Forums » Bugs
Trade XP glitch
This strikes me as strange, but there may be a simple explanation for it.
I was buying Civilian Textiles from one base and selling them at another nearby base at a loss (bought at like 532 & sold at 460). The strange bit is that it gave me +266 trade points every time I did it. Now if I ran a commodity from base 1 to base 2 that base 2 actually wanted, I got money, but much less trade XP.
Only thing I can think of is the Civ textiles were 1 cu, while the other commodities tended to be 3 cu. If trade XP are awarded based on the number of items sold, then the XP for the textiles would be higher overall.
All in all, it seems weird to me that I got more trade XP from dumping cheap imported clothing than I did for moving stuff that actually turned a profit.
I was buying Civilian Textiles from one base and selling them at another nearby base at a loss (bought at like 532 & sold at 460). The strange bit is that it gave me +266 trade points every time I did it. Now if I ran a commodity from base 1 to base 2 that base 2 actually wanted, I got money, but much less trade XP.
Only thing I can think of is the Civ textiles were 1 cu, while the other commodities tended to be 3 cu. If trade XP are awarded based on the number of items sold, then the XP for the textiles would be higher overall.
All in all, it seems weird to me that I got more trade XP from dumping cheap imported clothing than I did for moving stuff that actually turned a profit.
ahh, the joys of vendetta trading.
Here's how trade XP works.
Each "wigit" has a certain rarity/value for XP. You gain that value not when you sell the wigit for a profit, but when you sell it to a station that does not offer it for sale.
its going to be changed at some point we all assume, it was added in a hurry because everyone wanted to have some way to gain trade XP without being on a mission.
Here's how trade XP works.
Each "wigit" has a certain rarity/value for XP. You gain that value not when you sell the wigit for a profit, but when you sell it to a station that does not offer it for sale.
its going to be changed at some point we all assume, it was added in a hurry because everyone wanted to have some way to gain trade XP without being on a mission.
I have noticed this also. The more profit I make, the lower the trade XP I recieve for non mission related trading and (conversely) the less profit I make, the higher the trade XP received. Looks like a bug to me.
It's just the way free trade (non mission) works. These "rare" items have been milked for the trade xp and so the prices are always low. The XP discouraged items are sold less, making them cost more. I've been around to know how free trade works.
This sort of breaks the supply / demand system doesn't it? Rare items should have a low supply and thus cost more. If they've been traded to death, then they shouldn't cost that much, but neither should they bring much trade XP.
Right now I have found a few places where you can fly back and forth a few times and make a bunch of trade XP with ZERO risk.
If all you are after is trade xp, you can do this all day and there is no incentive to go trade elsewhere (unless you want to make money). Strikes me as exploitable.
My observations also seem to indicate that only selling of commodities affects the base price. Purchasing a bunch does not. So here only half of the supply/demand is in effect.
Right now I have found a few places where you can fly back and forth a few times and make a bunch of trade XP with ZERO risk.
If all you are after is trade xp, you can do this all day and there is no incentive to go trade elsewhere (unless you want to make money). Strikes me as exploitable.
My observations also seem to indicate that only selling of commodities affects the base price. Purchasing a bunch does not. So here only half of the supply/demand is in effect.
This is counter intuitive. I would think that you would get *MORE* trade experience for selling at higher prices, not *LESS*.