Forums » Suggestions

Make stations buy bot drops & manufactured items at a fare price.

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Aug 11, 2022 tjgaming8324 link
As of right now if you sell a bot drop or manufactured item to a station, the price you get for selling Is usually either 0 or like 20k credits or something which is terrible.

When selling any bot drop or manufactured item to station, we should get atleast 70-80% of value compared to selling in player market.
Why this should be the case? Because as of now player market is completely shut down with no one buying anything. Traders like us who make money based on selling manufactured/farmed goods to other players are completely jobless with tons of wasted time gathering & building just to end up with that thing sitting in our inventory.

How would we set prices? We can take a general price reference of items from players & set whatever is best according to that.

This will allow us to keep on doing whatever we like while also having a way to make profit out of it.
Aug 11, 2022 rkerst link
+1
Aug 11, 2022 Grim1984 link
+1 I think this is a good idea. Using the same economic system that we have now say one or 2 per station wipes it in a 24 hr period or something like that. Perhaps only certain nations want certan items even the manu weapons. Just an additional thought.
Aug 11, 2022 starblazzz link
+1 selling to any station should be ok maybe more in research station.
Aug 11, 2022 BanhammerUA link
+1 I guess it must be done for any manuable item thou
Aug 11, 2022 DBT link
+1 for developing a system that attempts to set reasonable market prices for valuable items.

Related: It would also be great to have a system of player market-making, with a similar operation to a stock market. While this sounds off topic, the OP has indicated key reasons for this suggestion are the current poor state of the player trade market. Current state of affairs relies on real-time PvP trade deals being made, or off-plaform coms, like Discord.

Having an option to place a persistent market orders for items, for other players (or perhaps even NPCs) to fill would be so awesome. It might not even require the player(s) to be present at the time a trade occurs, if the system matches orders, funds are available, and the selling stock is on hand at the controlling station.

Maybe this could be trialed at one or 2 stations, to see how it might be refined?
Aug 11, 2022 Barktooth link
+1. It would also be cool if said sold items actually appeared in the stations buy list, but only the amount that is actually sold to that station.
Aug 11, 2022 We all float link
When selling any bot drop or manufactured item to station, we should get atleast 70-80% of value compared to selling in player market.

I'm curious what metric is going to be used for this? For example, some people value SSS at 15k each. And others value it at 50k each. This depends on how each player values their own time.

There was a thread a while back where Inc discussed an issue with players overvaluing items in game. This quote is slightly out of context, so please read the whole thread:

the finances were spent primarily (or even in large part) on P2P traded player-generated content that is overvalued by the players, then why is that the fault of the game?
Aug 11, 2022 incarnate link
I'm curious what metric is going to be used for this? For example, some people value SSS at 15k each. And others value it at 50k each. This depends on how each player values their own time.

In addition to this, you have the challenge of a system that is inherently vulnerable to market manipulation.

If we had a fairly "simple" fully-tracked player-trading mechanism, and used that to price item valuation, what would keep a person from having two accounts, trading with themselves at a really inflated rate, waiting until the station-pricing matched that rate, and then selling (from a third account) exploitatively to the station?

They effectively lose nothing, because their manipulative trades are purely between "themselves".

Even if you built something more complex, like Ebay, with a significant time requirement per "auction listing", there's nothing to stop someone from bidding up values to an overpriced extent, and then waiting for the rolling average of in-universe station-pricing to rise, and then dumping their stockpile of items.

WaF quotes a thread where I also say: I'm not here to be the SEC, running around and making sure people aren't trading things improperly, or dealing with market manipulation.

I made that statement, because the real-world markets have this exact problem. Market manipulation, in some form, happens every day. It takes "economy police" (the SEC, CFTC, FTC, etc) to keep it in check.

What is being requested in the OP here "seems" very simple, and is actually very complex and has a lot of secondary challenges around it.

(Understand: This is not me saying "No", this is just me illustrating some of the challenges).
Aug 12, 2022 xXWiseWolfXx link
A few things can still help :-

1) Add official VO-shop bot : Where players can buy and list their item for sales. Players still have to move items to shop system and once moved inside station they can list it for desired price for certain time limit like say 30-60 days. Getting a notification when their items is sold so they can dock in shop stations and claim their credits.

Why asking for this ? Because not everyone has a shop plugin to run or can keep their clients opened for a long time other then that i have seen players accusing some shopbot as a spy bot , saw players calling it scam because it didn't drop items after getting paid even if that was not done intentionally and was bugged due to any reason. Adding a official shop bot in game where people can sell stuff through that or buy will solve some of the problems.

2) Add a buy back option : I have seen players selling their items to stations by mistake and then they have no way to buy it back other then writing tickets & ask devs nicely. Having an option to buy items back from station under 15minutes will help.

About making stations buy bots drops & manufactured parts : I mean what if the station price tank for everyone not just them, there is multiple stations per system. Each station will get tanked after buying 1-2 items and price should get up in other station or systems. This will make players fly around a bit & increase risk/time. Current station price offering is very low. It is offering less then 100k for items worth in player market around 100+m.

I do believe there should be a way for players who doesn't have time to wait looking for players, Like say an item is worth 10million in player market, stations buying for 5-6m is still not much profit but that makes it a bit fair. The players still burnt their time and energy getting those items and if they don't have time to wait further and need funds this option will help them, this thread isn't just about trader roleplay - i have seen player pirates looting capship parts & bots drops from players which they wanted to liquidate because they already had capship. Not everybody likes to "Manufacture". Having option like this will help them get funds.

About exploits - it doesn't matter if someone use their alts to sell to station, the price should tank for everyone & once tanked price should go up in other station/system & it should stay tanked for 8-12 hrs.

About pricing items - I believe for that incarnate will have to trust the prices given by old trade guilds like TRI/TGFT. Input given by multiple players and set price accordingly.

I know implementing this suggestion isn't easy but i have seen players from multiple guilds spending time playing the game and gathering items and then asking players to buy their items & noone's buying. This will give players like that an opportunity to get something for their hard work in game.
Aug 12, 2022 Sid123 link
This suggestion asks for something very very similar to what you're suggesting. Similar things have been suggested multiple times in the last few months, with small variations. The primary complaint in this suggestion as well as others, is that it removes a) the player-to-player trust requirement and b) the danger of having your cargo stolen mid-transfer. I think (b) is a probability that's too small to really count. But that's just me.
As for (a), I agree that it has its advantages but I'm down to sacrifice it for a proper player shop.

The game is as of now pretty inactive. I hope that changes in the future. But the inactivity combined with the fact that you need both parties in a deal online to trade, makes player to player trade a pretty shitty cycle of not finding a time when you're both on. If you're able to log on only during the dead hours because of time zone/schedule issues, you can pretty much play Single-Player VO.
Aug 12, 2022 Suliuqa link
Grand idea pandoram about shopbots.
Aug 12, 2022 We all float link
About pricing items - I believe for that incarnate will have to trust the prices given by old trade guilds like TRI/TGFT.

I would trust Inc's ideas on what items are worth over what players are think items are "worth". One party is working in the interest of the game, the other parties are working in the interest of profit. It is sometimes quite hard to step back and say "hey, lets do this in the interest of everyone."

About exploits - it doesn't matter if someone use their alts to sell to station, the price should tank for everyone & once tanked price should go up in other station/system & it should stay tanked for 8-12 hrs.

I don't think you understand what inc is saying. A single player will be able to manipulate market with two or more alts. I don't know if you have ever made a real life purchase on ebay. Sometimes you deal with shill bidders. It is a frustrating experience. It won't just be about a player selling to station, but buying as well.

I mean what if the station price tank for everyone not just them, there is multiple stations per system. Each station will get tanked after buying 1-2 items and price should get up in other station or systems.

Why will the price go up (artificially) in another station if price goes down at the station you are at?

Current station price offering is very low. It is offering less then 100k for items worth in player market around 100+m.

Players may be (currently) overvaluing what items are worth.

Add official VO-shop bot

This gets asked for a lot. Instead of calling it a shop bot, call it a consignment market. The market takes a % of sale price (10-20%, depending on the sub faction). Go KOS with that subfaction, and everything you have listed becomes the property of that subfaction.
Aug 12, 2022 incarnate link
This isn't a thread about shop-bots (or consignment, or whatever else you want to call it). This is a thread about whether the game should "buy" player-created content at some value close to what players randomly attach to it in their heads.

One Concept Per Thread is a Rule of Suggestions for a reason. It stops us from arguing about every tangential topic to every issue in every thread, which would basically cause me to stop reading.

Posting with new forum-only alts is not allowed. I already explained this when I perma-muted "Undeniable", and now the same person appears to be back with "xXWiseWolfXx". The truly irritating thing here is that this person's main account was specifically banned from Suggestions for failing to obey the stated rules, making objectively terrible (and self-involved) Suggestions threads, and often responding without fully reading or understanding the content of existing threads. (Said person is also famous for exploiting the game economy and then using forum alt "Ghost998" to defend this on General. Who better to comment on economic changes?).

And now the same individual appears to be back again, posting content that violates the rules, without understanding what's actually being discussed, and making the conversation more lengthy and difficult to read.

I'm not responding to the content of that post, because WaF already covered it. But, the idea that "incarnate will have to trust the prices given by old trade guilds like TRI/TGFT." is hilariously wrong. No, I will never do that.

For the record, I have no fundamental problem with Consignment shops, or the concept of people being able to list their goods for sale, to other players, without having to be online. But that is not the OP's topic at-hand. There are a lot of other trade-offs and complexities to that issue (like safety), visible in the (many) other threads about it.

Ultimately, this thread is asking for long-term solutions to short-term problems. Player counts are always down in Summer, particularly August. Our outreach / marketing, such as it was, has also been way down for ~3 months (no Newsletters, etc), while we substantially re-wrote large sections of the game server. Things will come back up again, and then-some. Your manufactured components will also have greater demand when there are more types of uses and we see more content updates.

It would take us months to implement a real solution or mitigation to this kind of issue, but the "problem" will probably only exist for a couple more weeks? Because our work on the server-side is wrapping up.

The real world also has disparities in Supply and Demand, which impacts pricing, inventory and other factors, as we've recently seen globally. Sometimes there are less customers than there are products. Sometimes there are more customers. That is an aspect to genuine economics that should be appreciated, particularly in a game where there are frequent arguments for more realism (especially in our economy).

But, dynamic game-pricing of player-created content is challenging. It's very complex, and exploitable.

Also, trade routes still exist, if people just want to make credits. It's not like that's stopped being an option, or like the skills required to be good at manufacturing are somehow inapplicable to simply running trade-routes for awhile, to generate funding. Basically, players engaging in manufacturing are sitting on "inventory" right now, but that isn't a super big deal? It's not like your capship parts are corroding or something? They'll still be in good shape in a few weeks.

(Ongoing discussion on this is fine, let's just stick to the rules).
Aug 12, 2022 Inevitable link
Just to clear things up, Incarnate linked a thread using forum alt "Ghost998" to defend this, where a player wrongly associated the OP of the post, "xXChesterXx", as Chester Copperpot. A lot of you by now know that Chester Copperpot is an alt of mine. However, I am not xXChesterXx nor do I knowingly have any affiliation with him.
Aug 12, 2022 incarnate link
"xXChesterXx" was another throw-away forum-alt. Anyway, let's move back to the topic at hand please..
Aug 12, 2022 Inevitable link
I don't see the point of the topic at hand I guess, unless you are working on trading badges? If an item isn't in demand then quit farming the item. If you're sitting on a stockpile of items that can't be sold to players then you made a wrong choice in farming it.. Maybe use it to Manu items that will sell or if they are weapons have some fun fighting with them.

If the devs increase the station buying price then there will be a large influx of credits to the game and eventually farmed items players want will cost more. So I guess you want to make a quick buck before the player market catches up?
Aug 13, 2022 tjgaming8324 link
>If an item isn't in demand then quit farming the item. If you're sitting on a stockpile of items that can't be sold to players then you made a wrong choice in farming it.

You don't know when demand for something is going down as it goes down instantly to 0.
Example - synthetic silksteel was in so high demand that doesn't matter how much you have, it will be sold right away. The next day when I farmed more expecting similar sales, no one wants it all of a sudden? And it's not just synthetic silksteel. It's literally everything.
It's not a bad decision on our part, it's just that market conditions suddenly went from great to absolute terrible

Having the ability to sell at station would be helpful even when it pays 20-30% less credits compared to player market.

>Trade routes still exist if people just want to make credits.
I don't enjoy running trade routes & that I didn't work on farming something just to end up with it sitting in my inventory while I'm running trade routes for credits. (I'm not talking about this from a manufacturing viewpoint. I included manufacturing as well because I know some people into manufacturing experiencing same problem. I mainly farm sss)
And stations aren't supposed to pay that terrible or are they?

I like to make credits doing what I enjoy rather than just grinding credits. This change will allow just that.
And as Inc stated content updates will also fix this same problem so the changes that I suggest just won't be needed.
Aug 14, 2022 Sid123 link
Example - synthetic silksteel was in so high demand that doesn't matter how much you have, it will be sold right away. The next day when I farmed more expecting similar sales, no one wants it all of a sudden? And it's not just synthetic silksteel. It's literally everything.
It's not a bad decision on our part, it's just that market conditions suddenly went from great to absolute terrible


This is exactly what Inc and Inevitable described. Markets fluctuate. At one point there might have been a high demand for your SSS, now there isn't. You can continue farming and hope demand rises at some point, or you can move on to farming something else.

I don't enjoy running trade routes & that I didn't work on farming something just to end up with it sitting in my inventory while I'm running trade routes for credits. (I'm not talking about this from a manufacturing viewpoint. I included manufacturing as well because I know some people into manufacturing experiencing same problem. I mainly farm sss)
And stations aren't supposed to pay that terrible or are they?


I think the prices on stations should be terrible, since it makes selling these products to stations an absolutely terrible deal. This in turn encourages people to take the effort of selling to players. Raising station prices to 70-80% of player-market prices would remove any incentive to put in the extra effort. Then player-market prices would rise. Then manufacturers/farmers would ask to raise station prices because "station prices are terrible". And it repeats endlessly. Eventually when SSS is selling at 500k a unit someone posts another suggestion to bring back the old system. And if its brought back, you have people bitching about how this undervalues the efforts of people pre-reverse.

I like to make credits doing what I enjoy rather than just grinding credits.

Unfortunately not everything happens the way we want it. I usually disagree with this argument because no actual reason is presented to justify the incumbent system. It's just plain resistance to change. But here, there are some very good reasons why the incumbent system exists, and why your suggested system should not exist. First, it kills the player market or turns into a price war which negatively effects the buyers and overvalues stockpiled items. Second, the game needs some kind of grind. Not everything is fun.
There are ways to farm credits that are fun-er and faster than trading for sure. If you want to get your credits from the player-market only, I'd suggest evolving with it. Change your product. Sell noodles instead of SSS, or haul for payment, sell rare addons. Maybe reduce the price of some of your products to raise demand. Selling farmed and manufactured goods to stations is a waste of player-usable resources.

Hard -1.
Aug 14, 2022 tjgaming8324 link
Perhaps the only remaining option is release more content updates which automatically solves the problem without having to implement my suggested system.

Also the system I'm suggesting already exists for ores so why not other bot farmed items?