falkao
Stalker
- Joined
- Oct 25, 2005
- Posts
- 1,993
- Location
- Italy
- Society
- Freelancer
- Avatar Name
- Marc falkao Falk
There have been several posts addressing the lack of RCE within EU. What I do miss is a sustained analysis and concepts about it.
What we are paying for
The most of us are playing EU for fun and the most are disposed to pay for it. MA stated that their income comes mainly from decay. Please note that this is strictly ingame related (decay decreases the amount of money in circulation within the universe) and has nothing to do with MA’s balance sheet. The rest of the bill we pay is markup to other users and both costs are related to each other as we will see.
Here an example:
Assuming a payout percentage of 95% (i.e. looted Ped/spend PED) 1 spend PED will have 95 PEC returned in items. As the player tries to recover the loss he is selling for 105.3% markup. The crafter that bought his items for 1 PED (TT 95 PEC) makes another item from it having a TT of 90.25 PEC (assuming again 95% payout). To recover his loss he has to sell for 110.8% markup.
We have seen, crafting leads intrinsically to increased markup and we’re not talking about resellers here. Let’s continue.
The miner/hunter that provides resources buys the crafted item for 1 PED. He has now to recover the markup on the item as well. This leads to a markup of 120.8% and he will use it till the item is decayed. The crafter has to react and must sell for 138%. In the next step the miner/hunter will raise markup to 136.3% and the crafter to 154.3% and so forth and so forth if everyone tries to recover loss. Please note that this is an extreme example and the single steps are achieved after quite some time.
Inflation
We have seen that trying to recover from loss due to decay leads to inflation when PED cycling. How can this inflation be controlled?
This list might be continued but I’m merely sure, that the only way to reduce inflation is due to new players that do try to enhance. Therefore, I might conclude that it is crucial for EU to have a constant influx of new users.
This is only one aspect of RCE maybe you know others? Let’s talk about it.
result from a discussion with Witte
FUN
When we look at the actual markups I have the following impression about fun and MU:
Hunting: highest fun factor, lowest MU
Mining: moderate fun, normal MU
Crafting: no fun, best MU (except when crafting for skilling)
What we are paying for
The most of us are playing EU for fun and the most are disposed to pay for it. MA stated that their income comes mainly from decay. Please note that this is strictly ingame related (decay decreases the amount of money in circulation within the universe) and has nothing to do with MA’s balance sheet. The rest of the bill we pay is markup to other users and both costs are related to each other as we will see.
Here an example:
Assuming a payout percentage of 95% (i.e. looted Ped/spend PED) 1 spend PED will have 95 PEC returned in items. As the player tries to recover the loss he is selling for 105.3% markup. The crafter that bought his items for 1 PED (TT 95 PEC) makes another item from it having a TT of 90.25 PEC (assuming again 95% payout). To recover his loss he has to sell for 110.8% markup.
We have seen, crafting leads intrinsically to increased markup and we’re not talking about resellers here. Let’s continue.
The miner/hunter that provides resources buys the crafted item for 1 PED. He has now to recover the markup on the item as well. This leads to a markup of 120.8% and he will use it till the item is decayed. The crafter has to react and must sell for 138%. In the next step the miner/hunter will raise markup to 136.3% and the crafter to 154.3% and so forth and so forth if everyone tries to recover loss. Please note that this is an extreme example and the single steps are achieved after quite some time.
Inflation
We have seen that trying to recover from loss due to decay leads to inflation when PED cycling. How can this inflation be controlled?
- New players: they are using basic equipment without markup and have to recover only 5%
- UL Items: When crafted items are UL then the miner/hunter will raise his markup only once. However, if crafters can’t sell then also the miner/hunter can’t and therefore we need again new players.
- Eliminate crafters: if all items do come from loot then there is no additionally decay from crafting but also nothing that a miner/hunter can sell to.
This list might be continued but I’m merely sure, that the only way to reduce inflation is due to new players that do try to enhance. Therefore, I might conclude that it is crucial for EU to have a constant influx of new users.
This is only one aspect of RCE maybe you know others? Let’s talk about it.
result from a discussion with Witte
FUN
When we look at the actual markups I have the following impression about fun and MU:
Hunting: highest fun factor, lowest MU
Mining: moderate fun, normal MU
Crafting: no fun, best MU (except when crafting for skilling)
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