1) Why is it not possible, has one of the dev team or a person equal to them said it isn't?
2) With a demand factoring into the price it would make it easier to make very high credits/hr, IF you knew where to go. The way I see it that most people that have posted don't mind a little work to supply their other non trading characters, they just don't want to spend most of their time trading rather than with their other characters.
From what I have read power traders just want to make the needed amount to buy whatever cap ship they want. By having a variable price it would encourage who ever is trading to be more involved in the game therefore enhance PR which is what we all want.....right?
' Wrote:1) Why is it not possible, has one of the dev team or a person equal to them said it isn't?
2) With a demand factoring into the price it would make it easier to make very high credits/hr, IF you knew where to go. The way I see it that most people that have posted don't mind a little work to supply their other non trading characters, they just don't want to spend most of their time trading rather than with their other characters.
From what I have read power traders just want to make the needed amount to buy whatever cap ship they want. By having a variable price it would encourage who ever is trading to be more involved in the game therefore enhance PR which is what we all want.....right?
Variable prices would be hard to do, really when you think about it the economy of sirius is very very complex, and to have variable pricing it'd be like adding an economical life to that of everything not only the players, it's a great idea but to make such a thing would take massive ammounts of time and skill.
That being said, if someone wants to go for it, go for it.
Because money is hard to make, i was here for 4.84. I had a cruiser, 2 gunboats 2 trade ships, 2 bombers and 2 fighters, and maybe a little Nomad running around.
Due to my cruiser being stolen (quazar D=<) and my hiatus running long enough for my ships to go bye bye, im here. trying to start over again, and it's gotten harder.
Right i might be a old member here... But I do not generally have that much in the way of credits (can't bear trading for long.) so this is my opinion on the trading system:
I dont know if it is possible by FL hook to adjust prices real time without us having a lag fest.... but it would create major competition for deals. Though admittedly it would drive the profit an hour down vastly, it may be a nice addition to prevent us all going down one route all the time.
Secondly, either 'nerf' the good routes or 'buff' the bad ones. Currently there seems to be some kind of penalisation for not running embargos or carrying illegal goods. What happens if i want to RP a legal company ship trading only in legal goods. Not that much profit. So it is my belief that the gap between the profit of legal and illegal goods needs to be closed somehow.
Thirdly, make some short in-house routes which can be used for freighters or the like. But generally are not as profitable to heavy transports. Because (i could be wrong). But a shorter run could be more profitable for a freighter than a transport?
Fourthly, mix the system up a bit, of course not too much that it messes up the economy balance but enough so that every update the highest profit run aint the same... possibly a specialist update done monthly to mix the most profitable routes up based on what has happened ingame.
' Wrote:Fourthly, mix the system up a bit, of course not too much that it messes up the economy balance but enough so that every update the highest profit run aint the same... possibly a specialist update done monthly to mix the most profitable routes up based on what has happened ingame.
BUt who is going to balance the routes every month? It is a lot of work.
I could be wrong but you dont need to adjust every commodity for every base in every system just a select few on each base, and keep the others constant.
Example Crete:
We all know that Cretes main export is Artifacts so no one is going to sell them at Crete so you have its base price which is not adjusted. Now most know that food is Cretes main need or import. Now a base line would need to be set to determine if the supply was being met. If we assume that the base need for food is 10,000 and that will decay at 10%/hr. So after an hour Crete will have a greater demand for food so now the price will be adjusted to reflect a shortage of food. The price could be adjusted every hour (or minute, second, millisecond, whatever time increment was best) based on the demand. Now when food was brought it would factor into the base line, so if someone brought 5,000 food when the base was at 10,000 the base would then be adjusted to 15,000 and the price for the next hour would reflect that for the time Crete has more than enough food.
