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FREE CREDITS Trading posts generating free money


DoorsMonster

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Devs, trading posts are seriously broken.

 

[*]Trading post buys stuff without cost to me.

[*]Once TP has the good inside its cargo bays, pick up the goods

[*]Sell the stuff to the same TP

[*]Repeat until you have 2.7 billion credits like me and get deeply dissapointed

 

You are selling its own stuff to the station!

Whos paying that?

 

Please please, fix this thing fast.

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  • 5 weeks later...

Thank you for the info. We'll be looking into it.

 

This is fixed now. The new update makes tradepost only gets a few items instead of an entire batch.

 

Before update - you get 2300 Targeting system in one go - hundred millions profits.

After update - you get about 40ish Targeting system in one delivery - just a few hundred thousands profit.

 

Tradepost has been heavily nerfed, please Dev consider not overnerfing it into obsolete like smuggler's den/Resource depot. 

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What version are we now? 15.9? Because on 15.8 that was not fixed yet... I'm at the work right now, I'll check it asap. In my post I forgot to add something crucial for the exploit to work, as I clarified on the 15.8 post: the trading post must be owned by the alliance and you need to use a player craft to trade with the said post.

But, yeah, that'd be a super nice news if that exploit has been fixed already (15.8 still had that issue, I checked it)

 

Thank you for the info. We'll be looking into it.

 

This is fixed now. The new update makes tradepost only gets a few items instead of an entire batch.

 

Before update - you get 2300 Targeting system in one go - hundred millions profits.

After update - you get about 40ish Targeting system in one delivery - just a few hundred thousands profit.

 

Tradepost has been heavily nerfed, please Dev consider not overnerfing it into obsolete like smuggler's den/Resource depot.

 

Oh, I just re-read your reply. I fear that exploit is not related to the amount of cargo dealt by the npcs, but the 2-way income problem present by using an alliance station, so it is still present. As I said before, I explained it better on the last lines of the 3 page of this post:

 

http://www.avorion.net/forum/index.php/topic,4457.30.html

 

 

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What version are we now? 15.9? Because on 15.8 that was not fixed yet... I'm at the work right now, I'll check it asap. In my post I forgot to add something crucial for the exploit to work, as I clarified on the 15.8 post: the trading post must be owned by the alliance and you need to use a player craft to trade with the said post.

But, yeah, that'd be a super nice news if that exploit has been fixed already (15.8 still had that issue, I checked it)

 

Thank you for the info. We'll be looking into it.

 

This is fixed now. The new update makes tradepost only gets a few items instead of an entire batch.

 

Before update - you get 2300 Targeting system in one go - hundred millions profits.

After update - you get about 40ish Targeting system in one delivery - just a few hundred thousands profit.

 

Tradepost has been heavily nerfed, please Dev consider not overnerfing it into obsolete like smuggler's den/Resource depot.

 

Oh, I just re-read your reply. I fear that exploit is not related to the amount of cargo dealt by the npcs, but the 2-way income problem present by using an alliance station, so it is still present. As I said before, I explained it better on the last lines of the 3 page of this post:

 

http://www.avorion.net/forum/index.php/topic,4457.30.html

 

Right sorry i accidently installed modpack that nerfed tradeposts alot. The alliance money loop is definitly a bug that needs a fix, but in terms of tradepost the dev can approach this in two ways - either make trade post actually cost money to buy stuff like any other non-base manufacturers or make trade post get a smaller increments of cargo like the galaxy economy balancing mod. Both ways would nerf it without killing the profitability of the station, the thing cost 25million after all.

 

The rest like asteriod mines could use a boost in sales, i'd say a randomised number between 100-1500 for cargo haulers to sell your mine products would be great. Even at 1500 the income is only like a million and that chance is very low.

 

Alliance in general is just broken atm, it really shouldnt be a seperate faction, everything should belong to the leader including rep/faction/items etc, we'd avoid this exploit loop then. BTW you can loop this with ANY alliance buildings that can transfer cargo, this includes military outposts, research stations, casinos etc etc.

