This game desperately needs Player Trading NON pay cosmetics and a TRADE HUB.

This game desperately needs Player Trading NON pay cosmetics and a TRADE HUB. Really every MMO I have ever seen relies on this simple formula of bringing players togeather. If there was a trade hub where players HAD to go to trade. And NPC missions. Etc other then procedurally generated crap. It would Fix all the talks about Wide as an Ocean Shallow as a puddle.

No, it wouldn't ...
 
I'm not a trader, but I'd add the ability to call up the prices from commodities from the last X stations you visited.

All in all, more information so you can determine lucrative routes in game, instead of going to some website and have that thing do it for you.

If implemented well, I could see myself do some trading and puzzling about building traderoutes.
 
This game desperately needs Player Trading NON pay cosmetics and a TRADE HUB. Really every MMO I have ever seen relies on this simple formula of bringing players togeather. If there was a trade hub where players HAD to go to trade. And NPC missions. Etc other then procedurally generated crap. It would Fix all the talks about Wide as an Ocean Shallow as a puddle.

On a related note, I suggested ship-to-ship docking a while back to allow CMDRs to transfer fuel, materials, cargo, AMFU each other, etc. This mechanics could also be incorporated into missions so a mission starts/ends docking to an NPC to collect/drop off something.
 
On a related note, I suggested ship-to-ship docking a while back to allow CMDRs to transfer fuel, materials, cargo, AMFU each other, etc. This mechanics could also be incorporated into missions so a mission starts/ends docking to an NPC to collect/drop off something.
I don't know if I replied in that thread, but a ship to ship transfer system could be as easy as making use of the cargo scoops. When deployed you already get a nice target thingy, which is able to anticipate on picking up stuff. It could also pick up another cargo scoop and when aligned right, you get a little bleep and some sort of visial aid telling you this, and whatever cargo one ship drops is fired into the other ship's scoop.
 

Robert Maynard

Volunteer Moderator
On a related note, I suggested ship-to-ship docking a while back to allow CMDRs to transfer fuel, materials, cargo, AMFU each other, etc. This mechanics could also be incorporated into missions so a mission starts/ends docking to an NPC to collect/drop off something.

I doubt that Frontier would implement anything that would circumvent the requirement for players to gather their own materials.
 
I doubt that Frontier would implement anything that would circumvent the requirement for players to gather their own materials.

Possibly... Something needs to be done as regards Materials though. I'd suggest many people find some of them an arduous grind, so it would be nice if Engineers offered to trade the materials they deal with for example so you could swap 4 of material X for 1 material Y. Or even better, if they offered some missions for the rarer materials they use.

But at the moment, having to farm some pretty vapid mechanics for hours isn't good. Especially so when at the moment some of them are broken so you can spend hours grinding unaware you can never even get them! If there was a way to trade more common materials for more rare ones, or undertake missions for the more rare ones, at least there would be viable alternatives for players to utilise.

Anyhoo... I'm off topic...

- - - Updated - - -

I don't know if I replied in that thread, but a ship to ship transfer system could be as easy as making use of the cargo scoops. When deployed you already get a nice target thingy, which is able to anticipate on picking up stuff. It could also pick up another cargo scoop and when aligned right, you get a little bleep and some sort of visial aid telling you this, and whatever cargo one ship drops is fired into the other ship's scoop.

Personally I'd like the premise to be that - even if we're talking about lining scoops up - that for all intent and purposes the two ships are then "docked". ie: Even if that means they're just uber close/lined up. Once in this position they'd be "locked" and I'd like to see the kind of mechanics I mentioned offered. ie: Not just cargo/material swapping, but fuel, repairs and what ever else can be included.
 
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ED isn't an MMO, it's a single player game that just happens (on occasion) to have random other players appear...
To you. To someone else (like me) ED is a multiplayer online game that just happens to have a PvE only online solo mode. The type of game ED is is highly dependant on opinion and playstyle.

That's one of ED's problems: it tries to be everything to everyone and because of this it struggles greatly to know what kind of game it wants to be.
 
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I don't know if I replied in that thread, but a ship to ship transfer system could be as easy as making use of the cargo scoops. When deployed you already get a nice target thingy, which is able to anticipate on picking up stuff. It could also pick up another cargo scoop and when aligned right, you get a little bleep and some sort of visial aid telling you this, and whatever cargo one ship drops is fired into the other ship's scoop.
Ziggy, you naughty chap. That's ship sex you suggested right there! :p
 
I hope when we get the chance to walk round ships there will be places to store items. I want the Hutton mug from Hutton Orbital gift shop...
 
Tradehubs would be possible since they would be where people naturally congregate to trade due to them being actual HUBS where traffic flows. It could be due to popularity, history or major corporation centers.

