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New trading and crafting feedback.

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Well i dont mind this new system, but it needs rebalancing. Blockading ports with exotic goods is quite a nice idea :). IMHO every trader that reaches port, should drop little amount of every good which drops in that city. This way we can make blockades to ports, but some portion of goods or woods will drop there, ie. at night.

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So far, everything i've heard from in game is that no one trades any more. I just looked at trading and it just seemed to be a distance game.

If there's more depth to the trading system myself and almost every other player i've asked are ignorant to it and simply aren't even touching commodities.

 

Since I've just started playing again from last January, so far the trading seems much worse than it was before.

Edited by milkyway12
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8 hours ago, milkyway12 said:

So far, everything i've heard from in game is that no one trades any more. I just looked at trading and it just seemed to be a distance game.

If there's more depth to the trading system myself and almost every other player i've asked are ignorant to it and simply aren't even touching commodities.

 

Since I've just started playing again from last January, so far the trading seems much worse than it was before.

It is distanced based, the longer the distance the better the profit.

But I think a 20-40% increase consumption price is needed. So traders find it worth doing both short and long distance tradrs.

Edited by Teutonic
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As it is now, either you go long runs or cargo missions. Nothing in between, which is bad.

 

In the Swedish waters I make many simple 'trading' runs (hauling trading goods back and forth) from one port  in short reasonable runs to another nearby making steady $.

I have been buying Tools at Philipsburg, and selling right around the corner at Marigot (on same island!), then buying Maize or Coconuts and returning right back to Philip and selling again for profit, (repeat as much as stockpiles of those trading goods allow).

A very similar run is Gustavia (Tools or Horses) to Oranjsted and Livestock from there right back to Gustavia.

In fact I find these  quick simple trading routes opportunities all over.

I am not sure why others are not finding or recognizing these buy and sell opportunities. 

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7 hours ago, LeopoldRNN said:

In the Swedish waters I make many simple 'trading' runs (hauling trading goods back and forth) from one port  in short reasonable runs to another nearby making steady $.

I have been buying Tools at Philipsburg, and selling right around the corner at Marigot (on same island!), then buying Maize or Coconuts and returning right back to Philip and selling again for profit, (repeat as much as stockpiles of those trading goods allow).

A very similar run is Gustavia (Tools or Horses) to Oranjsted and Livestock from there right back to Gustavia.

In fact I find these  quick simple trading routes opportunities all over.

I am not sure why others are not finding or recognizing these buy and sell opportunities. 

Buying Tools and selling them at Saint John's should probably give you a better profit - but otherwise yes, there are a lot of nice short trade runs.

It just so happens that cargo delivery missions gives the same, if not more reals (and doubloons sometimes) and you're not taxed on the mission reward. You're just subject to the mission being a random town.

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Buying Tools and selling them at Saint John's should probably give you a better profit -

It does but it's hard leaving St John's with something worth taking directly back to the Gustavia area. Usually forced to add a 3rd destination, whereas just going to the ports I said (like Oranjsted) allow a quick and profitable return.

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Greetings!

Now, I may not be completely updated on the trading but I see little or no reason to to do trading much. Infact Trading is not that profitable considering time and money invested to actually make a profit...

Some problems I have found while testing it out!

1. Fixed amount on weight at 100. Meaning its not very profitable to gather trading goods of low value as potential return on investment is minimal with the fixed value on weight.

2. Taxes. You purchase a Trade good for 5000. 10% tax is added so you pay 5500 to buy it. Then you sail a certain distance to find a port that seeks that trade goods. Lets say it has a buy value of 6000. Problem is again Tax. You pay a tax of 600 of said item so you get 5400 per sold item.... Meaning you actually lose 100 per item.... Lets assume you sail further and get 6200 and its only 5% tax... Then you get a tax of 310 and you get 5890 per sold item, which after removing cost for purchasing the item leaves 390 per item. Lets assume you have a indiaman and can have max hold of 40 items means of a profit of 15600 on a investment of 220000.... a mere 7% profit on a huge investment... In that same timespan you can do several missions and earn quite alot more and have less risk as you can use a captured traders ship and do not risk any of your own wealth....

Now you can ofc sail further and increase your profit but still you can earn more with less time spent and much less invested and risk much less by doing other things to earn money.

3. I like the notion that the further you transport a regional based trade goods, the price is higher when you sell it. However, If I buy something at one point of the map and then sail for 2 hours and sell it for a profit of say 70% or 100% which I may settle for, The increase in price on said item is like 500% so no one can buy that item from that port and sail another 2 hours and make a profit...

Perhaps not always have that HUGE increase in those port but rather a more meaningfull increase over the price you get when selling it.

Now there are probably more thing but these are a few I noticed straight away when checking on trading.

Then add the fact that as a Trader you can no longer have escort ships and enter a hostile port as a trader. And trading ships are not that good when attacked by warships, I am not saying you cannot fight in a trading ship I am just saying that most times a warship of similar size will be faster and have more crew and more guns and more unlocked skill slots so yeah, You can draw your own conclusion of the potential outcome. Its not always a fair fighting chance when you are sailing in a trading ship....

 

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I would love to see some intermediate products for crafting.

Especially iron ingots and planks, they may give you the opportunity to transport more material than logs and iron ore + coal.

You may still need logs for the frame, but the shell of the ship should be made of planks.

For crafting ingots and planks no special building should be required, just some LH.

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The only complaints I heard regarding the old system, when we had to make the components first, was the mutiple clicking required because we could only make xx ammount of some components instead of a box allowing us to type in the number we wanted.

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A mixture between the super-complex crafting system with frames and carriages and our now very simple system would be great.

No one wants to have the carriages back, but iron forged to ingots, requires much less space to transport than iron ore and coal.

This may give new players a better start in crafting, since they can start to earn some money with subproducts. Selling their LH, like it has been done in the old days.

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