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That is a complete 180 to how one used to trade, where the only way to make a halfway decent profit was to fill your ship with ore in a mining outpost and sell it at a TDD.
I get the sentiment, BUT one could argue there was a 2000 year long "tin rush." The Bronze Age was a period in ancient history that lasted from around 3300 BCE to 1200 BCE. Bronze is a mix of copper and tin. Until man figured out how to smelt iron, bronze was the primary metal for weapons and tools.
@@scottmurphys As I was writing that, there was a little twinge in the back of my mind telling me tin was a bad example, but I couldn't think why so I left it. Thanks for reminding me about this rather minor and insignificant period of human history ;)
Sounds like they envision small ships doing low volume last mile trading to outposts, medium ships going between stations, and large ships going between tdds. That makes sense except for hulls being limited to stations. Maybe they can sell in bulk at the stations above the tdds, and heavy lifters like c2s can make a few % in arbitrage between the station and the ground.
10% mark-up isn't going to be enough to make up for the higher risks and longer distances in Pyro. Now, if they *start * at 10%, then turn on an actual economy simulation that increases prices to match the scarcity caused by the initial low prices, then maybe it will eventually work out.
I don't think CIG knows what they are doing. They have made trading less and less profitable to the point it's getting ridiculous. They should know better.
@@ArbiterSCX Trading long distances and short distances need to make similar profit for time and the profit needs to be worth the risk and how much you put into buying to begin with. Very simple yet CIG doesn't seem to understand this even without a dynamic economy yet. Also all ways of making in game currency needs to be balanced so say trading doesn't make to much less than bounties or mining. This part I understand not being balanced yet but there is no excuse for the trading to be so messed up.
Literally them saying, "You have to go to different places to get more money" is a clear admission they have no idea how to create a trade economy. "No, large population planets don't need more"...
I think we'll see people just not bothering with trade in Pyro instead. CIG will freak out, not knowing why. The PvPers will flood back into Stanton to grief.
This is a positive change. More to keep track of but I love the idea of selling at these smaller locations. TDD's are a pain. Having some secure stations to load and offload at in risky Pyro is a huge plus as well.
Buying expensive commodities from different places and selling in different places in a MSR is not going to be better than just buying and selling one commodity since you can do many more trade runs. For it to be lucrative they have to have much more varied pricing.
This is kind of what I was driving at on the previous video on this subject. It's a supply and demand dynamic. Certain places will want certain things, so it will be a case of figuring out where to take those things. I used to do a bit of this with some off-the-beaten-path trading. I'd visit farms before heading to mining outposts and stock up on distilled spirits - not the biggest profit on spirits, but for a quick spline jump around a moon it was fine for padding the income a little bit as a side hustle.
I am really glad small ships can make a good profit. They still should make bulk selling profitable enough for them to hire and pay escorts. They're going to be the big targets for pirates.
cig, keeping the trucker poor. pyro is for group trading. tyring to do trade solo, is like playing russian rulette with a half loaded revolver. it will be worse when it goes live and player counts are much higher. always watch your 6.
I wish the AI blades would come out sooner than later so I could get all turrets going on the Tally. With both cargo modules it could be a great trading ship for high value small quantities.. but I also have a sickening feeling that CIG will purposely make it impossible to have all turrets active via blades at once. A little off topic sorry .
YES ! AI blades and NPC crews need to be there ASAP. I share the same fear of CIG restraining blades with some bullshit excuse justified by made-up lore, and/or use the power management system mini game to do the restraining on turrets/blades.
10-20% profit margins are normal in Star Citizen and they weren't enough for Stanton. 50-70% would be a reasonable increase. If they want to be more realistic the 120-150%.
star chaser combat pack looks fun. im happy there are a bunch of fixes i like to mix up my grind i cant repeat same missions. well i can do 2 or 3 bunkers before i need to do something else
my last play was 15 minutes in 3.23. I continue to wait for a REAL game from COG, which we know won't come, but you beg for food, they throw salt at you... i won't bother right now. Even when 4 drops, it will be a bigger failure that anything thus far.