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This is a completely different discussion, I know, but has anyone been bugged, ever, by the fact that Trade Posts only give you a randomly generated subset of goods it can buy and sell? Wouldn't it be a lot cooler if we could choose which goods it sold and bought, and at price ratios? I mean, say you have a production chain for wheat and cattle going in a Sector. It would be nice if you could set up a Trade Post that bought and sold related goods to tie into this. Now it's just rolling the dice to see what you get, which has its charm, but also doesn't make much sense. After all, you built the Trade Post. You are the owner. And it's a trade post. It doesn't have a specific production chain or factory layout to have to convert should you want to change goods production, no. It has a Cargo Bay, and it has merchants on board. They should be able to theoretically switch their merchandise on a day-by-day business, were it not that economy doesn't work like that, but still. You get the point.

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  • 4 weeks later...

This issue is still not fixed in version 0.16.1. When anything is sold to a player/alliance owned consumer/tradingpost, the owner of the station does not pay for the goods. Must be fixed.

 

Also people on Galaxy server telling me, consumer/tradingposts are filled by out of sector simulation without paying anything for it.

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  • 1 year later...

Necro, but the issue still isn't fixed as of Beta 0.26.

 

Just built my first trading post.

 

Within 30 minutes various goods had beend sold at the station, including 19900 processors.

 

The processors alone netted me around 31 million in profits  on the taxes and i could then proceed to take the processors out of the trading post ,and sell them at an NPC one, netting me another 170 million.

 

So, on processors alone, the trading post has earned itself back (not including building materials) 8 times over in under 30 min, since i don't pay for what it buys and i don't have to pay to take things out of its inventory.

 

*edit*

 

Just returned to my trading post, been away for about 20 minutes, it's stocked with  a bunch of things including 25000 processors, so about 240 million additional profit there.

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Military outpost has the same issue. NPC traders deliver goods to it for free, player/alliance can take them and sell them to an NPC Military Post, usually at about +20% price. I would expect the same issue with other "consumer" stations like Research Station.

 

Proper solution In my opinion:

Both Trading post and consumer stations: the alliance/player always pays for the goods when they are delivered to the station (customizable price like in factories).

Trading post: sells everything it has in inventory, for a customizable price. That way the player gets the difference in price for which the post bought and sold the goods. It would be reasonable passive income.

Consumer stations: Player/alliance pays when an NPC trader delivers goods to it (customizable price). The "inhabitants" then consume the goods and pay the player/alliance for them (either customizable price that would impact consumption rate, or a fixed price like +50%).

 

This way would be the most logical I think, as no money would appear out of nowhere and no goods would be free, but the stations would still make a good and no less importantly passive income.

 

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This is a problem with all non-factory stations. I'm up a billion in about an hour from tens of thousands of displays, grav generators, and mining robots from one shipyard and two mines.

 

Suddenly that production chain I set up to make 200 million worth of targeting systems doesn't seem so great.

 

My suggestion would be to make the goods untouchable to players and allow selling of goods to the stations at +100%.

 

Maybe decommissioning the station could dump the goods, which in many cases would still be worth exploiting, but not grievously so.

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  • 3 weeks later...

I disagree with the solution that the goods should be "untouchable" because there are several ways to take goods from that station (transfer, delete cargo bay, delete station), and all would need to be taken into acount, plus it's not logical. I think the player should pay for the goods when they are delivered to the station by NPCs and then get the money back for a profit when the "consumers" buy them.

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  • 2 weeks later...

Military outpost has the same issue. NPC traders deliver goods to it for free, player/alliance can take them and sell them to an NPC Military Post, usually at about +20% price. I would expect the same issue with other "consumer" stations like Research Station.

 

Proper solution In my opinion:

Both Trading post and consumer stations: the alliance/player always pays for the goods when they are delivered to the station (customizable price like in factories).

Trading post: sells everything it has in inventory, for a customizable price. That way the player gets the difference in price for which the post bought and sold the goods. It would be reasonable passive income.

Consumer stations: Player/alliance pays when an NPC trader delivers goods to it (customizable price). The "inhabitants" then consume the goods and pay the player/alliance for them (either customizable price that would impact consumption rate, or a fixed price like +50%).

 

This way would be the most logical I think, as no money would appear out of nowhere and no goods would be free, but the stations would still make a good and no less importantly passive income.

 

Just to throw my two cents in here, I agree with this solution as it makes the most logical sense.

 

Allow the player to run negative credits if needed (line of credit) for a time so the stations can buy needed items to then resell.

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  • 3 weeks later...

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