COMPLETED CG The Colonia Bridge Project 2nd Phase - Colonia (Trade)

Status
Thread Closed: Not open for further replies.
Sweet. My 2800 keeps me in top 25% anyway. Dang. I was out of town this weekend or I might have been in reach of top 10. :/
 
If you're going to do the "hang around at one port" approach, use Rock in Chrysus - it regenerates the fastest by a substantial margin, so you should be able to pick up around 100t every ten minutes. Not the most interesting way to do it but should get you safely into the top 75% in an hour or two.

Alternatively, hop around a bunch of them grabbing a bit here and there and you should be able to get a few hundred tonnes an hour.
This is precisely where and what I did. The refresh was reliably 10 minutes exactly like you said. It fluctuated between 70 tons to 190. It got me to the top 10%.
 
If you want a lift back to the Bubble: the carrier Hold my Tea (V3F-GHN) will leave from Colonia tomorrow morning at 8:00 in-game time and goes first to the World of Death (SPOIHAAE XE-X D2-9) and continues on Tuesday 8:00 from there to the Bubble. ETA at HIP 91281 in the Bubble is expected for Wednesday.

More information about this and other services can be found on the Fleet Carrier Owners Club discord server: https://discord.gg/KFaakj2
 
Does anyone know where the FSDs will be delivered to? Will it be Jaques Station or will it be where I am whenever they are delivered?
 

Deleted member 254248

D
Quoting myself from another thread...
That doesn't entirely match up with my experience, but mostly does.

When I was at Taras Hub, I landed the first time and saw 49 tons waiting to be bought, so I bought all of it, took the stock down to zero and it disappeared from the Market listing. That started an exact ten minute timer from the second I hit the Buy button. When I checked back, to the second, after the timer expired I again bought the material out to zero and reset the timer as soon as I hit the Buy button. I did this over and over until I filled up, sold, came back and did it again, with me always in control of the timer.

I would buy at say 15:22:30 game time and the good would refresh stock at 15:32:31 exactly. It would take me a few seconds to click over and increase the quantity before I was able to hit the Buy button again, so I'd end up hitting Buy at 15:32:37, and the commodity would refresh at 15:32:38 exactly, not a second before. So as the buying progressed, the timer would gradually increase my in-game time, based on when I hit the Buy button.

What this means is that I was controlling the respawn timer for the goods in the station, and other players would have to keep checking every few seconds to see when the timer ended, and if they got in after it refreshed and bought before I managed to hit the Buy button on my screen, then they would control the refresh timer, not me. Your statement about if both of us see the stock in those few seconds before I hit Buy then we both are able to buy it might be correct, I can't confirm that, as the timer was always controlled by me, it never deviated from ten minutes exactly, so no one else was hitting Buy before I was.

What I do know is that I was controlling the time at which the goods refreshed at Taras Hub while I was there, by buying it entirely out each time. If someone else clicked into the market and saw the goods available in those few seconds before I bought them and was able to buy them as well, then depending on when they hit the Buy buttons, there would be two possible scenarios running. Either there are now two different refresh timers running, one for them and one for me, which would open up two opportunities for more players to jump in and buy before we hit out Buy buttons which seems like it could expand into infinity and make refresh timers irrelevant. Or they are able to Buy, and whoever hits their Buy button first controls the refresh timer and the other person will not see exactly a ten minute refresh timer. I don't see an issue with this, but cannot confirm if it's true as I controlled it the entire time.
 
What I do know is that I was controlling the time at which the goods refreshed at Taras Hub while I was there, by buying it entirely out each time. If someone else clicked into the market and saw the goods available in those few seconds before I bought them and was able to buy them as well, then depending on when they hit the Buy buttons
I don't think it works like this, I was sitting at the Rock with two accounts logged in and the exact same amounts spawned for them every tick even though one was horizons and the other odyssey.

The refresh timer is just some cached server-side market data that's sent to the client every 10min - not sure if the caching is timed by the client or server, but it doesn't really matter either.
 

Deleted member 254248

D
I don't think it works like this, I was sitting at the Rock with two accounts logged in and the exact same amounts spawned for them every tick even though one was horizons and the other odyssey.

