Our economy is at current sad state, because ppl dont wanna play this game anymore,or they want to do it, but they are not willing.
Many are willing to play and do it daily!
Some pay MU to play, many others don´t.
The more players would pay MU to play, the better the economy.
We can talk all day about how it was before and how it is now,but for me ( will talk about my perspective,some may have different experience) game lost 2 very important factors.
1st. Number crunching, if before it was bloody important to go all eco, and no defence costs,then now....loot based on costs is insulting my not very high intelligence.
2nd. and most important,they took away dream to skill up,rise my ped card till lvl where i can play free and maybe, just maybe have a little proffit. For sure i was willing to lose $ on my way up,but atm when all players are equal,why should i "chase" lvl 100 combat or defence? What the point?
3rd game become so stable,it become boring like shit!! Loot is flat and stable,no need to think about returns,they will come anyway (on old loot i did become good to calculate returns on every mob in head,to know should i stop or should i go). MU on loot generally is not existing,low MU doesnt means that MU exist in reality. I mean, market value says stuff X is sold for 108% but volume of sales during the week is so small,i do loot such value in 1h.
To sell our loot was very important part of game play. MA took away that part(keep in mind,part of game play), interacting with other players (directly or true auction house) is game play,and it is gone atm. And nothing is added instead of that.
1.
Now its important to get top efficency, although that advantage from efficence is a lot less than it was befor from dpp, so the number crunshing will contine, just shifted from dpp to efficency!
2.
If you don´t understand why the magic LVL 100 and even levels above is still an important thing, you understand nothing from EU, sorry!
3.
Yes, loot is stable and flat these days. I miss the high multis, too, but I don´t miss the < 30% returns that happend in the old days aswell.
There is a reason why MA flattened the loot, and it is actual a positive thing, as it feels much less gambling as it did in the old days. You can´t win that much as you could in the past, but you also can´t lose that much, some lost a fortune. If you read through old forum threads you may learn a little how bad it was for some people.
About MU, it is still there even on small mobs aswell as on bigger mobs.
The actual problem with MUs is, that there is fairly no need to craft anything but enhancers, mining amps, Armatrix weapons, and thats what this thread is about:
Boosting the economy, means boosting crafting, where the loots are used.
MA started to work on this, Armatrix is a good start!
Now I still would like to see GENERIC COMPONENTS back in loot, as I can´t craft 99% of the BPs in Weapons Book II, due to missing generic components, which have had a nice MU, when it still dropped.
Selling your loot for MU is still as important as it was in the past.
Try to break even on MU, not vs TT.
If you chase the HoF to break even vs TT, well your style of play.
I don´t want to play that style, as it is gambler style.
We can come up with very complicated ideas about, how to boost economy,and we can talk about it for weeks, and maybe MA will pick up some grain too (i hope not), but its all BS.
People are not willing to play at given circumstances,ppl dont play ,economy stagnates,more ppl lose willingness to play...
The problem with ideas. If it is complicated MA will not implement it, as it means they need a lot of coding, which leads to bugs, which may be very hard to analyze and fix. So the more complicated an idea is, the less chance to see it in game.
What we need is simple ideas, best this ideas are based on game mechanics that already exist.
Look at my mission idea, all game mechanics already exist. Would be very simple thing for MA to implement that.
Beside that, boosting the economy to get more MUs, would motivate more players to play more than they actually do. So your point that people are not willing to play, may be right, and one reason is the bad economy.
So we need a boost of economy to have more players activ playing.
MA did lots to increase NEED to deposit,kinda right for business, but at the same time they took away reasons to depo... the philosophy " It Is Just a Game" dont work in RCE environment.
So all in all, dont have idea how to boost economy without fixing the whole game.
Every change is a two edged sword, it has its positives and its negatives.
Low MU seems to be good for MA, as it is harder to break even, so players need to deposit more often to play the grind festival.
In fact it is bad, as if there is no need to craft. The loots will not be decayed (used in crafting).
The more often a loot is cycled the better for MA.
MA makes money from decay, and crafting decays loots!
TT does not decay loots, TT always give you 100% return, while crafter normaly get less than 100% when they use loots for their crafts.
So make crafting complex, no need to recode something, just adjust existing BPs.
Remove the raw resources from items BPs, and replace it with crafted components (look at Armatrix, thats fairly good designed BPs, as it uses a lot carfted components).
Make higher level components that need lower level components to be crafted (we have a few of it already, like Simple Conductors/Ruds/Springs). More of that kind would be nice.
Or make consumables crafted, like pills from crafting would also be nice.
The more demand for crafted items, the more loots generated by miners and hunters would be cycled by crafters.
Atm crafting (exept explo) is very low, the PEDs ingame could be decayed much faster if there would be more demand for crafted items, this is where MA makes money. Things have to be decayed.
There still would be people losing and others profiting, thats how EU works, but it would have much more interaction between players when it comes to selling your goods, doesn´t matter if through auction or P2P trades.
BTW, more auctions would also be good for MA, as there is a auction fee.
So every stack with no MU sold to TT is bad for MA, as MA lost the chance to make money from it by lesser return (TT out) than input (TT in) 95% return!
The MUs paid, is PvsP thing! It doesn´t affect MA in any way!
Some will pay to much MU and lose.
Some will sell for to low MU and lose.
Others who are smart sell for proper MU to break even/profit or buy at low enough MU to break even/profit.
The faster someone can sell his loot for MU, the faster he is back into producing decay (good for MA).
And the goods sold for MU also would be decayed, so a working economy based on crafting, would be a win situation for MA compared to actual state of ingame economy.
They definately should be interested in fixing it, by creating a demand for crafting!