My first post on this thread was to welcome changes and express prevailing opinion (good, supportive) on me while reading what topics of our life will be taken into account balancing our price paid for abilities offered towards our wishes/dreams. Below is more detailed deeper analysis.
Healing: there are at least two different types of healing you use on your hunt – when you
heal yourself and when you
take service of professional healer. Logics tell me when you heal yourself you are at wounded state longer time and, thus, same logics tell me you should not get better loot after shutting wounded (lower accuracy, speed…). I’m sure many will agree on it isn’t also welcome thing to interupt with healing while looking into quite different side – animals are having longer pain period until down – logics tell me sadism shouldn’t be supported
What I mean here bad shape to have on hunter should not have support (I do not touch cases of heroism when people even die to save others, not just get wounded – these cases are special). What happens when you take professional healer – 1) less time for wounded condition, 2) lesser time until mob down [and for sure lower period for mob self healing – you need to do lesser damage until mob down] due to use 100% of your shutter time – no interupts for healing and 3) you respect someone to have space for their service, i.e. you advertise EU as good media to communicate with others (your and fapper this time). With loot 2.0 I could guess there will be higher respect and space for professional fappers as well as for various other services bringing us to see others, to communicate. Rebalancing of support from system on team:solo should bring media to more attractive, careful, peaceful, tolerant. Media will become habitated/populated not just with Mr. TT, Mr. Repair, Mr.Auctioneer, Mr.NPC, but will have space for other forms of Mr and Mrs (Mr and Mrs who got Avatars in real life media, not just in this reality, home reality many call, Virtual one; we differ from Mr. Repair – we wish to build both lifes, not just virtual one).
Ammo Consumption: it directly means your activity at media and I could see just positive input after higher ammo consumption: 1) by being active you will global, HOF (the rate will be higher with ammo consumption growing) – i.e. you advertise EU media is interactive, you are showing something happens here in time, the flow of info at main chat impacts our activities, as well as you place beacons on time scale (before-after) helping people pick their activities, confident info (globals, HOFs, frequencies) will offer ideas for other habitants (where to go or where not to go), 2) by being active you attract attention and that ignites direct or indirect communication (direct: “gz!!!!”, “Could I join you [your team] on your hunt?”, “How it’s going today? What’s weather at Argos now? Raining? Argos are nervous that time, moving unpredictably spontaneous – hard to hit”; indirect: let others learn what gear you wear by just watching you with no/low bother, let follow your legend, show them respect, offer smiley after remembering your own kid age, youth in this reality), 3) by being active you show your optimism, show you have goals, directions, you build plans, you plan future.
Thus, ammo consumption, whatever efficiency is, should get support.
Buffs: not sure I know what it is. Noob
Pets, rings, cloaks? I’m not sure if there should be need to support that
These add just pluses to solo hunt, individual power, grow independence what on longer run lowers communication. Independence is luxury level – if you achieved that you already have your reward. Though good/peaceful part - higher independence asks less care, attention at some point of view. But also indirectly it could mean higher ignore to outer world after long impact period. It’s good to have such alternatives, abilities (buffs) but I’m against to over support it. It’s a fair island, solo mode, if people after fail/fear with trusts in people pick solo mode as they reach less stressful gaming style. I could see from my research of EU community, higher solo mode could be interpreted as peace offered on major cases, not as ignore. Peace is good. Having 90 pages on your friend list you will be forced to “play solo” (=share “undetectable” time to every friend on your list) – sometimes is hard to know truth about levels and types of communication. Resume: no additional support for using buffs. I’m sure using it entropians will win having higher ammo consumption or after their hire professional fappers or will advertise their activities through streaming videos – they will get support for different topics on their activities through Loot 2.0 system. Pets, rings will add them indirectly abilities to offer supported services and activities.