1:08 I disagree I think it would be the other way around, things should be cheaper in Stanton because it’s more developed and more expensive in pyro because it’s rarer thus demand is naturally higher. But it should also be per resource. Fuel should cost more and thus sell for more in pyro as the demand there is higher there than in Stanton, and there should be some items that are less common in Stanton thus should sell for more there that can be acquired in pyro, CIG needs to make trading more viable because without it a lot of current gameplay options like piracy and up coming systems like base building won’t function without it. Economies aren’t build upon currency as currency only has as much value as people have faith in it, economies are build upon resources that do have value beyond faith, whoever is working on star citizens Econ should known that, so it’s baffling when they talk about economy changes when they did little work to make resource trading more viable. I also find it funny that they have fictional magical quantum ore you can trade but not water which no one can do with out, like why are we hauling water around to places like daymar, where is the water coming from keeping people alive, star citizens resource network doesn’t need improvement cuz right now it’s basically nonexistent, they have a lot for Econ and resource management work ahead of them
@ very much so, I was born in a 3rd world country and now I live in New York, every thing is significantly more expensive here, thing is the reason why quality of life is so much better in New York is because jobs are more abundant and people get paid more relative to living cost. That being said resources are dependent on supply and demand you can’t just universally say cheaper in pyro as star systems aren’t countries. But even with countries items are often marked up. I’ve known people who buy goods and supplies to sell back home and in every case those items are marked up has they are rarer where I’m from. It’s all about supply and demand which I mentioned when I said it should be per resource. Logically anything rarer in pyro and more common in Stanton should provide more profit if you buy in Stanton and sell in pyro but it also works vise versa
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Yeah, it doesn't seem like CIG really realizes how vulnerable people are to random PVPers ganking them.
You are right, they weren't hahaha 😅
10% is High Reward for the High Risk of Pyro? And increased time to travel... Fuel Costs, etc... I'm laughing to keep from crying.
That is a complete 180 to how one used to trade, where the only way to make a halfway decent profit was to fill your ship with ore in a mining outpost and sell it at a TDD.
CIG wants to set up a gold rush in Pyro, but instead of gold it's tin. There's never been a tin rush anywhere in history.
I get the sentiment, BUT one could argue there was a 2000 year long "tin rush." The Bronze Age was a period in ancient history that lasted from around 3300 BCE to 1200 BCE. Bronze is a mix of copper and tin. Until man figured out how to smelt iron, bronze was the primary metal for weapons and tools.
@@scottmurphys As I was writing that, there was a little twinge in the back of my mind telling me tin was a bad example, but I couldn't think why so I left it. Thanks for reminding me about this rather minor and insignificant period of human history ;)
I really have no faith in CIG getting numbers right. Such a shame when it can ruin a game with such potential.
+10% return is not enough to overcome the potential losses or the cost of hiring protection. +50% or higher would make it worthwhile.
Interesting trade pointers. It still stands that in Pyro, you need some form of backup, and they need to get paid.
10% more profit for the hassle of going to outposts and be griefed? 10% in an MSR/Zeus won't pay for escort.....
Sounds like they envision small ships doing low volume last mile trading to outposts, medium ships going between stations, and large ships going between tdds. That makes sense except for hulls being limited to stations. Maybe they can sell in bulk at the stations above the tdds, and heavy lifters like c2s can make a few % in arbitrage between the station and the ground.
Going to stick with salvage to start.
10% mark-up isn't going to be enough to make up for the higher risks and longer distances in Pyro. Now, if they *start * at 10%, then turn on an actual economy simulation that increases prices to match the scarcity caused by the initial low prices, then maybe it will eventually work out.
I don't think CIG knows what they are doing. They have made trading less and less profitable to the point it's getting ridiculous. They should know better.
That’s because their whole live economy model was bull shit.
@@ArbiterSCX Trading long distances and short distances need to make similar profit for time and the profit needs to be worth the risk and how much you put into buying to begin with. Very simple yet CIG doesn't seem to understand this even without a dynamic economy yet. Also all ways of making in game currency needs to be balanced so say trading doesn't make to much less than bounties or mining. This part I understand not being balanced yet but there is no excuse for the trading to be so messed up.
Good info on trading, im looking forward to testing out 4.0 once it hits the PU
Literally them saying, "You have to go to different places to get more money" is a clear admission they have no idea how to create a trade economy. "No, large population planets don't need more"...
I hope they are listening and continue to make this game loop even better.
I agree. The danger is going to feel real once 4.0 goes live. I think we'll start seeing a lot more fighter escorts as the standard.
I think we'll see people just not bothering with trade in Pyro instead. CIG will freak out, not knowing why. The PvPers will flood back into Stanton to grief.
@@jimrussell4062While the real PvP people may stay in Pyro the murder hobos will be back in Stanton once the initial excitement fades.
GL trading out of Pyro where shitstains camp the trade terminals or at stations to nuke a cargo hauler as the leave the hangar.
Oh that’s interesting, glad trading is getting expanded on. Everyone who enjoys game loops deserve stability and progression/progress
This is a positive change. More to keep track of but I love the idea of selling at these smaller locations. TDD's are a pain. Having some secure stations to load and offload at in risky Pyro is a huge plus as well.
Good to know about the rest stops. I'll have to give it a try. Thank you.
Buying expensive commodities from different places and selling in different places in a MSR is not going to be better than just buying and selling one commodity since you can do many more trade runs. For it to be lucrative they have to have much more varied pricing.
