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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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4.85 Trading by the numbers

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4.85 Trading by the numbers
Offline Xoria
03-13-2009, 06:30 PM, (This post was last modified: 03-22-2009, 03:46 AM by Xoria.)
#1
Black Hat Economist
Posts: 2,122
Threads: 244
Joined: Oct 2007
Staff roles:

In the new economy,
14 commodities were reduced in maximum available profitability.
24 commodities were increased in maximum available profitability.

The 14 which were reduced only had a profitability that high for one, or at most 2, transactions in the entire game. Most of the regular transactions were closer to what the profitability figures have now been lowered to. In most cases those transactions were bugs created by an unbalanced trade system, mainly due to the commodity being sold in locations that created problems. (Diamonds sold in New Berlin, and Niobium sold in New Tokyo, for instance). Removing those sale locations automatically drops the maximum available profitability for the commodity and extends the route lengths to what they were intended to be (Niobium from Falkland in Tau 37, Diamonds from Bautzen and Solarius). Those high profit figures were largely artifacts from economic systems that were built on top of each other as the mod versions were developed rather than the result of intentional planning.

Additionally, in 4.84 those highly profitable transactions were the exception rather than the rule. Nearly all of the rest of the available transactions for those commodities were at much lower rates of profit. In 4.85, the decline in profitability across routes is much more gradual, creating a more uniform set of profit potential if you don't want to go to the same base with a commodity every time. Now you can go to multiple bases without sacrificing nearly as much profit as you would have had to in 4.84.

As you can see, a substantial number of commodities which no one ever traded before are now viably profitable trade routes, and in almost all cases, the highest profitability transactions are available going to more than one House, instead of just in one direction like they were in 4.84. The most dramatic increases in profitability are in the mid to low tier commodities, which are now an integral and profitable part of the economy, like they should be. Before, you might see engines transported, but never any of the commodities that are used to build engines. Now you'll see all of them transported.

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
Offline tazuras
03-13-2009, 06:53 PM, (This post was last modified: 03-13-2009, 07:04 PM by tazuras.)
#2
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Posts: 2,179
Threads: 69
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Wow, that's pretty fantabulous, thanks Xoria. Hopefully this will also reduce some of the complaining about the new trade system, or at least give us some numbers to throw back at the complainers.

[Image: l2gnAQh.png]
Offline Tenacity
03-14-2009, 04:56 AM,
#3
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Posts: 9,496
Threads: 635
Joined: Apr 2008

xoria, you've set up charts that show both in-rp and most profitable trade routes for the four sirius houses, any chance we could get one for lawful gallia traders?

[Image: Tenacity.gif]
Offline Sand-Viper
03-14-2009, 05:08 AM,
#4
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Posts: 1,937
Threads: 102
Joined: Nov 2007

So.. Much.. CONFUSION!! I can't tell what this means! Can't I just have my simple engine components run to Malta back?

Gah.. This new trade system is killing those of us who spend a month trying to make just a hundred million credits. I don't have time for power trading, which is why I liked my trade route. Made six million in 15 minutes; good for making a few quick trade runs when you were short for time. Now? I gotta spend five hours just to make the same amount I would make in 4.84 in one hour.


Did you know that it took me more than a year to save up 345 million? That's how little time I have to play. This is the worst! There's no way out!

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Offline Quorg
03-14-2009, 05:08 AM,
#5
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wow..... That's actually quite impressive, and massively helpful.

Thanks!

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Merged to trim sig Wrote:Quorg, you're officially a moron.

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Way to be useless, Quorg.
Offline Tenacity
03-14-2009, 05:44 AM,
#6
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' Wrote:So.. Much.. CONFUSION!! I can't tell what this means! Can't I just have my simple engine components run to Malta back?

Gah.. This new trade system is killing those of us who spend a month trying to make just a hundred million credits. I don't have time for power trading, which is why I liked my trade route. Made six million in 15 minutes; good for making a few quick trade runs when you were short for time. Now? I gotta spend five hours just to make the same amount I would make in 4.84 in one hour.
Did you know that it took me more than a year to save up 345 million? That's how little time I have to play. This is the worst! There's no way out!

Well, my junker just found a route that nets me 18 million credits round trip in a firefly transport, kinda long though, and not available to other factions...

[Image: Tenacity.gif]
Camtheman Of Freelancer4Ever
03-14-2009, 07:21 AM,
#7
Unregistered
 

Yes well, circuit routes give more time to be pirated, so -2 mil every time.
Offline Drifter84
03-14-2009, 07:55 AM,
#8
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Posts: 121
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Wow ... just looking at that claculation spreadsheet make my brain hurt ! I'm frankly amazed at the amount of work and time I'm guessing this must have taken .

Thanks , man .

&quot;Pressure makes gems, ease makes decay &quot; - Mandalorian Proverb
 
Offline Drake
03-14-2009, 08:11 AM,
#9
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Posts: 2,195
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We could use some (good) routes which take place entirely or nearly entirely outside of House space. Even the 'Borderworlds Freelancer' route requires hauling stuff into and out of Liberty. How about a 'Freeport Supply' route developed, so Zoners can do what they're supposed to do: Avoid House space. Canaria to FP10 to FP9 to maybe FP2 or FP14 and back to Canaria. I have yet to discover any decent routes which don't require trading with one or more of the Houses.

By the way, what is the planned max million-per-hour for a 5k transport? Heard someone say that nothing is supposed to be higher than 32mil per hour, is that about right?
Offline tazuras
03-14-2009, 08:19 AM, (This post was last modified: 03-14-2009, 08:20 AM by tazuras.)
#10
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Posts: 2,179
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Joined: Feb 2008

32 mill sounds about right to me in terms of what the max would be (based on mapping out a good number of routes and the info in xorias sheet).

Also it seems like the Zoners would have to trade with the houses for some things, no group has everything they need within their territory. I would think this would be especially true of zoners as they have fewer planets than any house (which is where a lot of natural resources come from) and also they settle away from house space which is where the greatest concentration of natural resources is.

[Image: l2gnAQh.png]
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