Rare commodities are (possibly) the worst game mechanic ever.

This game has quite a few stupid or poorly implemented mechanics. But I have yet to find one as infuriating and stupid as rare commodities. Specifically, the limited amount of them that you can pick up at once.

If you wanted to actually make money trading them, you'd need to be able to move them in sufficient bulk to make your trip worthwhile, which is absolutely impossible with severely limited allocations. So right from the get-go this mechanic is worthless. The only way it could possibly be worthwhile to trade them is if you were a new player without access to a high capacity ship that somehow did have access to a ship with really good jump range. Add to that the fact that it just doesn't make sense for them to sell the commodity in fixed quantities rather than obeying supply and demand.

That's not the worst part though. If that were the end of the story, it'd just be a mechanic to ignore. It's not the only worthless money making method in the game, not by a long shot. You know what the worst part is. It's the fact that engineers require you to ship 50 of these mistakes to them in tiny batches, leading to the most mind numbing gameplay I've ever seen.

If you want to unlock Broo Tarquin, who happens to be the only guy who does grade 5 laser mods, you'll first have to deliver 50 cigars to Hera Tani from 150 light years away (3 jumps even in a good explorer ship) in batches of 8. That's 7 mind-numbing trips back and forth, and you aren't even paid for it - it's just to convince Hera Tani to talk with you so you can throw materials at her until she coughs up Broo's location. I spent HOURS yesterday carting cigars to her in my FSD-modded Diamondback, and by the end of it I was ready to strangle her, the fool selling the cigars in batches of 8, AND the dev who thought this mechanic was a good idea. It was a colossal waste of time. And you know what comes next? Once I finally got Broo Tarquin's location out of the lung cancer patient waiting to happen, Broo asks me to deliver 50 tons of ANOTHER rare commodity, but this one comes it batches of 5!

This mechanic is awful, stupid, and just plain unfun. I have absolutely no problem with a game being grindy. I have no problem with Elite being grindy. But when what passes for grinding is 17 nearly identical 150+ Ly trips, taking up hours of gameplay... that's just unacceptable. Please, for the love of compelling gameplay, change this mechanic. It's too late for me, but if any players can be spared that torture... well, let's just say I don't think anyone should be forced to do that. Except anyone at Frontier who thinks it's a good mechanic. They should experience it so they know what they're putting us through.
 
Yeh. I wonder how I got that knowledge though. I'm pretty sure it wasn't the manual...

Real life doesn't really have a manual either. Perhaps all of Elite should be formally documented - instructions given to all, but I quite like the community discovery process.
 
The OP makes some valid points with regards to repetitive trips required to unlock the Engineers and I sympathise with anyone yet to do these runs. However I tend to disagree with his comments that 'Rares' are unprofitable if they can't be done in bulk. They are a means for Commanders in the early part of their careers to make relatively good profits with the assets they have. Doing a rares loop was what got me the funds for a Python. With the introduction of the 3.0 integration changes to the Market and Gal Map interface it should prove easier to determine where to sell what for max profit....in fact this may entice me back to revist that loop.
 
If you want to unlock Broo Tarquin

Lets be honest, you didn't really care at all about them until you needed, and you still don't care at all yet, you just want to unlock the engineer and then never come back or hear about trading. am I right?
 
Don't really agree with the Op. It was for me a great way to progress Cobra to Asp on, and see some places along the way, and I like the silly descrptions (but I liked those touches in the 1984 game too).

As has been said, it does specifically encourage teamwork - get one friend or frinedly passerby/teabagger (dont google it - its a player faction) to load you up (or more for even greater efficiency) and you are done and sorted in no time at all.

I do occasionally run rares, but would definitely recommend http://zoy.updog.co/rares/ - shows the rares that are in boom. So if you have the engineers to ulock, check it and go when in boom; and if just wanted a rares loop then go for those at that point in boom.
 
Well they are rare commodities. Makes sense to only beable to hold a set number which increases during boom conditions. And take the cigars out to colonia or do the hutton run, you can make quite the profit. The further away from the purchase point the more valuable they are.
 
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Don't really agree with the Op. It was for me a great way to progress Cobra to Asp on, and see some places along the way, and I like the silly descrptions (but I liked those touches in the 1984 game too).

As has been said, it does specifically encourage teamwork - get one friend or frinedly passerby/teabagger (dont google it - its a player faction) to load you up (or more for even greater efficiency) and you are done and sorted in no time at all.

I do occasionally run rares, but would definitely recommend http://zoy.updog.co/rares/ - shows the rares that are in boom. So if you have the engineers to ulock, check it and go when in boom; and if just wanted a rares loop then go for those at that point in boom.
Yeah, back in the early days of the game I used to enjoy doing the rares circuit, made a lot of money and it helped me progress to my python.
 
This game has quite a few stupid or poorly implemented mechanics. But I have yet to find one as infuriating and stupid as rare commodities. Specifically, the limited amount of them that you can pick up at once.

If you wanted to actually make money trading them, you'd need to be able to move them in sufficient bulk to make your trip worthwhile, which is absolutely impossible with severely limited allocations. So right from the get-go this mechanic is worthless. The only way it could possibly be worthwhile to trade them is if you were a new player without access to a high capacity ship that somehow did have access to a ship with really good jump range. Add to that the fact that it just doesn't make sense for them to sell the commodity in fixed quantities rather than obeying supply and demand.

That's not the worst part though. If that were the end of the story, it'd just be a mechanic to ignore. It's not the only worthless money making method in the game, not by a long shot. You know what the worst part is. It's the fact that engineers require you to ship 50 of these mistakes to them in tiny batches, leading to the most mind numbing gameplay I've ever seen.

