I may be the odd man out, but Commodity Trading in 3.6.0 is absolutely incredible. I never thought of myself as a cargo trader when getting into Star Citizen but the new patch is so good with trading I have a hard time putting the game down. Hands down the biggest quality of life feature is the consoles showing the demand, and only accepting their limit. This combined with the slow refresh times it makes going from place to place worth while, and finding the right spots to support that supply and demand a gold mine. Let's get into the details.
Commodity Availability.
The devs have got commodity availability down really well in this patch. Crusader and it's moons is a hot spot for small time traders, who can really make it work by just trading from those moons to Port Olisar and Grim Hex. Like Jack Axton said, I feel like the new commodity availability pushes big time traders like myself to ArcCorp and Hurston, which makes the game play feel really good. The limited supply and demand has been a huge plus. I can understand how initially it can be frustrating if you don't know the right routes but then finding that Area 18 or Lorville demand commodities in larger quantities has been a huge boost to trade because it forces big time haulers to use these large trade ports, and they feel so much more alive, coming into Arccorp with a 1.5 million credit load of Laranite is a good feeling, even better if you can land in the hanger w/ hover mode, or in my case letting a brand new player fly the ship and land the 1.5 million cat in the hanger on his first try.
Commodity Availability has changed the way we think about trading too, prior to this, and you'll notice that most 3rd party apps don't account for this, but no one worried about supply or demand. The focus was primarily on buy and sell price. Now I'm finding the price is not the most important, supply and demand is, and it makes me think back to my economics class with fond memories. Traders now have to find the right supply and demand, and supply has got to equal demand.
Speaking of price, in lieu of changing the commodity limits and availability you've also increased the amount of profit per unit, and this is a huge quality of life fix. With more commodities about 1 credit of profit per unit, you can really get into some great routes, but you better act quick because supply won't last! Let's talk trade routes.
Trade Routes.
Commodity Availability.
The devs have got commodity availability down really well in this patch. Crusader and it's moons is a hot spot for small time traders, who can really make it work by just trading from those moons to Port Olisar and Grim Hex. Like Jack Axton said, I feel like the new commodity availability pushes big time traders like myself to ArcCorp and Hurston, which makes the game play feel really good. The limited supply and demand has been a huge plus. I can understand how initially it can be frustrating if you don't know the right routes but then finding that Area 18 or Lorville demand commodities in larger quantities has been a huge boost to trade because it forces big time haulers to use these large trade ports, and they feel so much more alive, coming into Arccorp with a 1.5 million credit load of Laranite is a good feeling, even better if you can land in the hanger w/ hover mode, or in my case letting a brand new player fly the ship and land the 1.5 million cat in the hanger on his first try.
Commodity Availability has changed the way we think about trading too, prior to this, and you'll notice that most 3rd party apps don't account for this, but no one worried about supply or demand. The focus was primarily on buy and sell price. Now I'm finding the price is not the most important, supply and demand is, and it makes me think back to my economics class with fond memories. Traders now have to find the right supply and demand, and supply has got to equal demand.
Speaking of price, in lieu of changing the commodity limits and availability you've also increased the amount of profit per unit, and this is a huge quality of life fix. With more commodities about 1 credit of profit per unit, you can really get into some great routes, but you better act quick because supply won't last! Let's talk trade routes.
Trade Routes.
As I typically fly the Caterpillar, the point that I can simply deplete each outpost is a dream come true. It makes the routes exciting, because I've got to keep changing routes in order to find the most profitable one. Start with Tram and Myers, deplete Titanium, Diamond and Laranite, move to Daymar, deplete the Agricium, move to the next. It's quite fun to move and check each outpost buying and selling different commodities on the way.
I'm a little sad that Tram & Myers is still one of the most profitable outposts in the verse when you measure it profit per time, but I was extremely happy to see it reaching almost the 10,000 credits per minute. Just to through a little numbers out there, with the right crew this run can be completed in 7 minutes and 30 seconds with a Caterpillar, now take some Laranite and Diamond, (or titanium if the price is right) and you can make around 85,000 a trip. That's 11,333 profit a minute! That's insane, mind-blowing even when you compare this to 3.5 when it was like sub 3,000. Keep in mind, that profit has never been this good, (if you exclude the first 3.0 crazy commodity profits). Jumptown in it's hay day could only every get you 10,000 credits a minute, and that's if you stood at the console for all hours of the day and sold exactly 1000 units of widow every minute, which was impossible to do, if at the minimum extremely annoying. 3.6 has freed traders from the console! Now, instead of spending hours standing at a console I'm moving from route to route, cruising the verse with my friends. That's how it outta be.
Now, I haven't messed too much with illegal goods this patch, mostly because I don't think the supply and demand is there to compete with the other legal commodities, but that's because Laranite is just so good right now.
Laranite, Wala to Area 18 is so good. 300,000 credits of profit for a 30 minute trip in a Caterpillar. That's if you're going solo, add a good crew and I dare say we'll do it in 15 minutes. (We're still working on our best times, just give me a few more days to master that route). At 30 minutes, you talking a very easy 10,000 credits a minute.
Personally, I'm quite surprised that pirates aren't camped out at every single outpost that sells Laranite with a Ballista. Not to mention Tram & Myers, a non armistace zone 70 KM away from a vehicle spawning pad. It's like CIG has literally told pirates to go sit at Tram & Myers and shoot down every single ship that enters with the brand new ballista. Oh well, more profit for me. Maybe when players can steal that cargo from destroyed or captured ships? I may convert to a pirate when I can get 300,000 credits for blowing up a caterpillar full of diamond every 10 minutes at Tram & Myers. For now, I'm staying lawful, crime just doesn't pay.
