but what you are asking for is gambling, that, by definition alone makes you pretty stupid.
If you reduce risk at mining, you get less gambling, not more.
And imho, go out mining with big amps in a system with huge loot swings, where a beginner either gets a 20k Tower next to sweat camp, or a veteran miner loses 500 ped over a night, is like a lottery ticket.
In a way I understand a reason: That veteran miners, now I mean true professionals, go out, map up an area, and then do timing for respawn rates and all that. But, with the rebalancing, it appears like all efforts miners have made in the past, are gone anyway.
apart from that, it is also pretty obvious that if you have group A, unamped miners not paying markup and getting a steady even TT return VS group B amped miners paying high markup and getting a uneven return, that it is easy for group A to accept lower markup for their goods, and people thinking they will return to profit with a slider are badly mistaken
Ah, so here is where the shoe squeezes: People who mine for jackpots (ie gamblers) doesn't want competition by normal players.
(Note that mining amps is secondary: Someone who is mining for even results and, according to you get higher yields, can *also* use mining amps!)
a way to obtain more residue, or more items if what one is crafting is L.
There is a third reason to: Pure gambling (using slider pulled towards max "quality"). (Max residue is somewhere in between.) Personally, I'm usually crafting at quantity rather than quality (to get max number of items).
maybe instead of saying, you are stupid, to the people that are, i should of said, go craft, or go to a casino?
Imho, doing things ingame with max risk (let's say crafting with slider at max quality) for the aim of getting an ATH is the same as buying lottery tickets. For the sanity of the game I Think it would be good to reduce the risk for those who play for the lotto aspect. I Think may normal players gladly will see system where mining returns aren't less than 50% and then see their lost PEDs go to other people's ATHs (ie "noob" getting a Tower at sweat camp).
Why I suggest a sensitivity switch is just to give people an option of how they want to play it. And again people who want to "play safe" can also use mining amps.
Also, not to add to confusion, let's say there is/has been Three kind of mining systems:
1) old-old: The old one, with veins, and (possibly) skill gains giving hint about how to mine.
2) old: The "post 10k feff" loot system: Loot swings, more random deposits.
3) new: More even returns.
My guess is the thing that brought most frustration to miners and most change in value recenty has been the "rebalancing". This is just a guess. (Frustration also reaching hunters as Changes in loot from argonauts and drones (and possibly mining bots and to a degree other mobs lik ethorifoids) was noticeable.)
The idea with sentitivity switch was, I thought, a good way to mediate between the different type of players to be able to chose the game you want.
If a majority of miners still wants the "loot swing" system, then I'll accept it (as I'm no professional miner). On the other hand, we then have to accept the complaints that follow with such a system; beginners begging because they spent their last PED on bombs/probes, professional miners whining about bad returns, and mid-level players complain that some people either get an ATH "prematurely" or same people getting an unproportionate amount of ATHs.