none existance profitable trades.

I can't find one single trade that is profitable. Not one.

I think the fact people are blatantly using 3rd part software to hunt for that profitable trade, while those of use that don't use them are clearly placed at a disadvantage is nothing more than a form of cheating.

If you want us to be able to 1 click a nice fancy trade route and do it all so fast, without having to explore at all in order to do it, add it to the game.
 
They are out there.

I don't use a third party tool and never will and yet I am in a cluster of systems around a trade hub, with many profitable routes to choose from between agricultural, industrial, extraction, refinery and high tech stations.

The secret was to travel from my starting position and use the galaxy map to understand system populations, supplies and demands. You mention with disdain that 1 clicking tools doesn't need exploration. May I polite suggest that with a litte bit more exploration yourself you can find profitable routes.
 
The good routes are there.

The tools in game have been designed to give you enough information that you can make a profit. The NPC trading has been screwing up the routes for a while now but it is getting better.

At the moment use the trade lanes in the map as a very rough guide, buy low when you see a good deal and try the nearby systems and stations that import it.

There are plenty of mechanics in the game to make trading a challenge to get the really big bucks - this is how the devs wanted the game to be and why the in game tools are simple.
 
That would be easier if the galaxy map worked properly, currently it loses focus location on popping in and out of the system map and it also culls the visible systems which are in the field of view for the user but are above or below an arbitrary 2D galactic plane, which is unhelpful to say the least.

The human brains optical processing capability evolved to deal with 3D complexity when our ancestors developed the ability to navigate through tree branches in the arboreal phase of our evolution, 3D complexity is not a problem as long as cues for 3D interpretation are available eg parallax, the galaxy map should provide a full spherical view and use perspective to help the brain, which means it should show different size blobs and thickness of connection branches should depend on distance, while the view should continue to settle gently on a new target target creating a slight movement as it does already. Culling a 2D disc is the wrong approach, will make it less useful and won't help those not practiced who will be confused anyway until they get the hang of it. If they have to learn something new it may as well be something that will be properly useful once understood.
 
That would be easier if the galaxy map worked properly, currently it loses focus location on popping in and out of the system map and it also culls the visible systems which are in the field of view for the user but are above or below an arbitrary 2D galactic plane, which is unhelpful to say the least.

The human brains optical processing capability evolved to deal with 3D complexity when our ancestors developed the ability to navigate through tree branches in the arboreal phase of our evolution, 3D complexity is not a problem as long as cues for 3D interpretation are available eg parallax, the galaxy map should provide a full spherical view and use perspective to help the brain, which means it should show different size blobs and thickness of connection branches should depend on distance, while the view should continue to settle gently on a new target target creating a slight movement as it does already. Culling a 2D disc is the wrong approach, will make it less useful and won't help those not practiced who will be confused anyway until they get the hang of it. If they have to learn something new it may as well be something that will be properly useful once understood.

This should be the top priority on the map improvements list. An option to display all systems in a 3D sphere around your current system and remove all systems beyond a selectable range, say up to 100 light years, would be perfect.
 
1. Good routes are nowhere to be found (good route = 1k profit each docking)

2. Profit can still be made, bouncing atm between to large stations 20Ls apart with a type 7 for 550/450cr profit per ton respectively

3. Lead Dev was in the large thread explaining trading is broken atm. but it´s complicated and will be fixed maybe this week

4. If they don´t fix it this week it´s probable I´ll treat this game like a polish fire cracker - throw away as far as i can.
 
But what is a good route? After two evenings searching i found one (8LY jump) which gives me Cr450/t one way and Cr250/t back. With my 40 cargo thats Cr28k/run (~25 minutes with scooping fuel). Cr50k/hour is not really much if you have Cr500k in the account and are trying to earn a few millions.
 
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Just fyi, i DO have a trade route that pays just over 1000 cr/ton for palladium, the return run is just under 700 cr/ton for performance enhancers.

And no, i'm not posting a screenshot of it. :D
 
The trade is still broken if you ask me, most of the market is still 'low' demand on everything. The are still some metal trading that can net 1000k profit but they are few and far between.
 