If you want to unlock Broo Tarquin, who happens to be the only guy who does grade 5 laser mods, you'll first have to deliver 50 cigars to Hera Tani from 150 light years away (3 jumps even in a good explorer ship) in batches of 8. That's 7 mind-numbing trips back and forth, and you aren't even paid for it - it's just to convince Hera Tani to talk with you so you can throw materials at her until she coughs up Broo's location. I spent HOURS yesterday carting cigars to her in my FSD-modded Diamondback, and by the end of it I was ready to strangle her, the fool selling the cigars in batches of 8, AND the dev who thought this mechanic was a good idea. It was a colossal waste of time. And you know what comes next? Once I finally got Broo Tarquin's location out of the lung cancer patient waiting to happen, Broo asks me to deliver 50 tons of ANOTHER rare commodity, but this one comes it batches of 5!

This mechanic is awful, stupid, and just plain unfun. I have absolutely no problem with a game being grindy. I have no problem with Elite being grindy. But when what passes for grinding is 17 nearly identical 150+ Ly trips, taking up hours of gameplay... that's just unacceptable. Please, for the love of compelling gameplay, change this mechanic. It's too late for me, but if any players can be spared that torture... well, let's just say I don't think anyone should be forced to do that. Except anyone at Frontier who thinks it's a good mechanic. They should experience it so they know what they're putting us through.

they may seem silly now with the economy as it is, but back when they 1st launched (after them being fixed because of course they launched in a totally crazy state) but back when they launched the economy was very different and rare trading was actually one of the primary ways for the budding trader to get a foot in the door... I loved doing my big rares trading loop, started in my adder, then went to cobra and then T6.

they may seem redundant now it is true when you can make more from a single 1 jump deliver 15 tons of X to Y mission <shrugs> to me that says more about hyper inflation of the economy than rares trading.

logically it makes sense tho, it stands to reason that some items would be tightly controlled substances due to finite supply. Much more could be done with them tho i agree... ie increase allowance if you deliver specific goods needed for rares production etc.

in another way of looking at it the the rares to unlock engineers was the 1st wing mission, because they are way quicker to do in a wing if you help each other.
 
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Instead of making it a 5 units every ten minutes allowance, it could be a 720 units a day allowance.
The commodity would be just as "rare" from a volume point of view.
Yes, it would probaly make rares sort of a "daily" mechanic like we know from MMORPGs, but would the money generated that way really be so out of whack with other activities ?
Forcing idle time on players seems like a pretty unintuitive concept to me too, so i can understand where OP is coming from.
 
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Instead of making it a 5 units every ten minutes allowance, it could be a 720 units a day allowance.
The commodity would be just as "rare" from a volume point of view.
Yes, it would probaly make rares sort of a "daily" mechanic like we know from MMORPGs, but would the money generated that way really be so out
Yeah, arguably one of the problems with rares is that it doesn't scale well. It's good earner early in the game, but pocket change later on.
 
Instead of making it a 5 units every ten minutes allowance, it could be a 720 units a day allowance.
The commodity would be just as "rare" from a volume point of view.
Yes, it would probaly make rares sort of a "daily" mechanic like we know from MMORPGs, but would the money generated that way really be so out of whack with other activities ?
Forcing idle time on players seems like a pretty unintuitive concept to me too, so i can understand where OP is coming from.

i think there is a lot which could be done with the rares trading, to keep the "spirit" of it alive but bring it into the current economy of the game to make relevant.

i suspect it may be on the list, but i have a feeling FDs todo list is rather long. That said there is nothing wrong in principle with features being in the game which are relevant to newer players but that get superceded later on imo.
 
RNGineers, mat drop gambling and rares are some of the worst mechanics in all of modern gaming.

Pretty much the modus operandi of Fdev: soulless grind, with neither point nor purpose. Welcome to Minimum Viable Product Design.
 
This game has quite a few stupid or poorly implemented mechanics. But I have yet to find one as infuriating and stupid as rare commodities. Specifically, the limited amount of them that you can pick up at once.


Rare commodities.

Limited in supply.

Why would that be I wonder? There must be a clue somewhere in the game!
 
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Yeh. I wonder how I got that knowledge though. I'm pretty sure it wasn't the manual...

I have no issue with that. I enjoy discovering things for myself. Now basic things like where can I find a module gets a bit annoying, but it'd be less annoying if the game recorded that info for me.
 
RNGineers, mat drop gambling and rares are some of the worst mechanics in all of modern gaming.

Pretty much the modus operandi of Fdev: soulless grind, with neither point nor purpose. Welcome to Minimum Viable Product Design.

i dont like the power creep of engineers, (personally i would prefer max 10% boosts not 50% boosts) and i am not a fan of some of the side effects.

but in 3.0 i feel finally FD have took on board thedislike of the random element and that is largely fixed now imo.

the drops however desperately need a skill element adding to them.. and past suggestions have been made. fingers crossed it will happen in a later update. FD are not stupid, i reckon they know how features can be improved we just have to hope they get the time to actually do it.
 
RNGineers, mat drop gambling and rares are some of the worst mechanics in all of modern gaming.

Pretty much the modus operandi of Fdev: soulless grind, with neither point nor purpose. Welcome to Minimum Viable Product Design.
I love people who clearly hate the game, despise everything FDev do, and have no faith in them ever improving the game, yet seem to be always hanging around on the forums. Just move on with your life, seriously ... so many other games and things to do...
 
I love people who clearly hate the game, despise everything FDev do, and have no faith in them ever improving the game, yet seem to be always hanging around on the forums. Just move on with your life, seriously ... so many other games and things to do...

But, other games don't have forums to write in..
 
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