This is kind of what I was driving at on the previous video on this subject. It's a supply and demand dynamic. Certain places will want certain things, so it will be a case of figuring out where to take those things. I used to do a bit of this with some off-the-beaten-path trading. I'd visit farms before heading to mining outposts and stock up on distilled spirits - not the biggest profit on spirits, but for a quick spline jump around a moon it was fine for padding the income a little bit as a side hustle.
I am really glad small ships can make a good profit. They still should make bulk selling profitable enough for them to hire and pay escorts. They're going to be the big targets for pirates.
cig, keeping the trucker poor. pyro is for group trading. tyring to do trade solo, is like playing russian rulette with a half loaded revolver. it will be worse when it goes live and player counts are much higher.
always watch your 6.
Should I spend all the extra time, extra risk, and extra work for 10% or just keep the nice safe route I already have? Hmm.
Yeah, not a big margin for that long of a trip that is also quite dangerous.
I wish the AI blades would come out sooner than later so I could get all turrets going on the Tally. With both cargo modules it could be a great trading ship for high value small quantities.. but I also have a sickening feeling that CIG will purposely make it impossible to have all turrets active via blades at once. A little off topic sorry .
YES ! AI blades and NPC crews need to be there ASAP. I share the same fear of CIG restraining blades with some bullshit excuse justified by made-up lore, and/or use the power management system mini game to do the restraining on turrets/blades.
10 not worth time
Thanks for the trade info. Keep it coming.
You're right. 10% plus the timesink is no where near enough.
Excited for this wipe because it is almost a new game coming our way but with some greatest hits. Ty vid!
I'm a trader but 10% is not worth the risk and the cost for the expense
10-20% profit margins are normal in Star Citizen and they weren't enough for Stanton. 50-70% would be a reasonable increase. If they want to be more realistic the 120-150%.
Thanks for the info dude, keep it up.
The economy is in need of some rework.
My experience with pyro so far is, I landed on a planet and 5 mins later someone stole my ship. Lol lock your doors in pryo!
20% additional profit would make that run worth it. But only if they add that to the profit you would have made by doing it in system.
star chaser combat pack looks fun. im happy there are a bunch of fixes i like to mix up my grind i cant repeat same missions. well i can do 2 or 3 bunkers before i need to do something else
i had a nice session on eptu today. hopefully they will deliver in 2025
Thanks for the info!
makes sense
TDD is the commodities stock exchange.
you are not making anything meaningful unless you regularly deliver bulk haulers on the regular.
Hope they can up the money to got to pyro like you said. 10% is nothing. Aslo this is in beta , give people more cash rewards to play
my last play was 15 minutes in 3.23. I continue to wait for a REAL game from COG, which we know won't come, but you beg for food, they throw salt at you... i won't bother right now. Even when 4 drops, it will be a bigger failure that anything thus far.
i have to agree with you.
Now the question is, did CIG reintroduce less than legal trade at the rest stops? Cause that would be nice.
Just in - Pyro stations buy a lot of stuff that's not legal in Stanton.
addressed today, fix? in few years
Basically they dont want us trading
10% profit is not worth the time. High risk high reward should be 100-150%
Totally agreed tdds for trading its not trading at all
Good work! Keep on CIG. We need this content fleshed out!!
Use uexto know were to sell
1:08 I disagree I think it would be the other way around, things should be cheaper in Stanton because it’s more developed and more expensive in pyro because it’s rarer thus demand is naturally higher. But it should also be per resource. Fuel should cost more and thus sell for more in pyro as the demand there is higher there than in Stanton, and there should be some items that are less common in Stanton thus should sell for more there that can be acquired in pyro, CIG needs to make trading more viable because without it a lot of current gameplay options like piracy and up coming systems like base building won’t function without it. Economies aren’t build upon currency as currency only has as much value as people have faith in it, economies are build upon resources that do have value beyond faith, whoever is working on star citizens Econ should known that, so it’s baffling when they talk about economy changes when they did little work to make resource trading more viable. I also find it funny that they have fictional magical quantum ore you can trade but not water which no one can do with out, like why are we hauling water around to places like daymar, where is the water coming from keeping people alive, star citizens resource network doesn’t need improvement cuz right now it’s basically nonexistent, they have a lot for Econ and resource management work ahead of them
Have you ever been in an underdevelopped country and bought local products (at local prices) ?
@ very much so, I was born in a 3rd world country and now I live in New York, every thing is significantly more expensive here, thing is the reason why quality of life is so much better in New York is because jobs are more abundant and people get paid more relative to living cost. That being said resources are dependent on supply and demand you can’t just universally say cheaper in pyro as star systems aren’t countries. But even with countries items are often marked up. I’ve known people who buy goods and supplies to sell back home and in every case those items are marked up has they are rarer where I’m from. It’s all about supply and demand which I mentioned when I said it should be per resource. Logically anything rarer in pyro and more common in Stanton should provide more profit if you buy in Stanton and sell in pyro but it also works vise versa