You have looked in the right hand pane on the Commodities Market?

This tells you where to buy and sell everything lol...
 
1. Good routes are nowhere to be found (good route = 1k profit each docking)

2. Profit can still be made, bouncing atm between to large stations 20Ls apart with a type 7 for 550/450cr profit per ton respectively

3. Lead Dev was in the large thread explaining trading is broken atm. but it´s complicated and will be fixed maybe this week

4. If they don´t fix it this week it´s probable I´ll treat this game like a polish fire cracker - throw away as far as i can.

This is what ive found your looking at 500-600 max profit per ton.
Its not enough i certainly cant find a 1k profit per ton route.
 
I found a nice route shuffling grain from one starport to the next outpost. Makes 1200 credits profit per run. Strangely you must buy at the station that imports and sell at the station that exports .
 
Actually, I have little problem finding trade routes, except for the occassional brain fart.

The secret is not 3rd party software, and it is definitely not using the 'import/export' listings in the market - they are the low-margin routes because everyone does them (including the NPCs, if they count).

Let's say you are at an extraction planet: Regardless of what it imports, it will need: Mineral Extractors, food, power plants, explosives. (Good place to pick up ores.).
An industrial planet will need metals, certain components, foods, and is a good place to pick up lowtech finished things. A refinery planet will need ores (And a good place to pick up metals).
A hitech planet will need metals, components, luxuries, foods. An agricultural planet needs agrimeds, domes, all sorts of stuff, good source of foods.

It's mostly logical from the descriptions. Use your head/intuition and you'll make a decent profit. :)

Avoid service/tourism planets. They may offer good prices on some, even most, things, but you can't pick up anything.

PS: You won't make millions per route. The best you can expect from a run is 500 per unit, but usually less. Sometimes a golden route with more, coinciding with a decent trade mission.

PS: Trade missions that say there's a shortage of something somewhere aren't necessarily right. Don't use them as trading advice.

PS: More expensive things give higher payoff per item in value, but less in %, usually. You can easily put your entire fortune in your cargo that way. It's a bit risky, because while your ship is insured, your cargo isn't. Usually it goes well, but as a trader you'll run that risk every time. Don't put everything you have in a gamble, like I do.

PS: A tip from the novel in the original Elite: An empty hold is an empty head.

Lastly, what about the ship?

I liked the Hauler - not because of its huge cargo hold (it wasn't) but because its field shift drive was easily upgraded to give you 25+LY range and really low fuel consumption - you could easily go halfway across the galaxy on one tank on it. (But that's not really what you do for trading). Anyway: I ripped out weapons, shields, discovery scanner and put in the lightest versions of everything else, all for range, fuel economy, and max cargo hold. I won't recommend that for more expensive ships, but it worked nicely. :)
 
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MACMAN86

Banned
I had suspected the validity of the info on systems when you see e.g. Food is being imported from an agricultural to an industrial system, so you buy say Coffee/Tea, only to find out when you get there it is CHEAPER! After the second time I simply choose never to trade but only use the legal trading missions at no risk and so much more profit.
Elite game priorities: -
1. Space trading
2. Combat in self-defence
3. Or choose illegal missions but try getting away with it
4. Or be a a pirate and combat
Where was the priorty in setting up number 1 to be balanced and worthwhile?
Where is the oppertunity to join the NPS or a band of rebels? Perhaps I need to read more Galnet News but where are wars?
The further I travel the fewer ships I see (even less AI)
It needs in-game communications for groups (even on a separate server) else we're all split by Skype or Teamspeak or non.
 
And it took you how long to find it? ^^

I'm working a place with 1350/ton 10 minute round trip that I found almost as soon as I started looking. Good routes are definitely there.

Trading does need work though, no argument. You have to physically confirm prices.
 
I'm working a place with 1350/ton 10 minute round trip that I found almost as soon as I started looking. Good routes are definitely there.

Trading does need work though, no argument. You have to physically confirm prices.

Ok, but this is just luck, a lot of it.
 
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