The refresh timer is just some cached server-side market data that's sent to the client every 10min - not sure if the caching is timed by the client or server, but it doesn't really matter either.
The exact in-game refresh time changed every time I bought the goods out to zero, based on how long it took me to hit the Buy button. It wasn't a set time sent from the server like the Mission Board refresh at 00,10,20,30,40, and 50 in the hour.

As I said, with two accounts, you know the refresh timer, and if both accounts are able to get into the Buy screen once the goods respawn, then whichever account hits the Buy button first resets the timer. This does confirm what Ian said though, that if two accounts get into the Buy screen before they disappear from the Market for everyone else due to the server communication they can both buy the full amount of goods and it won't "go negative."
 
Last edited by a moderator:
Clearly the exact mechanism needs a bit more looking at. The client side component for "don't recheck" is interesting - I wonder if, like some of the other caches, a full client restart would clear that and let you pick up a smaller allocation earlier, then?

I've also seen situations - where very rapidly cycling goods off a station to a carrier for an experiment - where something like the following happens:
  1. At station, supply 1000t, buy 100t.
  2. Go to carrier, drop off 100t, return.
  3. At station, supply 1000t, buy 100t.
  4. Go to carrier, drop off 100t, return.
  5. At station, supply 800t.
So there may be more than one server handling market transactions, and they also take a while to sync between them, as well as the client refresh issues.
 

Deleted member 254248

D
I think I'll grab some cross-platform players and run some refresh experiments this week. I'm sitting on a carrier on the way back from Colonia right now.

It's an interesting mechanic, and knowing how game mechanics work can be very beneficial doing time or resource limited gameplay loops.
 
I've also seen situations - where very rapidly cycling goods off a station to a carrier for an experiment - where something like the following happens:
Yeah, when loading my carrier with Thermal Cooling Units in the bubble I had a ~6000 cargo disparity on the market between accounts because they arrived in the system at different times. With one account showing the 6k cargo and the market being drained on the other. The account showing the cargo was able to do several more runs before a braben tunnel (horizons) forced a relog and an update to the supply values.

So my guess would be that the logic could be something like:
The client will request an update if the market data it's currently got has 0 supply of a good that is produced here and the last update on the client was 10 minutes ago.

This could easily be tested if you idle at a station producing goods without anyone buying them up for more than 10 minutes and see if the amount keeps going up without relogging. It could also be that the amounts going up/down are handled differently and updated at different times.
 

Deleted member 254248

D
This could easily be tested if you idle at a station producing goods without anyone buying them up for more than 10 minutes and see if the amount keeps going up without relogging. It could also be that the amounts going up/down are handled differently and updated at different times.
I’m sure it will, and I think that’s the point, but not necessarily what I think you’re saying.

I think that once a station runs out of stock, the station starts producing more, and it takes ten minutes to do so. It will keep producing materials on a ten minute interval until the stock returns to zero, at which time it will reset the timer.

Another test would be to see if any purchase, whether it takes the stock to zero or not, resets the timer. Buy a stock to zero, wait ten minutes for it to replenish. Wait five more minutes and then buy some, but not all, of the stock. If the stock adds more units five minutes later, then the timer only resets at zero stock. If it doesn’t add more until ten minutes later, then any purchase resets the ten minute timer.
 
The exact in-game refresh time changed every time I bought the goods out to zero, based on how long it took me to hit the Buy button. It wasn't a set time sent from the server like the Mission Board refresh at 00,10,20,30,40, and 50 in the hour.

As I said, with two accounts, you know the refresh timer, and if both accounts are able to get into the Buy screen once the goods respawn, then whichever account hits the Buy button first resets the timer. This does confirm what Ian said though, that if two accounts get into the Buy screen before they disappear from the Market for everyone else due to the server communication they can both buy the full amount of goods and it won't "go negative."
The behavior you are describing does make it sound like the ten-minute interval is maintained by the client - the transaction servers rarely register things with such timing precision, much less repeatably as you observed. But others have confirmed that there are lags of up to several minutes between when one player buys out a market and when another player sees it empty. It seems likely that the client and server are independently tracking the reduced supply, which ensures that the player who bought the stock immediately sees the correctly depleted supply, even though the server may not process that transaction for seconds or minutes. The magnitude of this effect is probably at its greatest in CG systems, where the transaction servers are very heavily loaded.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom