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In Progress Update

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Dec 19, 2004 LeadFist link
bumpity bump. This game is going to get interesting with pilots re-learning their birds.
Dec 19, 2004 InsanePilot link
Leveling in trading has been killed.

To lvl 5 to 6, with mining, it takes me less then an hour to do so.
For lvling from 4 to 5 in combat it takes me 2 hours and a bit.
Now for trading for 5 to 6 it will take me an entire week of playing.

I know that trading before the update 2 weeks ago was outragous, but I belive it has been nerfed to much. It literary now takes ours of doing tedious trade mission and transporting cargo for little to no exp gain likewise.

Look I think that gaining exp should be based on how many time you put into it, and it should be around the same for a specific lvl in any category */*/*/*/*.

What I am also hoping for is that exp you get from a trade mission should be based on the distance you'll have to travel. And make it worth it for a mission type of "bring us some cargo back from xxx sectr A3" these are now not worth doing exp wise.
Dec 19, 2004 macguy link
Yes the xp needs to be raised a little on trade missiosn that take you far, also, faction standing increase should go up depending on distance. And yes, I would like to be able to level by selling mined goods or just buying and selling. Now from what i''ve heard(i havent done any trading for that sort since the update) the xp is very low compaired to what is used to be. So I think that should be sorted about in probaly not this update but the next one.
Dec 19, 2004 Spellcast link
the trade XP was outrageously high before, and allowed a player to level trade to level 1 inside of 10 minutes with help from an experienced player, allowing an exploit for the mentor points.

I will agree that trade points need adjusted, primarily they need to increase as your level increases. At present they are a flat rate, (the mission trade XP rises somewhat but not a lot)

I suggest that the trade points for indipendent trading increase according to the following formula

Base + (level x 1/3)

With Base being 1 XP point for each 500 credits of profit you make. (currently trading XP is based on taking products to a station that doesnt sell them, and you can get XP even when you loose money by taking an item to a station that is flooded with them.)

Missions need to have a base XP value of [(75 x level) + 100] + (jumps x 50)

jumps would be the minimum number of jumps between the origin station for the mission and the destination station. thus a level 10 trader taking a cargo run that needs 4 jumps would earn [(75 x 10) + 100] + (4 x 50) or [750 + 100] + 200, for a total of 1050 XP. A level 0 trader taking the same mission would only earn 300 XP for it, but would have less cargo to move.
Dec 20, 2004 iTripped link
But that doesn't make sense. The level 0 trader should earn more XP for the same mission, as they presumably are learning more from the experience. The level 10 trader has obviously 'been around the block' a few more times, so he would be learning less.

On the other point, I also agree that the XP still needs to be tuned - perhaps with a higher trade level, corps are more willing to trust you with longer-reaching missions.
Dec 20, 2004 macguy link
On another note(and not to be a nudge)but will the update come today?
Dec 20, 2004 Spellcast link
true tripped, it doesnt make a lot of sense until you look at it as a percentage of the XP needed for the next level.

300 XP is a little more than 1/8th of what is needed to go from 0 to 2000

1050 is a bit more than 1% of the XP needed to go from level 10 to level 11. (level 10 is at 226K level 11 at 314K)

Additionally the trade mission at level 10 usually wants you to carry more cargo.

The free-trading, well, something needs to be done to keep it useful as you level without it being stupid powerful and exploitable at low level. Hence it needs to increase in reward as you get higher trade levels.