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Post by grävling on Jul 22, 2013 15:42:45 GMT -5
I am playing the Nathaniel Sveet story.
I know that I am going to Coasthollow to vist my uncle.
I go take a look at goods prices to find out -- what can I buy here in Glencoe that I can sell for more at Coasthollow?
The answer is 'Molasses'. The price they want to buy that at is high (1s 93c), whereas it is selling at Glencoe for 0s 33c.
I get to Coasthollow.
The selling information was a big lie.
There is no market in Molasses at all at Coasthollow. They don't want my stuff.
Under cargo, if they aren't buying, then it should politely say that they are not buying the resource. same for 'aren't selling', if that is an issue.
Very frustrated about this here -- even though at the price I bought it I can sell the M. for a profit pretty much anywhere. But my entire intelligence gathering operation is totally hosed. I've wasted days and days of real life time writing things down tracking the prices of things to discover that the whole exercise is worth one dead rat tail.
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Post by Cory Trese on Jul 22, 2013 15:57:41 GMT -5
Thanks for the report.
We'll get this fix in the next update.
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Post by grävling on Jul 22, 2013 16:01:19 GMT -5
Thanks for the report. We'll get this fix in the next update. Thank you. Sorry to be so pissed here and one other report. I have just wasted so much time with building a spreadsheet here ....
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Post by Cory Trese on Jul 22, 2013 16:03:35 GMT -5
The spreadsheet was focused on the molasses trade and depended on demand from naval forts?
I can help answer any questions or share data as much as you'd like to reduce the time burden on you.
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Post by grävling on Jul 22, 2013 16:12:06 GMT -5
The spreadsheet was focused on the molasses trade and depended on demand from naval forts? I can help answer any questions or share data as much as you'd like to reduce the time burden on you. What I wanted to establish was a baseline price for all goods (at this difficulty level). What I then wanted to suggest to you was that when you listed prices, you colour coded them. Not Red/Green as this is the most common form of colour blindness there is, and not Blue/Green as I suffer from Blue/Green colour blindness, and hey, it was my idea. So when you go to Port I want the things to normally be displayed at one colour scale. This means that the prices are no bargain, but no great expense either. And then Yellow (say) are goods that are expensive to buy and sell here. Or expensive to sell and CANNOT BUY AT ALL. Green (say) are goods that are inexpensive to buy and sell here. Or inexpensive to buy, and CANNOT SELL AT ALL. But without building a baseline of prices, and knowing if the markets were stable over time, I could not tell if this was even a reasonable request. Consider it made ahead of time. What I want, going into a town, is a game hint 'these goods are relatively speaking inexpensive' vs 'relatively speaking expensive' all colour coded for the aid of those merchants who haven't made spreadsheets. So they can just 'buy yellow and sell green' -- and it will just work. Does this make sense?
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Post by grävling on Jul 22, 2013 16:19:37 GMT -5
But as a practical matter, in the NS story, if you go to a place and then look up if it has goods to purchase that you can sell for a profit nearby -- the merchant dream -- find them, buy them, and then go and, oh guess what it is not really possible to sell those here, and then you go again to a place and again they are not selling ---
this is an ok thing for an in game extraordinary event, like the closing of the gold market -- you are very upset but you are supposed to be. It is extremely unpleasant when all it means is that the game has been lying to you, and all these places never buy XXX
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Post by fallen on Jul 22, 2013 16:58:18 GMT -5
grävling - we have added #AOP-1822 and will get this fixed!
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Post by starfixer on Jul 22, 2013 17:08:45 GMT -5
There's another problem with goods allocation. Remember when I was saying that for commisions to ports, it would say I'm weeks away even though I'm already there? Well, there seems to be a bug affecting displayed distance to ports, and it's affecting more than just commissions. For example, take a look at this screenshot and let me know if you see anything... unusual
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Post by Lt. Hathaway on Jul 22, 2013 17:59:35 GMT -5
Of course, those distances are probably accurate to 7 decimal places, if their AU are our AU. Seven decimal accuracy, more "nines" than NASA engineers bother with, and still people complain.
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Post by grävling on Jul 22, 2013 18:01:12 GMT -5
On release #1 there was no correct distance information given anywhere, but each release has more and more of the screens knowing -- better, I can still sail things that are ~0 days away in 17 or so if the wind is helping me --- so I assume this one will be updated to have real distance calculations soon.
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Post by grävling on Jul 22, 2013 18:03:29 GMT -5
Of course, those distances are probably accurate to 7 decimal places, if their AU are our AU. Seven decimal accuracy, more "nines" than NASA engineers bother with, and still people complain. Rolling on the floor laughing over this one. Thank you very much. Exalted.
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Post by Lt. Hathaway on Jul 22, 2013 18:12:05 GMT -5
Sorry, did the math, and I was way off. An AU is only 3540 times around the Earth, so it's only accurate to 3 decimal places, assuming you're going to a neighboring port through circumnavigation. You'd have to take the shortest route to get what I expected. Still pretty darn good, plenty for military grade, if not for NASA.
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Post by Cory Trese on Jul 22, 2013 18:25:02 GMT -5
Yeah, known issue about the distance calculator. Working on it!
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