Two Changes to make Trade Routes PERFECT

  • Currently, the best method for grinding trade routes is to sail to each and every outpost, buy the entire stock of commodities, and only sell the sought-after commodities where they’re due.

    Many of us have already figured this out and made > 1 million from this.

    I think it’s a bit too simple as is. The optimal trade “routes” are really just one big circle.

    They’re supposed to change each week I’ve heard, but that would have essentially no effect on the mindless circular laps we’re going to take.

    So my goal here is to propose suggestions that would encourage actual risk-taking and strategizing.

    Change 1: A more volatile market

    Let’s be honest. We all compared the commodities to the stock market. Let’s make it moreso.

    The market should update every couple hours (maybe on the hour every hour or every 3-5 in-game days), changing the surplus and sought-after commodities of each outpost. For simplicity, they could all be on a cycle that the player base could collectively learn and predict. Even better if each of the outposts update at separate times.

    This would serve to place risk on all commodity exchange, as the value of your cargo will fluctuate, and you’ll have to rechart your course often in order to keep up with supply and demand. (Bonus: this could add extra purpose to the pocket watch by tying the market changes to specific dates.)

    Change 2: A more complex market

    Currently, exactly one outpost ever has a surplus of a given commodity and exactly one outpost seeks it. Instead, we should allow the case that multiple outposts seek or have a surplus of that commodity, the case that none do, and the case that one outpost seeks or has a surplus of multiple.

    This in tandem with Change 1 would simultaneously add higher risk to buying standard-value commodities (they may not be valuable at all), higher risk to buying in bulk in general (the
    value may plummet in the next cycle), and higher reward for accepting those risks (a worthless commodity you stockpiled could see a surge in value in the next cycle).

    These changes could open the door the much more strategic pathing and purchasing behavior. Crews would have to act faster in order to keep up with the supply and would have to make tough calls in order to predict the demand.

    Investing in particular commodities should be an investment and it wouldn’t always pay off for you. But when it does, you’ll make some serious dough.

    Imagine: Every outpost has a surplus of raw sugar, so you spend the hour touring the map, buying raw sugar in bulk, then the market shifts... and... nothing. Still, nobody wants your sugar. You start to feel regret. As you continue trading other commodities the market shifts once again and you see that raw sugar is sought-after at Golden Sands, and you rush over to cash on 30-40 crates of the stuff and claim 400k gold as your own. Perhaps on your way you battle a Reaper as well, one who knows your haul, its worth, and its destination, and they hunt you as you try to make good on your investment.

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  • Buy all of it? Even at inflated prices? What a waste of gold! I buy only the cheapest, sell it to the appropriate outpost, then pick up that outpost's cheapest commodity to sell where it's needed. Rinse and repeat. It's slower, but more profitable, I think, and you have less to lose!

  • @spaghettayyyyyy
    I like the idea of commodities not being restricted to one outpost for both surplus and in demand. Having multiple outposts with surplus of the same type and only one outpost demanding it would create organic player interaction for those that know what outposts are hotspots.

    I feel that changing these routes should happen no less than a real world day though. A week may be fine. It gives people a window to learn the routes and make a plan that they can come back to for a few days before everything changes. Changing a day at a time might give the world a livelier feel, but this could cause problems for people that normally play during the time that routes change. If surplus and demand changed during the middle of my playtime every day, I'd avoid commodities.

  • I think that might risk making things a little too complicated with very little too gain in terms to gameplay.

    Nothing in Sea Of Theives is particularly complex, and this is because anything you do is really just designed to get you out on the seas and potentially in contact with other crews, which is really what the heart of this game is.

    Commodity trading is kept as simple as it is for the same reason. It'll keep a constant flow of ships from one outpost to another - movement from one region to another that will sooner or later force you to cross paths with other crews.

    Your idea will keep that movement, but I don't see how it will change much of the gameplay flow that isn't already there.

  • i honestly thought it was gong to be dependant on the players. what we sell and where determined if something was sought after or not and it would be a ever changing and evolving market. so if a lot of stone is handed into plunder the need and value goes down in real time and plunder no longer wants stone but wants something else that has been not really taken there often. not sure how hard that is to implement but a market that we interact and have an effect on woud be much cooler.

  • @galactic-geek That sounds like it’d be more profitable, but you still make a very noteworthy profit on higher-priced goods because of your emissary flag (still 2.5x revenue regardless)

    As such , buying the entire stock every time can only increase your profit margins.

  • These all seem like good ideas

  • @testakleze how long is a day in SoT again?

  • @alphawolf123905
    I meant a real world day, not an ingame day. Those are only 24 minutes.

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