EU is not like other games, you cannot compare it with other games. EU's main incentive is the RCE aspect.The fact that you put money into (and you can also get it back). The game allows you and encourages you to invest large amounts and by doing so you're becoming an investor with certain expectations.
It sure isn't, I agree with you here. But maybe it should be (and that's why I'm advocating for it). The RCE factor is kinda cool and I like it too, but I see it more in the lines of "ok, when/if I'll quite the game, I'll be able to chip out, sell whatever I have and recover *some* of the money I spent in the game and use them to finance the start of my next adventure" not like "I want to make a net profit out of game".
If you were a more active hunter (not implying that your game style is wrong or anything - the game needs players of all categories) you would see that you need an incentive to keep pushing, keep skilling, you progress towards skill goals. You said it yourself, you do not wish to progress in this game (which is fine) but this mindset is not healthy for the game either. The game is about skills, about progress, about gear, about getting better at everything you do, about increasing your efficiency.
Actually, for the game, I think that my playstyle is really healthy. I do make a (small) deposit every week, I spend that money in the game without feeling bad about it (quite the opposite) and I'm also having fun out of it so I'm motivated to be here for the long haul. From the very moment that I make my deposit I consider that I "spent", not "invested" said money and I don't expect any profit or return out of them, but just enough entertainment time out of them.
Also, it's not like I necessarily wouldn't want to progress. I sure do. Also, I sure have my own goals in the game. But I'm just having a realist approach at it - I know what my budget it and I'm adjusting my gameplay style and my goals to it, not overspend, not follow a carrot, not end up whining and crying. I simply keep my expectations at a reasonable level.
I agree that too much TT profit is a burden on others but this balance should be more dynamic and still reward the mindful ones and not reverse the two sides by punishing high eco hunters (with 95%) and reward bad eco hunters (95-102%) - this does not make any sense...
That indeed makes no sense, I really doubt it is like this (and I sure hope it isn't like this).
Eco hunters should still be ahead of uneco hunters. That is obvious. If anyone claims different I'll be the first one to call him an idiot.
I just say that they should not be *so much* ahead.
In my example, presuming that MA's share is 5% and the zero-sum game is centered around 95%, I think the variation based on skill, gear, playstyle, luck and everything else should be in the +/-5% variation range. So an smart, eco, optimized player should get anywhere between 95.01% and 99.99%, while the dumb, reckless, uneco player should get anywhere between 90.01% and 94.99%, just not above 100% or bellow 90%.
So eco players would still get a lot more entertainment value out of their money, heck they should even be able to break even or slightly profit via MU, but not on TT alone. At the same time, the other players would have a lower loss, they would feel less frustrated and they would be able to stick around much longer in the game because they could still get enough (though, obviously not as much as the smart players) entertainment value out of their money.
This is not just about the TT. Also about MU. You cannot hunt MU if the TT is this low. You're using badly in the end and you're loosing with good to great equipment. Amue's weapon is 65k ped (valued by players) but also over 90% efficiency. 95% tt return is a disaster for a grinder.
In my case, I can cycle 200-280k a month - 95% means a lot.
Well, maybe that's a problem too. I fail to see how this heavy grinding is helping the game.
And, in fact, I see said "grinding mode" (which some even named "hard working" earlier in this thread, which resulted even in people hiring other people to hunt on their avatars) as a side result of the fact that it was possible to make net profits out of your playtime... so if you could make x dollars per hour it kinda made sense to try to scale this up and why make only 2*x dollars for playing just two hours and not make 12*x hours for playing twelve hours. I hardly heard of any player grinding for hours because they find it entertaining; most that do that do it because of the profits (or the dream of said profits).
Now, by not being able to make a profit out of grinding anymore (and be well aware of that from the start), people would be less motivated to grind, but would probably only hunt as much as it actually feels fun and entertaining for them. This way, EU would stop feeling like a "job" and would start feeling like a "game" and I think that is the healthy approach.
So, instead of having some heavy grinders hunting nonstop 12 hours per day and some people not affording to hunt more than two hours per day, now everyone should afford to hunt somewhere around... dunno... let's say four hours per day... I find this much healthier and balanced for the game as a whole.