Latest build on test: Planetary shopping UI

Tags: #<Tag:0x00007f5466fc7af8>

Right and it’s a trade off.

This retains some of the effort and reward cycle of dealing with separate markets. There are some people, likely a fair amount, that definitely won’t be bothered to monitor all 50 planets but who would travel as far as it takes to save one or two coins, etc…

Whether you enjoy some realistic economic simulation or not is a matter of preference, of course. And TBH the current situation with no concentration is a little much for me. I personally feel it’s a decent compromise.

I’m really not supportive of every person having the lowest price in the universe on a toplist for comparison at all times.

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Perhaps a next page option would be nice? And eventually filter shops based on price and patrons. (With a cool down, if they don’t received patrons after so long their ratings goes down)

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This looks like it’ll be an amazing update. It seemed to be one of the most common thoughts lately that we need a bare minimum market along these lines.

Hopefully a lot of people are working together in testing to cover all the scenarios we will see in-game. Without a mock settlement in testing, some practical aspects may be overlooked.

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Kinda agree. Maybe it should be randomized instead of the cheapest.

Couldn’t a top-16-cheapest-store/stand list easily be manipulated by someone making sure they always have one stand with a 1c/giveaway price on that one item?

I think it would make sense, if each planet showed up separately. Lore wise the planets are many blink seconds away, so data would not transfer instantly to each. So each should have a slightly different economy, if we want to keep some lore feel to it.

It would also minimize travel times I think if they were on same planet

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If someone abuses the system with inaccessible stands at low prices then either their beacon will be banned from advertising its plinths or the player would be cautioned and then banned.

For migration of existing worlds, any selling plinth with 0 prices or ridiculously high prices is defaulted as not discoverable (people use this for easter-eggs in their beacons i’ve seen)

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Just realized I didn’t give a general comment on this lol.

I like the system from the screenshots.

As far as suggestions go, being able to sort the list would be nice, by name, number available, price, and patrons. Then it matters less who is on the top 16 for any one of them. Maybe I don’t mind paying a +15% higher price if I can buy 1,000 of something and all the “market low” listings are all 20 somethings on number available.

Same with, I only want to know its a oft stocked item so I can set it as a common place I go for things. The # of patrons could show a good idea for if something is often stocked or stocked in high volumes often.

In then end, someone won’t like any system that is added to the game. I do feel this one strikes a nice middle ground, and with just a little sorting features added could be the most powerful tool to find a new store to buy things from.

This system would remove the need for external sites, which is always great as using those does break immersion and can slow down your game play. Being part of the interface in the game is more powerful, but maybe for Role Play reasons you might consider the only other suggestion I would have.

The other suggestion, which take it or leave it I don’t mind, would be you need to have a shop’s location on an atlas in order to see it on the listings. Hear me out, you hold the atlas, look at it, and place a shop stand or request basket in it. it shows you all shops in the discovered regions as a hot map. Then you are able to use the knowledge system while you are holding the atlas hot map to search for whatever you desire. and when you select it the location shows up on the atlas and your HUD compass as your destination. Allowing you to better understand where it is in relation to where you are.

I only suggest this because it gives a “lore” reason for why the search function works, and gives more value to completed atlas’s which if you buy everything don’t have any value to you right now.

Again, take that last suggestion or leave it, I just feel it could be cool to have a reason as to how we know that there are 16 players selling waxy earthyams on Beckon for 8c or less (for example).

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Thank you for clarifying. :+1:

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Thanks for this! :smiley: Yeah, I like to hide giveaways and I didn’t even think of that - but you all did! :slight_smile:

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How about Default All [off]? Flashbacks of all protection barriers [on]. :grimacing:

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Ouch hadn’t even thought of this. Volume matters a LOT.

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Yes, it was the sole concern I personally ever had. Nothing sucks more than spending an hour looking for a material if i only found 20 of it. I skip over cheap baskets on the regular and pay 25-30% more if it means I can grab 3x more of it. At a certain point when you need a particular amount it is far easier to just gather it yourself then spending hours looking for large amounts.(in the current system)

Perhaps if we could toggle by distance/price/volume? some combination perhaps.

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Must be more to this patch than just the market scanner thingy majig since there are no testing notes yet. Has anyone gone mining yet?

image

hontarr

maybe not tho

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I guess I’ll put in my two cents that no one will agree with.

I don’t like it. I like that it seems to be planetary only, that’s something.

But list prices with no specific locations or list locations with no prices, not both.

The goal should still be to force players to run through as many beacons as possible.

Edit: I also don’t like this because it over emphasises shopping.

IMO, They should be making crafting far easier, not shopping.

Why?

I don’t see how it doses when it is more or less hiden away in the knowledge tab.

Something wrong with making both of them easier? People are often annoyed about how hard it can be to find things to buy or sell. This will make it easier with out having to resort to „questionable“ means that not everybody can or is willing to use.

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  1. Because I am, and shall always remain, the champion of passive income.
  2. Clicking two buttons is hard?
  3. Because this wouldn’t be necessary if the crafting wasn’t ridiculous. Cut mat requirements by 50-75% and get the rng out of the forge and THEN we can see if this is still necessary.

All just my opinion, of course.

If you are really a „Champion“ of passive income, then you should be able to handle the new changes with little problems. and since you claim such things I have no problems saying the following

„Adapt or Die.“

I said nothing about it being hard, I said that because it is kind of out of the way, i do not see how it „Over Emphasises“ shopping.

This game is designed for and is really pushing to have a Econ, so even with your outrageous material reductions of 75%, the game still needs a function to make this aspect a bit cleaner.

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I was mostly exaggerating for effect, but there are certainly recipes that need that big of a nerf. [quote=“Trundamere, post:133, topic:34786”]
This game is designed for and is really pushing to have a Econ,
[/quote]

And the soul of the solo player who wants to be 100% self reliant dies a little more.

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Whats a soul? I don’t think I was given such a thing. and regardless of what happens to the Econ, I can function with out it, as I have been for the last 11 months. I do not require it.

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