open All Channels
seplocked EVE General Discussion
blankseplocked Trade = printing money
This thread is older than 90 days and has been locked due to inactivity.

Author Topic

Posted - 2003.07.09 17:05:00 - [1]

Well although it's not really my thing I thought I'd give trade a go today. I doubt whether you can print money as fast as you can make it trading now.

Basically spend 10 mins looking at market, buy, set destination, sell, rinse and repeat. If the run is long enough just pop back to the machine every 30 minutes or so to restart the operation :D

You don't have to give a damn about what systems you go through as the worst you come across are a couple of gate pirates which you just ignore.

I suspect we're not far off experiencing hyper-inflation on rare items as everyone (apart from newer players) has so much cash.

No idea whether this was in the "game plan" or not.

Anyone mining anything that isn't rare - you're just wasting your time and falling further and further behind everyone else. Got a million in your wallet? Even a complete idiot can turn this into 4 mill in the space of 4 hours by trading.

No pirates = printing money :)

Edited by: agrizla on 09/07/2003 17:06:54

Morkt Drakt
Black Omega Security
Posted - 2003.07.09 17:17:00 - [2]

In essence I see nothing wrong with the concept of "risk-free" trading within regulated Empire Space...


The market has to be far more reactive and changeable than it currently is. That people can log on immediately after a downtime and make a kiling form the same station trading the same item, every day, day in, day out, is just too "dumb".

And that "dumb"ness is purely in immersiveness and gameplay - not in terms of player "jealousy" etc.

Planets and Stations should surely form a network of Sinks - commodities leading to money sinks - and those should be far more reactive + less guarenteed.

The only question then is one of "Profit" over time over risk.

But in concept - that it is "risk-free" isn't a problem per se.

Posted - 2003.07.09 17:23:00 - [3]

Morkt I agree with much of what you've said however I'm going through 0.2 sectors of Empire space and I'm not even bothering to be at the keyboard when I do. I suspect you could just macro what I'm doing right now and leave it running 24/7.

Doesn't seem right really - 0.2 Empire space is now no different to 1.0 (with the exception of a couple of gate pirates).

/me shrugs

Posted - 2003.07.09 17:31:00 - [4]

I did that and lost my ship + 3M worth of cargo (someone 'liberated' my cargo). So... bye bye, trading.

Posted - 2003.07.09 17:41:00 - [5]

Since the patch that introduced guns at all Empire gates?

Shadow Tech Industries
Posted - 2003.07.09 18:00:00 - [6]

"I did that and lost my ship + 3M worth of cargo (someone 'liberated' my cargo). So... bye bye, trading. "

Well, you just chose a bad sector to go through. Change your autopilot settings to "safest route" and you won't have that problem.

CCP again really screwed this game up... trading should not be risk free and easy like it has become. However in retrospect, lets follow the sequence of patches that CCP has done.

1. Buff pirates(screw miners)
2. Roll back...(screw everyone)
3. Buff pirates again(scew miners)
4. Security and Ore distribution change(screw everyone)
5. Raised response and severity of Concord (screw pirates)
6. Sentry guns in high sec systems (screw pirates)
7. Surgical strike bug, and stacking modifiers (exploit city, screw anyone who mets these guns)
8. Sentry guns in .3 and below systems and superhighway additions. (destoy pirating proffession, make trade quick and risk free)

So, im curios what will be next in ruining the game. Oh and intermingled with those patches should also read (new bugs introduced, 100 players quit, customer service department fired, ect...)

STK Scientific
The Initiative.
Posted - 2003.07.09 18:19:00 - [7]

I have run your blockade in Lonetreck, a few times. I was lucky, or maybe your team wasn't ready, but I got through....barely.
I defenitly would not call running one of your blockades risk free, in fact it is the most dangerous / foolish thing I have done in game yet, but it also was exciting and fun and I almost ended up as a pod.
I don't think the patch changes have put you out of buisness, you just need to adjust and find new places to do "buisness".
Good Luck,

Morkt Drakt
Black Omega Security
Posted - 2003.07.09 18:25:00 - [8]

Some of the earlier changes were reactionary - and have now been superceeded, hence need lookgin at again.

The problem at CCP is definately one of Production (that is the "Producer") rather than development.

I can't think of any game (and i mean that) where producer control has been so lax.

- - -

It should be obvious that some of the changes, now compounded, no longer make sense. Surely these will be changed - with a half-decent producer they'd never have gotten to where they are now.


Gate guns "everywhere in Empire" were too stop pirates camping gates TO screw incoming players instantly with bugged weapons damage.

1) Weapons damage is now fixed (we hope)
2) Combat alst plenty long enough to allow for laoding time and reaction
3) Warp Stabilisers are available for escaping.

Thus: Why do we still have a regime that prevents PC Pirates from oeprating near gates (the only real piracy area available to them) YET we still have NPC Pirates in lowby-frigates flying happily around Empire Navy and Conocord? (Left overs from the "oops we screwed miners with Uber-gate-pirates and then made them weak beyond any point)

4) We ALSO have superhighways allowing for far more radical routings AROUND pirate areas. (No need, ever, to go through Mara/Passari for example)

Surely any producer can spot where it went ****-up and where iminent inclusions were added too without need. (With the combat damage changes AND superwhighways surely there was no NEED to introduce gate guns "everywhere" in empire?)

Ah well - I do expect it will change when folks are back from holiday (starting next month) - but - ill be honest - CCP need another Producer who can actually handle the overal direction fo the World-game.

You cannot have developers working in microcosm and expect a MOG to make any sense. Somehow I suspect the current Producer isnt actually having anything at all to do with the game.

Maybe you need to redefine his job and get a "World Builder" who can streamline and manage the disparate dev-jobs.


This thread is older than 90 days and has been locked due to inactivity.


The new forums are live

Please adjust your bookmarks to

These forums are archived and read-only