Forums » Bugs

Trade XP reduced?

12»
Dec 11, 2004 dbradhud link
It seems like trade xp for selling has been reduced? Is that right? What is the reasoning?

Thanks.

Broma-ba Slick
Dec 11, 2004 gamejunky link
Yes, I used to get 20XP for trading Luxury Goods, not I get a crapy 5XP :(
Dec 11, 2004 lsd160mph19 link
yeah... i used to get about 272 points of trade for the ores i was selling as i was mining. now i get 96 points for the same stuff. same price relatively...... for a cargo of 48 ores that is really low xp. please fix this back. this are the old values for trade. please revert it to the recent trading xp. now i really gotta stop playing until this is fixed. botting for me is not an option. (not the fighter type. rofl)...

thank you.
Dec 11, 2004 Forum Moderator link
Until it gets fixed to your satisfaction, you could still trade and stockpile the cargo in the stations without selling.
Dec 11, 2004 Spider link
Well, the Trade XP before this was unreasonably high. 2000 xp for 100 goods? and over 144 xp for a single bus-load of the most basic commodity in the world, avaiable just outside any station as a miner tries to reach level 7?

consider the previously so high XP gain as a bug.
Dec 11, 2004 sinclair44 link
Yeah, it was too high before, but now it's too low. IMHO it should be somewhere inbetween the new and old positions.
Dec 11, 2004 Spider link
Why is it too low now? I tried some trade, and it seemed to match missions for XP rewards.
Dec 11, 2004 diveshark link
I agree that it is too low.

If I bring a Centaur full of cargo to a station (that according to the news system has a high demand for this item) and get 112 XP ..... then something seems to be wrong.

And this was not a cheapo commodity ...
Dec 11, 2004 roguelazer link
Spider: Missions are too low, too. It will take me as long to go from trade 4 to trade 5 as it did from light weapons 7 to light weapons 8 at this rate.
Dec 11, 2004 NoAddedSugar link
I like it as it is now.

And please do not change XP earnings every week or two... Players will allways complain then.
Nothing is worse than to see another player earning 5x as much XP for the same thing last week, as you could earn this week...
Dec 11, 2004 Timisoara9 link
yeah. i agree. do not change the number of xp gained every week. revert it to the old values where it was worth to actually mine and sell for xp. now it's worhless XP wise.
Dec 11, 2004 Spellcast link
IMO it should be worthless XP wise. Doing missions should be a faster way to gain trade XP than randomly trading. The whole "trade for XP" thing isnt out together right anyhow. It's based on the availibility of the item you are selling, not how much money you make trading it. You can buy luxury goods at corvus for 2k each, take them to a station that doesnt sell them but has been oversupplied, sell them for 500credits and still get XP.
Dec 11, 2004 diveshark link
--- QUOTE ---
You can buy luxury goods at corvus for 2k each, take them to a station that doesnt sell them but has been oversupplied, sell them for 500credits and still get XP.
-- UNQUOTE --

OK, I agree to that scenario. That does not make sense at all.

--- QUOTE ---
IMO it should be worthless XP wise. Doing missions should be a faster way to gain trade XP than randomly trading. The whole "trade for XP" thing isnt out together right anyhow.
-- UNQUOTE --

I don't fully agree on this one .. with the understanding that the whole trading isn't completed yet.

However, my understanding was, that taking missions gives you XP as well as FACTION standing.

The news system (local demand at station and top trade routes) was introduced from my understanding to enable another layer of trading besides mission that gives you more XP and CREDITS than just free trading.

But maybe I understood that wrong.

To wrap my understanding up:

Option 1.
Missions
Gives you some XP but more importantly faction standing.

Option 2.
News System
Gives you mainly XP (more than option 1. and 3.) and some credits but no faction.

Option 3.
Free trading (the spreadsheet/database version)
Gives you some XP and more credits but no faction.

DIVE
Dec 12, 2004 thurisaz link
why is this way screwed up, right now??

because, with the new nerfing, there is now NO REASON AT ALL to fly an Atlas, or especially a Centaur (perhaps a Wraith, either, but at least a Wraith has decent weaponry)

I've never seen a mission that required the transport of more than 10 cargo, which even a Centurion can carry easily... perhaps we can fix this by, instead of giving a set amount of cargo per mission, giving the maximum your ship can carry, then scaling the XP gain... if Station X has a dire need of Widget Z, why would they only want 5 units from Station Y?

or, perhaps a better idea, just scale XP with demand, like we now scale Sell Price with demand..
Dec 12, 2004 Spider link
I frequently get missions to move more than 9-11 cu of cargo.

actually, I get them to move 11 units of 3 cu each, which amounts to 33 cu worth of cargo, breaking the limit of my normal ships. So no, I don't see the issues you mention, thurisaz. Perhaps its got something to do with the low levels of the atlas? Move it up to a level 5 ship, and put the centaur at level 6 ?
Dec 12, 2004 CrippledPidgeon link
Well maybe while trade exp was too high (I was able to jump from trade 4 to almost 7 after an hour and a half of trading), it's currently far too low. Maybe until more trading rules get worked out (ie. availability, route required, etc) keep it somewhere in the middle, like a maximum of 10.
Dec 12, 2004 Commodore link
I agree that trade xp was a bit too high before.. I think it may have been overcorrected though.. A happy medium would be nice..
Dec 12, 2004 RattMann link
Previously, a large ship full of mined ores brought in a bit less xp points than killing
four assault bots. That seemed reasonable to me. The way it is now is way too low.
Please restore it to the former level.
Dec 12, 2004 Spellcast link
I like it the way it is now. Previously it was way too easy to level trade at low levels. Perhaps it could be changed to reflect the trade level however. Say the values we have now at trade level 0, and then those values + trade level x .33; that way the values would be doubled at trade 3, tripled at 6, etc etc.

This would provide an increase appropriate to the XP needed to gain the next level, without making it possible to gain the first trade level inside of 10 minutes. (yes it could be done)
Dec 12, 2004 raybondo link
Basically the XP was quartered to combat an exploit.