Alice
Slayer
- Joined
- Nov 3, 2005
- Posts
- 7,558
- Location
- Germany
- Society
- Rising Potentials
- Avatar Name
- Alice in Wonderland
there actually is a way that clothes generate MA money, actually more money, without the clothing equip feeYou're not getting an answer on this because without the equip fee currently the clothes produce no decay. Thus they make MA no money existing.
Clothing would need to have a feature added that produced decay before this could be removed.
Asking it to be removed, but yet offering no methodology for the publisher to make money off of their existence is asking for something for free.
That is unreasonable.
Hence the question is unreasonable.
Hence why you do not get your answer.
I hope this clarifies the problem, however I'm not going to fool myself into thinking it does. You'll just call me a name or try to turn the argument away from the obvious somehow into some obscure hair splitting contest, and continue your quest.
it is called crafting
currently clothes are crafted indeed, but as already mentioned, back in the days, the markup was generally higher and we had way more tailors going for it (that were the days when generic leather was something around 300 or 400% and moli teeth around 800% or so)
in those days, way more clothes were crafted, as such way more materials were destroyed in the process, which were gathered by hunters and miners before and bought by crafters
which is an actually healthy crafting cycle, resources are generated, sold, used up for products and sold
since MA had always been a bit restrictive in showing actual and proper numbers (i could comment on that more, but i will skip it, else id bring this offtopic), i could bet that if you would have just say 10 more tailors going for more skilling you could easily generate more money for MA than they would get just with clothing decay
along those lines, as i mentioned earlier, remove the nonsense requirement of having unL clothes at full tt to make them look the best
which is the usual MA tactic over the years tho
implement one short sighted quick big money grab (ppl repairing the clothes they like most, ignoring the rest of their wardrobe)
while totally ignoring/destroying some sort of repeated income (tailors using resources up constantly and selling their clothes to ppl, way more clothes, cause they could afford like 10 clothing pieces at low tt, and thus the tailors could sell more, where they can just afford 1 now-and it wastes more resources to craft 10 items than 1, but that just as sidenote)
so all in all, the change of repairing to max plus the equip fee brought basically nothing
ppl just repaired the clothes they liked the most and sold their others off to gain funds back, prolly to the point where the total tt of clothes they owned was increased indeed, but i doubt everyone repaired all their clothes to fully, instead:
-->the ppl who bought those didnt have to buy new ones (tailor sad), just repair those and not a new pair (no real gain, if person 1 had repaired it or person 2 doesnt matter for MA much)
-->with less clothes per person less need to change. less use of decay
the clothing decay in itself is pointless as well
granted, i don't play much anymore myself since 2 years, but since clothing decay came to today, i maybe generated 2 ped in clothey decay total, simply cause i didn't bother to change clothes much anymore
more crafters taking resources from the system tho...
but ah well