- Each PP HQ location (seat of power)
- Each major faction HQ (Historical seat of powers)
- Colonia (first colony that far out)
- Maia (Major hub in that area)

Paintjobs, yes please. Especially with all minor factions unlocked after getting max standing.

- Minor faction paintjobs
- Minor faction decals

EDIT:

But WHY would people go to hubs?

- Better grade gear (perhaps limit A type gear to those locations)
- Better missions due faction HQ's

And perhaps require a rank?

- Minimum DANGEROUS to dock?
 
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Everyone treats gold sellers as game breaking instead of a minor inconveinance.
(Not calling any specific person out here, it's just what people say every time someone wants fdev to implement an "MMO mechanic")

Mute them, Report em, ban em.
It's not too hard. The sellers would have to buy new copies of the game, helping out frontier, or they would set up on a web site where their cash for gold schemes wont spam local chat.
Are people afraid they'd start getting hacked or targeted for spoofing/phishing attacks? Attacks are a risk for everything of value on teh interwebz !

I don't understand the fear of gold sellers. If you don't do cash for gold, they're typically not a problem. If you do, you're a ninny with too much money and deserve the risk of getting scammed.

If you can't stand the idea of someone staring with a billion credits and naval ranks because they bought it via the scumnet while you worked for it, ya need to chill out! Let fdev and ban hammers handle it, and remember the credit/account buyers ultimately scammed themselves from enjoying the game through the progression. You've got way more experience from playing open, or you play in solo so these peeps don't effect you anyways.

/rant

P.S:Fdev won't implement MMO mechanics
 
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Unlockable cosmetics would be wonderful, something to aim for other than credits and it would be a great way to show off your achievements. And a trade hub for engineer materials would create an organically populated system with tons of opportunities for social interactions (both good and bad, which is good for an MMO-ish game like Elite).

This. A cosmetic reward for getting King/Admiral. Maybe a special paint job and decal tied to your Imperial or Federation ships.
 
But WHY would people go to hubs?

- Better grade gear (perhaps limit A type gear to those locations)
- Better missions due faction HQ's

And perhaps require a rank?

- Minimum DANGEROUS to dock?
Sounds sensible since a hub would attract these sort of things.

edit: Wait, Dangerous? Wouldn't a trade rank make more sense?

Also better deals. For the logistics of all involved it makes sense to prefer the trade going through a (several) central points. And traders would want these to remain well stocked.
 
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edit: Wait, Dangerous? Wouldn't a trade rank make more sense?

Also better deals. For the logistics of all involved it makes sense to prefer the trade going through a (several) central points. And traders would want these to remain well stocked.

All ranks I would say.

- Trade missions
- Combat missions
- Exploration missions

Basically getting access to corporate HQ's and the bigwigs that can give us that extra in missions and rewards.

Heck, I would throw in a "junker" or recycling plants so we could sell off engineering materials.

Not a player market but rather a market with a player "pool" of objects.

- Player sells engineer items for market prices
- Other players can buy items from the "pool" generated by sold player items

So players cannot ramp up prices by setting their own price but can still buy and sell stuff.

Engineering becomes a little easier and at the same time we do not have to keep all these things in storage if we do not need it AND can earn a little cash.

Add on:

- Since we have module storage we should now be able to sell engineered weapons and modules on the same market.
- Sale price = Module price
- Buy price = Module X engineering rating

Now we have a market for players to get some already engineered modules since these would be essentially useless selling back to a normal trader as they are in many ways modules you cannot sell normally.
 
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Player-driven economics is simply not part of the Elite universe, because players only drive economics into the ground.
Here's the What Really Happens:

1. A small group of players with far more money than any group of players can ever spend sees such a thing, notes all of the most desirable items, purchases all of them, and relists them for 2x - 200x their original price. This becomes their only play style - market manipulation.
"Oh you need these Cracked Industrial Firmware, eh? 600,000,000,000 credits each."

2. This spreads into all aspects of the market, until even the items we would otherwise throw away become overpriced beyond the budget of any player with less than a year in-game - and the actual trade volume of these items hovers right around 0.

3. People use the market as "storage", by listing items they do not actually want to sell at prices far beyond what anyone, sane or otherwise, would pay. A 3A Frame Shift Drive for 4,000,000,000,000 credits? It's just being stored to work around the limited storage system in game already. And if someone is foolish enough to actually buy it.. well, someone just had a very good day.

No matter how good the intentions are, this simply is what becomes of these sorts of things. So I have to say no, no player-driven markets.
 
This game desperately needs Player Trading NON pay cosmetics and a TRADE HUB. Really every MMO I have ever seen relies on this simple formula of bringing players togeather. If there was a trade hub where players HAD to go to trade. And NPC missions. Etc other then procedurally generated crap. It would Fix all the talks about Wide as an Ocean Shallow as a puddle.

I agree with you 1000% however it would appear ed is a single player game with co-op and not an "mmo" but damn at least we can dream.
 
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