, or 1 t-trading. the same I'd say for waiting for USS spawns to spawn...
for me that's a major difference of this case to influence-manipulation through bountie-transactions. if somebody prefers to go 20 times for USS and cash in a single bountie over RES farming, i think the game rewards at least playing the game ;-)