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Episode 14 Trade Changes

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Episode 14 Trade Changes
Offline escopton
12-25-2011, 10:58 PM,
#11
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Posts: 749
Threads: 61
Joined: Aug 2011

Kudos to the 6 passenger commodities!

[Image: 29415592.png]
[Image: 46822555.png][Image: 26937320.png][Image: 71656505.png][Image: 47399654.png]
[Image: tazap.png] [Image: resavguard.png]
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Offline Xoria
12-26-2011, 02:30 AM,
#12
Black Hat Economist
Posts: 2,122
Threads: 244
Joined: Oct 2007
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' Wrote:Gallic Artifacts: 50000?!?!?!?!

Am I reading this right or is it a typo?:mellow:
In our current Dev Team organizational structure, other people make the typos, then I correct the typos.
I made the chart.







Although I did make the chart long before the revisions I just completed, so a few things probably are not up to date (although in all cases, the new plan is better than the old plan, so there may be some surprises, but no disappointments).
Gallic Artifacts isn't one of those things, however. The point is, they're a bit of a vanity item rather than a normal trading commodity.

Check out my
Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.

An Interactive Tour of OSC Routes  | POB Supplies
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Offline Skullz
12-26-2011, 04:40 AM,
#13
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Posts: 1,225
Threads: 124
Joined: Apr 2010

Kudos to all the new commodities.

Other note worthy things are contraband Items, the boost in how much you could get in return now really relates to how risky they are.

Another note worthy commodity is Scrap Metal. (I'm in a dream state now. To much junk blood in me.)

[Image: NikashaJinkoOC1byInty.png]
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Offline Xoria
12-26-2011, 04:58 AM,
#14
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Posts: 2,122
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Scrap metal is part of the FL Hook mining system on the official Disco server, so nothing in the chart actually applies to it. That's just the default if the mining system gets turned off or isn't being used on another server.

Check out my
Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.

An Interactive Tour of OSC Routes  | POB Supplies
Reply  
Offline schlurbi
12-26-2011, 07:16 AM,
#15
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Posts: 4,688
Threads: 187
Joined: Apr 2009

Thank you Xoria, that is awesome.

"Who is it doing this synthetic type of alpha beta psychedelic funkin'?"
[Image: Newgoldensigfinishawesomecoolcolours.png]
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Offline escopton
12-26-2011, 07:22 PM,
#16
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Posts: 749
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Wait am I wrong, or there are now 4 different synth weed commodities??!!

[Image: 29415592.png]
[Image: 46822555.png][Image: 26937320.png][Image: 71656505.png][Image: 47399654.png]
[Image: tazap.png] [Image: resavguard.png]
  Reply  
Offline Xoria
12-27-2011, 12:50 AM,
#17
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' Wrote:Wait am I wrong, or there are now 4 different synth weed commodities??!!
I guess you are getting that from the simulation I posted. You're a little confused, but there's no reason for you not to be confused without an explanation about it.

In a case like MOX, there have to be 2 actually separate commodities in the game in order to balance routes that cross over each other from two production locations that are so far apart (LD-14 and Dortmund). For Ship Hull Panels, there's basically nothing consuming them in the Taus that is important, so Stokes and Kyushu can both produce the same commodity and split the routes about halfway between them. Same thing for Engine Components.

For Synthetic Marijuana, there are several localized markets for the same commodity, similar to Hull Panels. So in the simulation I represent that by several commodities, because the consumer markets are different. You'll see that almost all the commodities are duplicated in Sirius and Gallia in the simulation because of this. Almost none of them are actually separate commodities in the game, however.

So the markets are separate, but the commodities are almost always technically the same. I think MOX and Passengers are the only actual duplicates. The simulation functions to demonstrate the markets, so there are multiple commodity entries with their market origins in ( ).


Check out my
Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.

An Interactive Tour of OSC Routes  | POB Supplies
Reply  
Offline Alex.
12-27-2011, 01:08 AM,
#18
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' Wrote:One major change is that perishable commodities have now been balanced according to a cargo of 5,000, so checking them in Freelancer Companion for 1 unit of cargo will yield VERY incorrect information.
Was this change made with the intention of messing with FLCompanion, or are you just mentioning an observation of FLC's poor handling of the perishable commodities?

Edit: Or are you just saying that the maximum cargo number needs to be correct for FLC to calculate things properly?
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Offline FraserTE
12-27-2011, 01:37 AM,
#19
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Posts: 697
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Joined: Jan 2009

Are mineable Commodies being nerfed once more or will they remain the same seing as how When the first nerf happened some dumba$$ pirates were demanding 40 mil a pop...

http://signavatar.com/15890_s.gif
First: You've got a picture in there that's 800x286 pixels. The maximum signature size is 700x250.
Second: Your other picture in the rotation fills the full 700x250 boundaries by itself.
With an image that big, you can't fit any text below it. Please fix this.
-Zuke


A sane man must become insane to look sane
In an insane world.
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Offline Xoria
12-27-2011, 01:49 AM, (This post was last modified: 12-27-2011, 01:50 AM by Xoria.)
#20
Black Hat Economist
Posts: 2,122
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Joined: Oct 2007
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' Wrote:Was this change made with the intention of messing with FLCompanion, or are you just mentioning an observation of FLC's poor handling of the perishable commodities?

Edit: Or are you just saying that the maximum cargo number needs to be correct for FLC to calculate things properly?
No, yes, and yes. The formula for calculating a rate of return for a perishable commodity is not a straight line, it's a curve. When you look at only 1 unit, you're actually attempting to look at a portion of the graph that does not intersect with the curve, so the values are misleading. Technically, 1 unit probably shouldn't produce a c/sec value at all, but FL Companion gets around that somehow.

There has always been a problem with checking perishable commodity routes with 1 unit, but only now have I attempted to balance them according to a full cargo load like they should be.

' Wrote:Are mineable Commodies being nerfed once more or will they remain the same seing as how When the first nerf happened some dumba$$ pirates were demanding 40 mil a pop...
I have nothing whatsoever to do with mineable commodities. I don't even know what is happening with them.

Check out my
Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.

An Interactive Tour of OSC Routes  | POB Supplies
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