At this point they would probably be better off resetting the economy back to it's default starting state, after fixing whatever it is that's caused the problems.
Agreed.
notenoughcharacters
At this point they would probably be better off resetting the economy back to it's default starting state, after fixing whatever it is that's caused the problems.
We're looking into some issues with the trading AI.
Michael
Not sure how that attitude is necessary...he is not answering you so I thought I'd take a stab. How about some constructive response so we can discuss possibilities while we wait for an official response instead of this trite and pointless remark.The question was directed to Michael. Clearly you don't know what I'm asking, as evident in your answer.
This thread is not related to profits or making money like some other threads, this is about over-saturation and the background simulation.
I respectfully ask that you refrain from posting just to state how easy you can make money, Thanks.
Tonight I went to a random system and recorded the following information which highlights a few issues surrounding trading in the current release version of Elite Dangerous. I did not look hard for this, it is still the case in numerous systems.
I visited a system named PULARUNGU, an industrial system with a population of 4.4 million.
This system contains a station Berezin Enterprise and outpost Cixin Ring.
I noticed the error I had previously posted about whereby the system imports Liquor yet has a High Supply, in both stations.
Berezin:![]()
Cixin:![]()
So, both stations have a HIGH supply of Liquor and a 0 LOW demand, they also show as importing this from Wakawal.
The galaxy map shows a trade route from Wakawal to Pularungu for Liquor.
So, I travelled to Wakawal an Agricultural/Industrial Economy and visited each station, it has three, only one of which is the supplier (supposedly).
Olsen Terminal: (Agri - supplier)![]()
Virts Gateway: (industrial)![]()
Good Ring: (industrial)![]()
Ok, so now the fun part... I apologise if I have missed anything or mis-calculated anything here (it is 3am after all)
The exporter - Olsen had MEDIUM supply.
The importer - Berezin and Cixin had HIGH supply
Buy from Olsen (The exporters) @ 535 cr per tonne
* Sell to Berezin or Cixin (where they export to) @ 455cr per tonne = 80cr loss per tonne.
* Sell to Virts: 666cr = 131cr profit per tonne.
* Sell to Good: 661cr = 126cr profit per tonne.
Buy from Berezin or Cixin (The importers) @ 475cr per tonne
* Sell to Olsen: 508cr = 33cr profit per tonne.
* Sell to Virts: 666cr = 191cr profit per tonne.
* Sell to Good: 661cr = 186cr profit per tonne.
1) Trading from supplier to consumer in a different system (following trade route - agricultural to industrial)
LOSS: 80cr per tonne
2) Trading from supplier to consumer in the same system (normal - agricultural to industrial)
PROFIT: 131cr per tonne
3) Trading from consumer to supplier (backwards industrial to agricultural)
PROFIT: 33cr per tonne.
4) Trading from consumer to consumer (industrial to industrial)
PROFIT: 191cr per tonne
Surely (1) should be more profitable than (3) or (4) in fact (3) and (4) should not exist IMO.
(2) is the only route which actually makes sense, but less profit than the alternative (4)
Here is the traffic report for one system, just for reference:
![]()
I hope this gets fixed...this is not the only system or commodity like this.
Can you elaborate on how that's impacting incorrect trading indicators? We simply can't trust the interface.
It sounds like a solution is near...Where the AI's have been over-zealous creates an imbalance and because of the mechanism used means that some markets that should only import will get flooded and end up exporting. However if you look at the trade route data you'll see lots of trade in that direction, but the price sucks. Making the AI behave should put the markets back to where they're supposed to be.
Thanks to the players who provided us with the hard data - it helped us find this!
Michael
Where the AI's have been over-zealous creates an imbalance and because of the mechanism used means that some markets that should only import will get flooded and end up exporting. However if you look at the trade route data you'll see lots of trade in that direction, but the price sucks. Making the AI behave should put the markets back to where they're supposed to be.
Thanks to the players who provided us with the hard data - it helped us find this!
Michael
Why would you expect profit in the two station that have a high supply? sure they are "normally importers" but it makes no sense for you to get paid well compared to stations with NONE of the commodity.
i do NOt think trade backround sim is broken i think that the descriptors of station trading is broekn or static and does not change.
for example YES the stations are always importers of liquor since they USE it.. BUT there is a high supply of it on hand at the moment. you would think the games discription of the system would change due to the high supply but it does not. the trade system DOES however work. since you are getting low payout for an item that said station has a high supply of.
so TRADE is working correctly .. what is broken is the descriptors set to the stations, i assume these are static, since stations will always import an item statically, even if demand is low... so what needs to change is the discription of station in galactic map and show the DEMAND, not the stations static discriptors
Where the AI's have been over-zealous creates an imbalance and because of the mechanism used means that some markets that should only import will get flooded and end up exporting. However if you look at the trade route data you'll see lots of trade in that direction, but the price sucks. Making the AI behave should put the markets back to where they're supposed to be.
Thanks to the players who provided us with the hard data - it helped us find this!
Michael
I'm looking at the results of work of this artificial "intelligence" right now: station - Mackenzie Relay in Cemiess - has high demand for slaves with average price 10800 credits per ton. These guys are agree to buy slaves for 5900 credits per ton! Minimum selling price in nearby systems is 10300 credits. And this system is being advertised in news feed (as source of good deals apparently)...
How about returning rare goods while you are fixing this "intelligence"? Apparently it will take weeks and months because 4+ months of beta and gamma test weren't enough to make trading interesting.
Unfortunately it has been this screwed up since Gamma 1.0. End of Beta, end of logical trading and really making any good money.I just visited an agricultural system that exported a lot of coffee to neighbouring industrial systems. The price for coffee in ALL industrial systems was LOWER (at HIGH demand) than the price to buy the coffee in the producing system at HIGH supply.
Doesn't make a lot of sense and I see stuff like this quite often. I basically stopped trading until these kind of issues are fixed.
I see what you mean. It was a demander but then got so much supply it actually turned into a supplier because it got oversupplied. And that is whats causing the problems.
Where the AI's have been over-zealous creates an imbalance and because of the mechanism used means that some markets that should only import will get flooded and end up exporting. However if you look at the trade route data you'll see lots of trade in that direction, but the price sucks. Making the AI behave should put the markets back to where they're supposed to be.
Thanks to the players who provided us with the hard data - it helped us find this!
Michael
Isn't there also an additional issue here that the interface isn't reflecting what's actually happening on the market, or have I misunderstood?