No Man's Sky 1.3 - making 30,000,000 units/hour trading (buy/sell Dynamic Resonators)

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Published on ● Video Link: https://www.youtube.com/watch?v=Em3eC-nIxY0



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Duration: 33:13
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(UPDATE 1.37) still works, changed a bit, but still makes over 50,000,000 units/hour:
https://www.youtube.com/watch?v=jVfao_U_csI
but now switching DRs with Trade Items you can make over 100,000,000 units/hour:
https://www.youtube.com/watch?v=vMOvISW7KXQ

(UPDATE 1.35) still works
0:00 - quick segment: me crashing the 'buy price' of Dynamic Resonators
1:40 - quick clips: me buying low/selling high to show it makes about 2-2.5 million units per run
2:52 - gameplay loop: shows the entire gameplay process and me making 15 million units in 30 minutes

(UPDATE 1.34) still works
Teleporting was changed slightly... Easiest fix is accept a Mission from your Buy System to keep it on your Teleport list. Otherwise, new teleport list change may add about 25 seconds per run, or about 2 minutes total (so 50m per 62 minutes :P So, if you find that when you arrive at your 'Sell System' than your 'Buy System' is not on the teleport list, then fix this my not warping from the Buy System -- Buy at Buy System, Teleport to _any_ other system, and Warp from there to new Sell System -- this will keep the Buy System on your teleport list when you try leave Sell System.)

(ORIGINAL)
Video shows me making about 30 million units per hour by buying/selling Dynamic Resonators.
[FULL INSTRUCTIONS and VIDEO TRANSCRIPT below]
3 main parts of the vid:
0:00 - quick segment: me crashing the 'buy price' of Dynamic Resonators
1:40 - quick clips: me buying low/selling high to show it makes about 2-2.5 million units per run
2:52 - gameplay loop: shows the entire gameplay process and me making 15 million units in 30 minutes

1. find a system* with 100+ Dynamic Resonators**
2. buy them all and immediately re-sell at same location
3. teleport out of star system and back to reset Dynamic Resonators quantities
4. do this 3 total times (prices should crash to a 6600 buy price)
5. buy 100+ Dynamic Resonators at 6600 each
6. resell Dynamic Resonators in any*** new system for 26-28,000 each
7. ???
8. profit :D

*try a Wealthy star system economy: Rich, Booming, Affluent, Wealthy, etc sell much higher quantities
**any item would work but you want the highest possible value per ship inventory slot + small difference between buy/sell premium to minimize loss when crashing the item price
**try avoid poor systems as they can pay as low as 22,000; moderate wealth levels pay the highest up to 28,000

I think that with more practice, and if I can find a star system that sells closer to 150 Dynamic Resonators instead of 110, and also avoid selling in poor economies (they pay about 300K units less per run), I can improve it from 30 million to 40 million units per hour.

[TRANSCRIPT]

The way this new Trade method works is by crashing the price of an item that you buy and re-sell.

You can crash item prices to about 20% of their average price by selling off about 400 items of it. Buy the item, immediatly re-sell it, repeat. When the item runs out, teleport to your base and back, repeat again until the item no longer decreases when you sell.

Once this happens, purchase it at the crashed priced that's 25% of the average price, and then travel to any new star system and sell it for 4 times as much. Then repeat by teleporting back to your source of crashed item prices, and repeat over and over.

This trade method is best with Dynamic Resonators, the classic No Man's Sky re-selling item. They can crash to about 6000 units and re-sell for 26,000 units. That's about 1 million profit for every 10 slots of ship inventory per every single sales run. Even a mid-game ship can make up to 10 million an hour with this method.

Dynamic Resonators are best because they have the highest value and profit per item slot. However, Dynamic Resonators cost over a million and a half credits to crash. That's because you'll lose about 5000 units on each sale.


This method is very scaleable. If you cannot afford that, Trade Items are the 2nd best choice. The Trade item that costs 10,000 units only re-sells at a 1000 unit loss. So instead of costing 1.5 mil as Dynamic Resonators do, Trade Items cost less than half a million. Also, even items only crashed halfway or even a third can then be bought for less than their re-sale price.

So even new players can use this method to crash the price of a cheaper trade item in a 16 slot ship, and then move up to a more expensive Trade Item and then Dynamic Resonators when they can afford it.




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