Tools and Armor deterioration: at least 2 topics to mention. 1) while making decision to support your activity additionally or not it should matter to check what type of gear you use –
unlimited or
limited condition. I would have supported those who communicate constantly with other players through taking services they provide, i.e. I would have supported additionally those using (L) gear. unL gear owners communicate just with Mr.Repair on that stage of activity, what not adds any additional to make space for abilities for other players to provide services – no healthy input into player base growth. Really, unL is lowering abilities to have good flow of goods – your loots are used on providing that services (items crafted). On major unL gear users just supply but are low on demand. Flow direction is disbalanced. High supply with low demand – that mean kill of market. That’s what happening now. Bad balancing and there is high need of additional support to those who do efforts to balance or play healthy balanced (supply-demand). No direct support for using unL should appear. I could see their (users of unL) win indirectly though – less time spent on searching for fair service men, less time spent on communication/bargaining/learning markets(= learning how to communicate) will mean more time invested on different activities and probably on supported types (etc.: more time on hunting/mining = higher ammo/probes consumption). I know at the moment is very bad situation – even if you will start trying to support to market (will balance supply-demand to more healthy levels on your own), you will face to lack of supply services on gear you would have used or lack of fair services (after greed, no care or bad costs after system AI). For rising up good net of services there is need to have space, demand.
Slight off topic: loots should not bring mess: 1) it’s not fair to have loots what not going to be used in nearby future – freezing PEDs of players is bad style to lock them on media as well as 2) it’s not polite to have “abilities” (etc. blueprints) what are like traps on plan builder for us – ingredients never appear on loots [etc.: I have invested a good bit to reach level 85 on weapon/metal crafting just to unlock service to craft H1071 OTK (invested=offered help; seen no one going to take risk so I moved) but I never got offered even a click on that print after lack of components and, it seems lack of respect (v.1: I look onto “rewarding” recipe on print for investments; v.2: “fool, read the recipe, is it promising!”, Why to release such on loots?); peace about my personal “loss”, there were many investments to test for trusts, I was patient and I hope I acted with care, I knew I’m testing if I have enough trust on me for if I will go fair, healthy service on media after abilities trusted. Trust from others in us could not be forced. Even opposite happens with trusts if someone forces us to trust them]. Anyways, I highly recommend not to put “traps” into loots – no respect offered to us brings no respect looted on your side – it’s lose-lose, at least on long run. That’s disadvertise, player base won’t grow. Loot 2.0. I could see TWO types of loots and I hope both loots will get improved (adjusted?) – 1) loot from system players have (hunting, mining, crafting – return % on TT) and 2) loot, what players and MA “loot” from players (return after markups). One very basic principle we need to have in mind – if we want media to be attractive – people should be able to be active. Next thing to know is it brings to active people supply and demand. I won’t descend into analysis of fails with current economy model – it’s too subtle thing and not everything is good to bring to public, especially analysis of fails – some part of community tend to start hunt of witches (that’s waste) - here I just wish to hail incoming changes in advance. So we came now to we have supply and demand and there is high need to balance it well to lower frustrations. Hardest ever part to balance interests, most complicated. Sufficiently high part of the role was set to all manufacturers in game – they were asked to play as intermediators - pay market value on loots from hunters and miners and offer attractive products what will have demand and will support activity by both acts (buy-sell). Hunters and miners on major have just one part of it – task to sell loots – their input is at Mr.TT or Mr. Repair – ammo and probes, repairs. Furthermore, crafter was asked to be responsible to advertise their products, offer ways how their products should be used, win respect and trust about fairness of supply and at times there was force them to achieve insanely high – cover high costs while balancing on the edge to loose respect and honor, force to breach principles of balanced exchange. Resuming, I would expect Loot 2.0 system to cover some part of cost – hunters who use markup (L) gear to have some part of markup returned. What part would be fair to compensate? Mindark knows well what they put into our loots at what costs and frequencies, knows well equations to calculate cost of manufactured items – I’m sure it would have been fair to support balanced markup and compensate just a part of that cost to HUNTERS who burn these (L). They are habitants of this media who act healthy to balance supply-demand. (I wished Loot 2.0 applied to crafters – to support those who are following their costs; there are extraordinary cases when people sell below costs or try to maximize profits by forcing lower markup on initial materials and higher on products; constantly, not during temporary rare solutions).
… night is over – I’ve spent it on trying to compile my this next response/opinion – and now I need to switch to real acitivities
. Not sure if I will come again with my thoughts on this thread but you could see the direction I’m sure MA moves. (Same long post would have appeared regarding “98%”, “economy”, “skills”…). Along with general support for changes, above I’ve posted some of my warnings though not to implement some aspects at Loot 2.0 or bring it lil bit different way (higher support of L versus unL).
We join community to be part of it, to offer our unique to serve to others. Service should be major source for our gain. As well as there is high need to offer healthy services, don't sell drugs ("drugs") - these waste abilities. Builder will bring us to survive and prosper longer.
Sincerely,
Auk