Your Questions Needed - Join the Elite Tutorial Livestream - Everything You Need to Know About Trading

Your Questions Needed - Join the Elite Tutorial Livestream - Everything You Need to Know About Trading

Amy questions for Laurence about the mechanics behind trading, and the future of trading in the game (with the caveat that we might not be able to answer everything), put them in the thread below and come along tomorrow to get the answers!

On Thursday March 24, we're continuing our tutorial livestream series on the official Elite Dangerous channel. Join the Elite is a series that takes deep dives into various aspects of Elite Dangerous, explaining everything you need to know about a particular part of the game. The series is aimed at seasoned players, teaching a thing or two to even the most dedicated of Elite experts.

In future weeks we'll be covering the flight model, the Galaxy simulation, Powerplay and more. Join Edward Lewis and Elite Dangerous Head of Design, Laurence Oldham, in episode 3, as they show you everything you need to know about Trading.

Make sure you join us on our official YouTube channel at 19:00 GMT on Thursday March 24.

PS - Sorry if you've been waiting for another CQC with the devs livestream - they'll be making a comeback very soon! Simple scheduling conflicts.
 
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Thanks for this opportunity once again!

→ As a trader, I would like to know if we will be able to manage our cargo? On a later date, we would be able to sneak into someone else's cargo... so how would our cargo be manageable in the future? Liquids tanks and solid cargo? Spread cargo on each sides to balance weight? Will we see our cargo being transported to the dock and even to our ship when we buy something?

→ The trading is very profitable at the moment, but it is also the most tiresome. Do you have any plan scheduled in order to improve the dynamism of Trading in 2.1?

→ With the crafting coming in 2.1, will we be able to trade modules and weapons between players?
 
Usual mixed bag of questions from me ...

- Can you explain what the dynamic flow of commodities shown in the galaxy map is actually illustrating as I know it's often not profitable to simply do what these arrows suggest (i.e you can easily end up making a loss on your sale if you do).

- How does the background economy simulation work? In other words, what drives the generation of new supplies of a given commodity? The type of economy is obviously a major factor but is it also demand based?

- Do FD have plans (even long term ones) to consider the idea of a player driven market (e.g. an auction house) or have they completely ruled this out?

That'll do - thanks!
 
The dynamic economy simulation seems to have stabilised into a set of fixed milk runs of profitable commodities between any given pair of economies. How do you plan to make smart trading more rewarding?

Where is player to player direct trading on The List?

Are there any plans to extend the economy simulation to add more factors that affect supply and demand, such as distance from a system entry point to a given market?
 

Ozric

Volunteer Moderator
I think a lot of complaints about the trade lines on the Galaxy Map and stations not buying/selling the goods you were expecting is because people think you can go to any station in the system. Could you show the process through from following the lines on the Galaxy Map, then going into the System Map to check which stations are liable to have the goods you want.

I guess it would lead in nicely to Alec's first question and you could go into more detail about what to look for to make the best profit.

- Do FD have plans (even long term ones) to consider the idea of a player driven market (e.g. an auction house) or have they completely ruled this out?

I for one hope that they have still ruled it out.

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Are there any plans to extend the economy simulation to add more factors that affect supply and demand, such as distance from a system entry point to a given market?

Like it
 
SEEKING GOODS/WEAPONS etc..

- What's that all about then? (please explain their effect, when, why and how they pop up)

- Also more specifically, I was in 1 outpost system and up pops a seeking goods, I drop from supercruise and check him/her out. I decided i would like to lift this minor faction as they are bottom of the pile in this system. I pop off to get the goods being requested come back to same "seeking goods" and the ship looks like the same T9 but he has shifted allegience to a different Minor Faction and I ain't trading with them, felt like a waste of time, randomly generated or just broken. Is this supposed to happen?
 
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Is smuggling illegal commodities into black markets working as intended?

Even where there should be a demand, profits are below what they would be for legal sales.

Are the simulated NPC smugglers doing such a good job that nobody wants Narcotics any more? Shouldn't illegal status reduce the effective supply of contraband on the economy simulation?

Are the 'Seeking XXX' PoIs fulfilling the role of black market traders who buy goods at a huge markup?
 
  • Why is there almost only 2 trade commodities useful : imp salve and palladium. This is non sense.
  • Why is there almost infinite stock in station ? I mean 1m tons for goods.
  • Why is there no profitable route between surface and station ?
  • Why are planetary station stock so LOW whereas space station stock are so high in comparation. Logic mean space is free on planets (huge stock) and cost a lot in space. Once again non sense.
  • Why is there no tool in the game to trade. This is a shame to have to connect to extern tools. Even X3 old game do better. Need improvement.


Every aspect of the game need enhancement.
Regards FD.
 
Has any thought been given to softening the current "caps" on trade prices? Having a single hard cap on the price of any given commodity galaxy-wide strains credulity a little, and trading would be much more interesting if there were fringe cases of particular commodities that were priced much higher (or lower) than the normal trade cap.
 
Are we going to see the Panther soon? :D

And Sentai, I'll help you out here:

  • Why is there almost only 2 trade commodities useful : imp salve and palladium. This is non sense.
If you check the commodities screen, you'll find there are more resources in the game. If you buy them cheap, and then sell them for more, you make a profit. Profits are useful.
  • Why is there no profitable route between surface and station ?
There is.
  • Why are planetary station stock so LOW whereas space station stock are so high in comparation. Logic mean space is free on planets (huge stock) and cost a lot in space. Once again non sense.
  • Because space stations are very big, and planetary bases are quite small. Apparantly, in big bases you can put more stuff than in small bases. If you think thats bizarre, wait till you hear about object permanence! ;)
 
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This is more of a "requestion" - Can we please get loop route planning? That would be fantastic for trading, and Powerplay, and even combat high-wake planning. I'm really disappointed loop route planning on the galaxy map is not a thing yet.
 

rootsrat

Volunteer Moderator
1. Are there any plans to introduce customised % of trade dividends between players to encourage things like hiring trade escorts etc.? 5% is pretty much peanuts for a fighter vessel pilot in comparison to what they can make in RES etc.

2. What other factors apart from the economy type affect the price for a given commodity?

3. What should be taken into consideration when planning a trade route if I don't want to use external trading tools?
 
Are we going to see the Panther soon? :D

And Sentai, I'll help you out here:

If you check the commodities screen, you'll find there are more resources in the game. If you buy them cheap, and then sell them for more, you make a profit. Profits are useful.There is.
  • Because space stations are very big, and planetary bases are quite small. Apparantly, in big bases you can put more stuff than in small bases. If you think thats bizarre, wait till you hear about object permanence! ;)

First show some respect to people.

Then stop being a fan boy.

Finally learn to write properly people name or do not answer.
 
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The dynamic economy simulation seems to have stabilised into a set of fixed milk runs of profitable commodities between any given pair of economies. How do you plan to make smart trading more rewarding?Where is player to player direct trading on The List?Are there any plans to extend the economy simulation to add more factors that affect supply and demand, such as distance from a system entry point to a given market?
These are some of my top questions, particularly the first and last. It seems that only 5-6 commodities are of any actual value for trading, the rest are just flavor text.
 
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