I probably haven't got the question right or if it was addressed me, but is it you wish to have same abilities for gambling on mining (extend: on even hunt) same as Explosive Projectile crafting is providing? Well, it's for sure is off-topic on this thread.
Gamblers, on my view point, are very specific part of our community and they are not crafters, miners or hunters. They got their own specific goals in most these are different than service to community, they are gamblers. They pick this way on major not to serve community by offering product of their activity but their major wish, I mind, is to test if Lootius got uber good mood and will bring you ATH. Or another goal for gambling could be the wish to announce to community: "woohooo, I'm alive and functioning properly still...
". Please don't read it offensive and read further words - I hope you will see my peace. There are many other aspects on why people pick the way they pick not opened freely to us. There are many who wish to force them to go open on their goals and if failed on that forcing - they express anger
. I offer my peace and respect towards gamblers - on major cases that's their peaceful input and as well I have some smiley on me reading this input. At times I believe the input is subtle and deep. Showing alternative directions, accenting our faults, bringing up our negatives for ourself to analyze, teaching us of some things at times is carried by using so various forms, methods, tricks, hints. On teaching us to be tolerant, careful, peaceful, greedless, teaching to be active, brave, optimistic. Teaching to wake-up on our booring, whinner periods, wake-up to show robot style isn't the only in EU... Power for any community is variance and "gamblers" should have niche. Furthermore, I'm sure we have in our community "gamblers" on EP who have primary plans of service along with other of their goals on that activity (they rarely sell EP to TT, they sell residue in auction fairly priced. Few other signs). Several names known to me - +rep from me and respect.
Gambler <> "gambler".
But, hey, you wanna gambling on mining? Then do not try to kill gambling by craft, just because you are not crafter, but offer cool idea on your profession how it could be run, advertise it within community, work on modeling to become it attractive for majority.
Level 13 amplifiers has several positives: 1) I would say major is: it saves time for you on getting amounts of mined resources , 2) it brings fun of globaling/HOFing (=elements of gambling) - these are not comparable to EP gambling due to unique service on first listed option. For example, there were situations in my life in EU when I provided level 13 amps to miner requesting some specific non-rare resources quick on absence of needed amounts on market. My crafting/service was stuck. That mining wasn't efficient (I new it wont be efficient), cost of resources was above market but at least I HAD it for my crafts. It's good to have ability in EU to realize principle - wanna save time - pay (mentioned above situation - I paid to save my time) and opposite situation - wanna save money - invest time ( etc. search for best buyer if you selling or best seller if you look to buy).
So, level 13 amplifiers on mining isn't correct to compare to EP crafting on condition using EP IV print. EP print always will bring just EP and residue, while mining with level 13 on various areas you will be getting different resources and we know that market on mined resources isn't stable - one day Ignisium is at 120% and next it hops to 160% (traders could bring many examples - they use fluctuations to extract profits). I know that some miners had constant profits some period on mining for pyrite at PVP areas, profit even after paying for level 13 amps above 130%.
Similar to EP craft gambling on mining should produce also 101% markup products and always. Etc to have switch on your finder for search of special "
Gamblingots". I would suggest it could be considered as replace for
nanocubes on EP craft
- expecting for gamblers to have some communication [though gamblers on major are strong enough and could rarely seek for communication - communication is used when there is need of help, help to get material or non-material [etc. good mood, information])
Above text was more off-topic for this thread. I wish to switch back to topic and second what I have posted before: if we wish to have more responsive markets for our loots we need to care about building stronger crafters community (they are servants who burn our loots to provide us what we need), need to care about allowing them to have skilling ability I mentioned before... And for sure after crafters got skills they should have space to realize it - they should have more wide assortment of blueprints for items with constant demand.