So first of all I don't care about any of you people coming along saying 'LOL IT'S 19 CLICKS' in many cases, resources DO NOT EXIST or cannot be afforded to produce more, you could be looking at a week's paycheck in a high paying country, or a year or more in a less fortunate economy, for someone to have the money to do a long run.
You are simply someone with money or grand delusion who wishes to use his economic position or ideals in order to force change from happening because you happen to have a few blueprints that in the long run are overall profitable and you don't want to interrupt your measly ped stream, at the cost of the entire community.
And even then, the return rates are nauseating, so volume of ped cycled has gone to shit.
Our markups have gone to shit.
The problem with the economy is this: Crafting needs an overhaul!
Why?
When we be GENEROUS by using average from 10k component click runs, we have 33-42% long term success rate at the absolute maximum, and about 90-95% TT returns including large multipliers, so let's be optimists in our math even:
This means markup is multiplied on the input for the crafter by 3x in order to produce one item from a 10k click run, and in the short runs 10x or more.
Mindark also takes at least 10% of the peds cycled long term, and up to 90% or more short term, and puts the large multiplier pool which drops 0% markup garbage, thus making the effective overall markup earned from the crafters shit!!
Then, they take their cut of 5-10% TT...
BOTH OF THESE GET MULTIPLIED BY THE CHANCE OF SUCCESS OF ACTUAL ITEMS!!! 33% means that 3-10x multiplier on incoming markup becomes....oh dear..... 9-30 TIMES THE MARKUP. 101% even becomes a deadly 130% in effective markup to make a product.
None of the above is sustainable even with adjustment within its current functions.
And to all of you complaining about nanocubes, nanocubes and 101% high volume materials dilute this madness on input. Crafters need them!
I will be making a post shortly about the major issues with the crafting system myself.
You are simply someone with money or grand delusion who wishes to use his economic position or ideals in order to force change from happening because you happen to have a few blueprints that in the long run are overall profitable and you don't want to interrupt your measly ped stream, at the cost of the entire community.
And even then, the return rates are nauseating, so volume of ped cycled has gone to shit.
Our markups have gone to shit.
The problem with the economy is this: Crafting needs an overhaul!
Why?
When we be GENEROUS by using average from 10k component click runs, we have 33-42% long term success rate at the absolute maximum, and about 90-95% TT returns including large multipliers, so let's be optimists in our math even:
This means markup is multiplied on the input for the crafter by 3x in order to produce one item from a 10k click run, and in the short runs 10x or more.
Mindark also takes at least 10% of the peds cycled long term, and up to 90% or more short term, and puts the large multiplier pool which drops 0% markup garbage, thus making the effective overall markup earned from the crafters shit!!
Then, they take their cut of 5-10% TT...
BOTH OF THESE GET MULTIPLIED BY THE CHANCE OF SUCCESS OF ACTUAL ITEMS!!! 33% means that 3-10x multiplier on incoming markup becomes....oh dear..... 9-30 TIMES THE MARKUP. 101% even becomes a deadly 130% in effective markup to make a product.
None of the above is sustainable even with adjustment within its current functions.
And to all of you complaining about nanocubes, nanocubes and 101% high volume materials dilute this madness on input. Crafters need them!
I will be making a post shortly about the major issues with the crafting system myself.