Why do the trade lines show VOLUME and NOT profit?

Sorry guys, but as you can see, the fanboys in this community is hard to get through, because with every idea that someone comes up with they will s*** on you and say that everything is like it's "supposed" to be.

They can't deal with other peoples point of view.

So why do you have to start being rude about them? Everyone is entitled to their own opinion and after a few hours of ED there are certainly no right or wrong views.
 
Instead of screenshots or pen & paper (lame), add another tab in the right side panel that records market data for every visited station? Only updated upon revisiting? Seems easy enough.
 
Oh, I get it allright.

I have checked several third-party trading tools, and not a single one of them had a feature set / UI I would agree with.

To put this into context, I'm a professional software developer, and have some idea on what to look for.

So, I think it's safe to assume that any more elaborate in-game interface won't satisfy everybody, or even a sizeable majority. The complaining and moaning would continue, just on a different level.



I found the galaxy map interface to be quite sufficient to find where to get a commodity from, at all. (Like in, "Auto-Fabricators purchased at this starport".... you get the idea.)

Given that prices can change quite significantly, quite fast, and that the info in your ship's computers is always dated to begin with, I simply don't expect the computer to do more.

Oh, and FWIW... the most profitable route I have run so far was actually between two stations within the same system. I'm looking forward to your design on representing that in the galaxy map... ;-)

Typical software developer attitude, who just thinks he's any good at game design.
And your last line just proves the ingame UI is totally wrong and doesn't provide you with enough information to figure out what commodity is best sold in your current cluster of systems, without having to actually go to everyone yourself.
 
the ingame UI is totally wrong and doesn't provide you with enough information to figure out what commodity is best sold in your current cluster of systems, without having to actually go to everyone yourself.

Well, it does enough to tell you not to take food to an agriculture system, doesn't it?
How about not taking stuff from one High Tech place to another? That's in the UI too, isn't it?

So, you can sort systems by what type of economy they are. You can sort them by population size. You can see what the current station you're at has in high supply and how much they want for it.

The trouble you're having is you need to make an educated guess at which to choose trading, and then where to take it. You're not educated enough to be getting it right if you're not making 300cr-900cr on simple runs - I am. I'm using the same tools as you and I'm trading, for example, progenitor cells, performance enhancers, land enrichment systems...et al, from high tech systems to agricultural systems and I am always making a nice profit.
Then I take something back to the high tech places.

My latest run nets me in excess of 500,000cr profit between three stations, that have several jumps in between.
I use the UI and nothing else - but YOU DO HAVE TO VISIT PLACES AND SEE FOR YOURSELF!!

The only thing I agree with, is that the places you have visited need to be logged for easy reference, so you don't have to rely on your memory (mine is aged) or have to find a pen!
 
I would say it's set up like that to avoid making the game play itself. By that I mean, if you stumble upon a great price on superconductors, you should not be able to just open your map and know where the best places to go with them is.

This would be like pirates asking for hud option to highlight all gold traders. It makes it too easy.

The interface could be better but, too easy is just as bad, if not worse.
 
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