The "infamous" Yamiks have recently puplished their review and it seems that many players agree with what's being said in the video: https://www.youtube.com/watch?v=1iDAdSy6xgY

Personally, I also agree that there should be better exchange rates...
but how will these be implemented?

Simply changing the exchange rates in general does not seem to be the best method to me. I believe the current system is taking the grind (once again) too far by relying on RNG too much and using ridicilous exchange rates. At the same time though I also don't think it should be possible to get everything you need from any trader too quickly and easily.

So why not implement a compromise?

In a similar way how the engineers work, there could be a reputation system for material traders which enables us to gain access to better exchange rates. Effectively, Material Traders would be reserving their most precious, rare materials for their best customers and only offer them to random visitors for high exchange rates (like they currently do for everyone).
Considering how hard it is to obtain some of these rare materials either way, it would be logical for traders not to give them to anybody. Instead they would use them to encourage people to visit them more frequently - leading to higher profits than they would usually make as they make their customers dependent on them (who would bother to go through the process twice?) - thus this would also make sense economically.

I'd love to hear some opinions. Maybe there is a major flaw that I just didn't spot so far.

Do you think such a new system would still be too grindy (as you are required to gain reputation with the trader)?

Would this favor players with a home region too much (disadvantage for explorers)?

Do you have any better suggestion which is not "just changing all exchange rates"?
 
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The "infamous" Yamiks have recently puplished their review and it seems that many players agree with what's being said in the video: https://www.youtube.com/watch?v=1iDAdSy6xgY

Personally, I also agree that there should be better exchange rates...
but how will these be implemented?

Simply lowering the exchange rates does not seem to be the right to me. I believe the current system is taking the grind (once again) too far by relying on RNG too much and using ridicilous exchange rates. At the same time though I also don't think it should be possible to get everything you need from a trader too quickly and easily.

So why not implement a compromise?

In a similar way how the engineers work, there could be a reputation system for material traders which enables us to gain access to better exchange rates. Effectively, Material Traders would be reserving their most precious, rare materials for their best customers and only offer them to random visitors for high exchange rates (like they currently do for everyone).
Considering how hard it is to obtain some of these rare materials either way, it would be logical for traders not to give them to anybody. Instead they would use them to encourage people to visit them more frequently - leading to higher profits than they would usually make as they make their customers dependent on them (who would bother to go through the process twice?) - thus this would also make sense economically.

I'd love to hear some opinions. Maybe there is a major flaw that I just didn't spot so far.

Do you think such a new system would still be too grindy (as you are required to gain reputation with the trader)?

Would this favor players with a home region too much (disadvantage for explorers)?

Do you have any better suggestion which is not "just changing all exchange rates"?

My only concern is that theres a lot of traders out there with nothing really unique to each one, having to grind each one or travel half way across the bubble might end up feeling worse (even if in actuality its always cheaper or on-par with what we have now) so personally I'd rather it was tied to a pre-existing system like minor faction rep, super power rank, superpower reputation or even powerplay to represent your connections, contacts and favours helping.

I do think the basic idea of earning their trust to get cheaper prices is a good idea though!
 
Materials based on minor faction rep would make materials more popular near Asellus Primus since that's where new Horizons players start. It would mess up BGS in that area to some extent. Maybe reputation for superpowers. That would work, I think, since it's something you have to maintain because it decays.
 
Just make the exchange rates more favourable.
Why on earth would you not want to make engineering easier and faster - very strange.
 
In the real world reputation has nothing to do with currency exchange rates.

And why do you think should material trading be compared with real life currency exchange rates?

My concept does make sense for material taders economically. Making customers dependent on your services is a strategy commonly used in real life.
 
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