Now I dont know if it is possible for one the prices to be adjusted at all and if so how difficult it would be to adjust them, and if it is possible to see what commodities are being sold and each base and to keep record of it. So since there are (from my count on the wiki) 448 bases each one might have three or four commodities that have price variation still that is 1,344 1,792 variables that have to be adjusted stored. Which could be too many, I dont really know. Really someone from the dev team would be the only person that could say if something like this was feasible.
I want to say something constructive, but it's all been said before.
Trading sucks. (Remeber my previous rage towards it, and my largely ignored push to buff Liners and OSC routes?)
I never have more than 100 million on my bank at a time unless I deliberately set aside a week for making money, and during that week, I get the closer to leaving Disco than any ragequit I've had. Every five minutes I stare at the ass end of my 4500 cargo Train, I wonder, "Is it REALLY worth the monotony?"
I agree, we can't just sit in front of our computers, waiting for pimples to pop up as we powertrade our lives away. And don't give me any of this "if you look at da cermaditays dere are quite a few really profitable routes". Yes, there IS some, but one I knew which got you 20 mil an hour, had over 10 commodities in it. Who the balls is gonna spend time coordinating buy/sell points into a round, profitable trip? Bloody no one. And its not like you can do much else to get money. Bounties are not a way of sustaining ones accounts, and code mining has been sucked dry by campers and price whores.
I'm not being biased here by lack of money or extreme mental damage due to the boredom of trading, I have about 300 million in my bank from msc things and I have not traded a single day in about 3 months, so trust me when I say I speak from experience and not from frustration/boredom. I honestly think a 200% boost to trading would be very nice, 40-50 million an hour sounds good. Mining I have no idea because I have never done it, and you guys made craploads of money when it first was released.
Just my 2 cents
JihadJoe Wrote:Xelgion, you have done a marvelous thing. Eppy is begging for mercy, in full caps.
My first post, I was irritated at the trading system, the mining system, and what not, even as Saronsen posted it. However, now, after a week...I have calmed down to the point where I am able to post rationally.
A. The trading system is garbage. Xoria may not be a bad person, but he (or she, don't know) really effed up the trading layout. Hell, even the smuggling routes took a slight bit of a nosedive to the point where I have to spent more time trading in Discovery than I do in WoW getting mats (materials) for my professions to prep for a raid! I come to Discovery to get away from WoW, not have more of the same type of grind! Bring back the damned routes, or at least balance them out. I look at some of the commodities you trade and at some of the bases for how much they sell for, 100 credits at some stations, finish the damn work and put prices in for EVERY base, not just leave them 100 credits on the majority.
B. A flexible economy IS possible. We had one on EvolvedOnes and it was as easy as an update a day and a plugin for FL hook to change the prices at every server restart. I don't know the specifics, nor to I remember who set up the system, but it works, and it IS possible.
C. Mining. Mining turned to garbage earnings almost a week after it came out. People claim that it was because people were bitching about the pirate attacks. Sorry, pirates are going to attack you no matter WHAT you attempt to do. My girlfriend, was mining in Dublin, and she gets owned in the face by two Mollys. Granted, that's their space, but the same goes for the starting system, Pennsylvania. Rogue territory. You'll get pirated there too. Nerfing the amount of money you get from mining isn't going to stop the miners. The miners will just try harder, and more pirating will ensue. You're taking a step backwards with the nerfing of mining, if that's the REAL reason it was nerfed to begin with.
D. Restricting Battleships is a double-edged sword. On one side of the argument, yes, you do get rid of all the lolwuts running around like idiots. But, as Nooblet said, at the same time you lose the truly gifted RPers that could be great at it. Battleships are going to be around, and they're probably going to get flown by idiots 9/10ths of the time. You can't control that. You won't be able to control that, the only hope is that someone smites them with a sanction, or helps them to better understand the rules. Why don't you make an attempt to explain to those people the rules in private, to help them better understand them. Maybe they'll learn and become a valuable member of the community.
I think I covered everything that was discussed. Forgive my language, I'm a military man and the words tend to come out on their own...even though my fingers.