Cargo Capable Ships.
I mostly focus on trading in the caterpillar. I run every cargo route as a crew, with at least 2 players, and a max of four. I'm surprised that the basic crew requirements are spot on from the website. You can make more profit trading as a crew versus going at it solo. First, by limiting losses, because your crew member can recover the ship and then by doing the trade runs faster. The best quality of life update has been the new key binding 'k' to open exterior. This is very helpful for getting friends on-board the same ship.
The Caterpillar also handles very well in the new hover-mode, she fly's like a dream. You've gotta nail that approach speed and distance right and then hover mode is fairly simple. Yes, it is more difficult but take off and landings are just better that when you get it right. Personally, I love the new hover mode and how they effect the big ships. The only suggestion I have is to add back the decoupled flight in hover mode.
Trading Kiosks.
*Awarded for best Update of the Patch*
We always save the best for last. Where is the UI developer/ dev behind those new updates because that team deserves a whole caterpillar full of laranite, and a fresh plate or turtles served at Area 18 on our triumphant arrival to port. Do you know how incredible it is to slide the sell slider over and hit sell? And then have that process your order based on the limited demand the outpost or station is buying? That is incredible. It literilly brings tears to my eyes just thinking about it.
You, the unnamed UI developer (or team of developers) have won the 3.6 patch of the greatest update to Star Citizen of all time! Object container streaming, ArcCorp, Lorville, the law system, ship team, all great and wonderful features, ALL of you other features, have to take a back seat, because trading kiosks in 3.6 won the king of the patch!
Commodity trading in 3.6 is incredible, I could likely go on for hours on the subject, but better yet I'm going to sit down and play Star Citizen a little while more.
Thank you to everyone that made 3.6 possible!
Oh yeah, we've made millions in 3.6, please send me a PM if you want a Caterpillar in game. I don't have enough caterpillar owners.
I'm a little sad that Tram & Myers is still one of the most profitable outposts in the verse when you measure it profit per time, but I was extremely happy to see it reaching almost the 10,000 credits per minute. Just to through a little numbers out there, with the right crew this run can be completed in 7 minutes and 30 seconds with a Caterpillar, now take some Laranite and Diamond, (or titanium if the price is right) and you can make around 85,000 a trip. That's 11,333 profit a minute! That's insane, mind-blowing even when you compare this to 3.5 when it was like sub 3,000. Keep in mind, that profit has never been this good, (if you exclude the first 3.0 crazy commodity profits). Jumptown in it's hay day could only every get you 10,000 credits a minute, and that's if you stood at the console for all hours of the day and sold exactly 1000 units of widow every minute, which was impossible to do, if at the minimum extremely annoying. 3.6 has freed traders from the console! Now, instead of spending hours standing at a console I'm moving from route to route, cruising the verse with my friends. That's how it outta be.
Now, I haven't messed too much with illegal goods this patch, mostly because I don't think the supply and demand is there to compete with the other legal commodities, but that's because Laranite is just so good right now.
Laranite, Wala to Area 18 is so good. 300,000 credits of profit for a 30 minute trip in a Caterpillar. That's if you're going solo, add a good crew and I dare say we'll do it in 15 minutes. (We're still working on our best times, just give me a few more days to master that route). At 30 minutes, you talking a very easy 10,000 credits a minute.
Personally, I'm quite surprised that pirates aren't camped out at every single outpost that sells Laranite with a Ballista. Not to mention Tram & Myers, a non armistace zone 70 KM away from a vehicle spawning pad. It's like CIG has literally told pirates to go sit at Tram & Myers and shoot down every single ship that enters with the brand new ballista. Oh well, more profit for me. Maybe when players can steal that cargo from destroyed or captured ships? I may convert to a pirate when I can get 300,000 credits for blowing up a caterpillar full of diamond every 10 minutes at Tram & Myers. For now, I'm staying lawful, crime just doesn't pay.
Cargo Capable Ships.
I mostly focus on trading in the caterpillar. I run every cargo route as a crew, with at least 2 players, and a max of four. I'm surprised that the basic crew requirements are spot on from the website. You can make more profit trading as a crew versus going at it solo. First, by limiting losses, because your crew member can recover the ship and then by doing the trade runs faster. The best quality of life update has been the new key binding 'k' to open exterior. This is very helpful for getting friends on-board the same ship.
The Caterpillar also handles very well in the new hover-mode, she fly's like a dream. You've gotta nail that approach speed and distance right and then hover mode is fairly simple. Yes, it is more difficult but take off and landings are just better that when you get it right. Personally, I love the new hover mode and how they effect the big ships. The only suggestion I have is to add back the decoupled flight in hover mode.
Trading Kiosks.
*Awarded for best Update of the Patch*
We always save the best for last. Where is the UI developer/ dev behind those new updates because that team deserves a whole caterpillar full of laranite, and a fresh plate or turtles served at Area 18 on our triumphant arrival to port. Do you know how incredible it is to slide the sell slider over and hit sell? And then have that process your order based on the limited demand the outpost or station is buying? That is incredible. It literilly brings tears to my eyes just thinking about it.
You, the unnamed UI developer (or team of developers) have won the 3.6 patch of the greatest update to Star Citizen of all time! Object container streaming, ArcCorp, Lorville, the law system, ship team, all great and wonderful features, ALL of you other features, have to take a back seat, because trading kiosks in 3.6 won the king of the patch!
Commodity trading in 3.6 is incredible, I could likely go on for hours on the subject, but better yet I'm going to sit down and play Star Citizen a little while more.
Thank you to everyone that made 3.6 possible!
Oh yeah, we've made millions in 3.6, please send me a PM if you want a Caterpillar in game. I don't have enough caterpillar owners.
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