I am really confused here
MA take decay
MA payback 90% back, all tt
Any markup is created by players and any profit is gotten from your fellow players
MA wins, a few avatars win, majority of avatars lose. RCE at its simplest
The simplest solution is usually the correct one
The best example is hunting
MA worked out the least cost to kill a mob, probably based on the most eco setup and the mobs health = least cost to kill mob = x
MA give back x * 90% in loot
EDIT: so...
Cost to kill mob = 100 ped
MA pay back 90 ped loot
10 ped for MA
loss of 10 ped tt for avatar
Guaranteed win for MA
Rgds
Ace
EDIT: add a few random number generators in the tt back, so you have 90% +- 40 %, MA still win, avatars still lose on tt, some avatars think up some radical strange theory to explain why they lose so much ped
Same goes for skills, all they do is add to the proffessional level, but still people come up with some weird ass theories to explain them
I generally agree with this theory. The problem is it focuses all its wrath on MA and insinuates that profit is impossible by mostly ignoring markup. Markup is the key to profit. We all know MA needs to pay its bills. We also know that not everyone can profit because there's finite currency being circulated. It's impossible for any more than a handful of people to profit. We're fighting over money in a pot - economic pvp - and until you understand that it's impossible for more than a share (5-30%) of people to profit you will always be angry at MA without understanding the math.
There is more to this, though.
First of all, this theory implies that MA pays for the loot out of pocket because it was already paid for when things decayed and ammo was used in the combat process. It's about 90% (TT) of decay, as you stated. The problem with this scenario is that it assumes everything goes as planned. But what if it doesn't? What if there's a bug in the code and players are able to kill the creature with less decay than expected? Or what if the code is hacked? Bugs have happened in other games. Hacks have happened before too. If such a thing were to happen, MA risks losing big.
I'm probably imagining the threat for show. Honestly, the code probably has redundant safety checks to ensure that hunters are decaying properly when killing creatures. They've even combed through the code on an atomic level, and probably have seen the atoms that make up the current in the circuitry to make themselves confident it's all running smoothly. Capping loot totals is hard because without knowing how much player(s) have decayed it's hard to know how much to cap it. But I'm sure that there're caps in the code to prevent a complete wipeout.
Another problem is that if someone uses their gear one-time and then jets, they never end up repairing it or buying a new one. MA doesn't actually get money from decays until a player actually repairs something or refuels it or it's built-in. For tt (L) items or ammo the decay cost is built-in because total cost includes decay. With an unlimited item (needs to be repaired) it's more complicated because the total cost of the item includes the repairs. And if the repairs haven't been paid for then MA hasn't been paid in-full yet either. I'm unsure if unlimited items lose their stats/damage as they decay, but this would help to alleviate the problems if the item remains unrepaired for an extended period of time.
I think there needs to be a method that makes less assumptions. First of all, any loot that's created CANNOT be created on loan! The currency needed to create it must already exist. Second, and it follows from the first, the amount of currency available that can be used to create loot must be capped or limited in some way. Therefore, if the currency is not available then the loot is not created and "This creature did not have any loot." These are my number #1 concerns. If the system is hacked then it will have a limit already built-in and eventually the hacker would get "This creature did not have any loot." Hopefully, by that time, MA would be aware that there decay currency balance is 0.
So this means that there must be various built-in taxes in the game that channel player currency into the loot creation system. This I think this is already the case with decay. The question is: a) when loot is created, does the currency used to create it already exist? If it exists and is done in this manner then it should also be limited already as well because total decay (taxes) will have a finite limit unless there were infinite players in the game OR there was a bug in the decay system that returned absurd values when asked for the total decay currency balance.
This all happens AFTER Mindark taxes the players to pay for server upgrades/maintenance and development. So any player currency used to create loot is in addition to the currency that's taxed to pay for the game itself.
Whether Mindark succeeds or not depends on how they spend their money and gauge their balance sheet. When a player TT's all that's happening is hte item is being converted from an item to ped. MA gains/loses nothing. The only problem is that the item itself is gone, and it probably had a MU so it's probably the players loss (that money will never come back either, it's lost forever). I think a lot more can happen on the development side that screws them up than whatever happens in the in-game virtual economy.
Returning to the point I made in my first paragraph, I'd like to say that taxes or no taxes the number of people in this game that can profit is tied to the number of people who lose. Any gains come from losses. Few people profit because players are greedy by nature and when given a choice between sharing or hoarding they will probably hoard to increase their self worth. This reality is expressed in the real world. Trickle down economics is a scam. Socialism and communism will never fully work because people will never agree to redistribute their wealth unless they're forced to. And forcing citizens to do what they do not want to do is something that will never add up. That's the bottom line. I know some people don't like to hear this, but reality can be cold and I can't blame anyone for wanting to look away and get swept away be delusions of grandeur.
If you want the truth, the truth is that the balance of what profits and what doesn't is an agreed upon mechanism that both players and MA struggle to maintain and advance further. Ubber in-game skills and ubber investments and ubber time-investment and ubber RL skills/talents will always give players an edge in the fight to profit because these things distinguish you from the herd. Making yourself distinct is the key. I personally feel that MA should work on the game side of things to keep things more interesting for the losers. Since we know for a fact that there will be many losers, and this can even be calculated. I'd love it if vehicles had better physics. I wnat my car to slide on turns and I want to feel like a racecar driver on the circuits and speedways. Give me cool physics and losing will at least be fun as hell that way. I'll go to hell in a racecar.
Delusions of grandeur? Well, ehe, f***, give me my racecar and good physics and I'm jesus fu***** christ.