Forums » Suggestions

please let us sell in bulk...

Jan 03, 2006 Cunjo link
before somebody had the bright idea of "fixing" the selling of cargo in quantities greater than 120u by making it bomb the economy mid-sale, I had accumulated ~7000u of Helio at a remote station for selling... because it was an econonic advantage - something of which there are few enough already (economic advantages to be used). Now what am I supposed to do? sell the first 120u for 2,400c/u, the second for 400c/u, and the last for 2c/u? You've just completely eliminated economic strategies of stockpiling and selling. They weren't hurting anything - just making the game more fun by adding strategy to economics... so why did you need to fix it? It wasn't broken.

Please, PLEASE raise the limit on sellable quantities to accomodate for more than one mothload. We already have trade missions that ask for more than that in one shipment, so why shouldn't we be able to profit from doing it on our own? </rant>
Jan 03, 2006 tumblemonster link
There have been limits on the amount of cargo you could sell at one time for a long time. If you sell it all before the station updates, you can still get the high price for it for all of your cargo. It's a catch 22. I'd like to be able to hit sell and sell my 5000cus of cargo all at once, but in reality, who would pay for it? They will pay for waht they need, and after pay less for the rest. Having a sell limit keeps that part fo the economy working correctly. Perhaps allow a person to sell everything at once, and put a sliding scale on it?
Jan 03, 2006 Renegade xxRIPxx link
in that case tumble, the devs should need to add a demandbox that states x units at that price requested. If you have less then those units, the price will stay the same.

If the demand is however less then what you have stocked up, you can max sell that demand to the station and have to wait for an update in price before you can sell the next part.

But as long as that ain't possible, you could look upon it that if you can deliver 7k units, they will buy 7k units at that price, if you don't well tough luck then...
Jan 03, 2006 sissoko link
As of now it is very hard to sell more than ~4000 units to a station, even if timed correctly. This is due to the 1 minute interval the station uses to refresh.

There isnt going to be a hotfix for this as it is kinda of a "money loophole" and not remotely realistic in a economical perspective.

Yes i suggest for the stations to have caps on needs on all its goods, huge caps on its basic designated needs like ore to mining/ tech to research/ silk and spices for trade/ arrays for military/and booze for civil stations. But when limit is met, station will not buy more..

Likely to appear in an economic redux in some form...

Looking forward to that :)
Jan 03, 2006 CrippledPidgeon link
Just when it comes to revamping the economy so there's a working supply and demand table, it'd be nice if you could query the station to see how much of what items they want and how much they offer for them. Anything below that amount, they'll pay full price. Once you go above their demand curve, the price drops dramatically because you're forcing them to overstock that item.
Jan 03, 2006 zamzx zik link
make it so you pay 1% of the total you are going to sell, to keep it secret, so know one knows until they've bought it, that you just sold 10000000cu of heilo.
Jan 04, 2006 break19 link
For an example of the type of "curving" supply and demand, you should look at TradeWars2002, the station says it'll buy (x) goods, doesnt give a price, you have to name a price, haggle it up or down, depending, and its always different depending on how many goods are available for sale/they want to buy.

EZR
Jan 04, 2006 Aequitas' Talon link
sissoko:

is there even any way of telling what point the timer is at? is it one minute from when you sell the first batch? or every minute? because I'm sure I've sold some things before and seen it go down immediately...

(¯`·._.·\\«Aequitas»//·._.·´¯)
Jan 04, 2006 Cunjo link
trade curve is good, and if we had one, more rare and valuable goods should have a higher demand threshold (they could always do with more...)

Would it really be unreasonable that a station several systems away from a helio feild would be willing to buy 1000u or more? or that XiRite should be saleable in Itan at almost any quantity?

Of course, if people ran the trade route a lot, the price would go down... I just hope that when we get the economy revamp, it can accomodate the imminent influx of new players in the future (the economy model we currently have can only support so many traders - prices of valuable goods would never rise enough to make a profit if everyone started trading)
Jan 04, 2006 sissoko link
aequitas: the stations updates every minute so goods sold within the last minute will have their pices adjusted to reflect the current demand of the station, so you have 1 minute to dump your cargos
Jan 04, 2006 johnhawl218 link
break19 I've suggested making it possible to barter/haggle many times, though it's been met with mixed reviews, the devs have never commented on it. Perhaps with the econ revamp they'll add it in. (fingers crossed)
Jan 07, 2006 Fnugget link
I've done research. The most you can try to sell at once is around 4500 to 4800cu. This is based on some other suggestions already presented, and one more trick. TGFT researches a lot of statistics of trade, what can I say. It really is the maximum you can sell, unless you have some sort of external program pressing buttons for you, but I consider that cheating instead of just taking advantage of the rules.

Oh yeah, and just 7000? I think I had about 17,000cu at one station. Should have made a new wormhole with that kind of weight.

As for destroying the stockpile method with a revamp, I wouldn't mind. New rules, new research to do, new tricks to develop, new masters of trade.
Jan 07, 2006 smittens link
Smittens imagines if he had accumulated thousands of cu of samo....
Jan 09, 2006 incarnate link
Hi. I'm not going to comment one way or the other, exactly. But I will say that this needs to be revisited along with all the rest of the economic/trading related stuff. Which is my next Big Thing after we the !@#@!$%ing client out the door.

Anyway, on the subject of trading large quantities.. I don't have any specific problem with that. I mean, I want to create gigantic freighters that would move vastly more cargo than anyone currently can.. and allow players to own/fly them. So, clearly, that requires the ability to buy/sell large amounts of cargo. Also, the whole idea of being able to "invest" in a given commodity on the basis of it rising in price is.. really cool, frankly.

I don't clearly remember why we put the 120 unit limit in there. It might have only been a temporary stopgap, while we were still trying to get the prices and economy to "settle" a little. I'm not sure.

Anyway, it's 4:30am and I'm too fuzzy in the head to pre-think this issue enough to comment one way or the other. But, in principle I have no problem with large-quantity trading. The curve thing would be cool too.
Jan 09, 2006 Lord Q link
from a simple economics modle the price you can charge should be inversly perportanate to the amount you want to sell. in all honesty the limit on how much can be sold before the price cganges (while annoying) allows a beter than realistic ability to sell bulk goods at high prices. (this says nothing about the rate at which the price drops which may be unrealistic, and counter productive to selling at inflated prices, but well... )