This will probably start an arguement

:laugh:

You're kidding, right?

Take vehicles, for instance, by the way it was implemented it made 50% of the players very happy and the other 50% very mad.

Tiering system - where there (currently) is impossible to upgrade an item unless you posess a second item of exactly the same type. (Maybe this is evolving.)

less lag - quite a few players have experienced *more* lag the later VUs. (Avatar showup lag and inventory display). Add to this the fact that vehicles are customizable and with the "improved" rendering it adds to lag.

visual improvements: Yes, but pointless if hunting areas are bad (ie too few mobs, or spawn is infested with "junk mobs"(*) like tripudions among foul/fuga), or thinking of the fuga spawn north of atlas haven (probably former aegis mound spawn) where the fouls/fugas now are mixed with faucervix.

MF update - The chip needed to unlock "Death Speak" is now prefixed with "First Gen", implicitly saying it won't drop anymore. Same thing goes for wormhole chip and the top level firestorm chips. Great for people already having these chips, not fun for us who have skills but not the items.

(*) Junk mob for me: A mob that you aren't hunting but you have to kill, typically because they have high aggro so they are nearly impossible to avoid in a certain area. Merps, fauces, trilomites and trox are example of junk mobs (for me), while allophyls are not (since they typically leave you alone).

My point was that MA slowly teaks things and implements new systems in EU which means, from the way I see it, an orientation towards their customers. They offer content to us.

Of course that some might like the changes, some might not. A few things always need to be tweaked but that's normal in any business. You can't have a product 100% completed from first release. Considering the RCE part of EU any change is not so easy to be implemented as it requires some analysis before to have an idea about it's impact.

As for the usefulness of some mobs, all I can say is that I saw plenty of ppl that hunt merps, trilomite or tzepalods. Just because you don't like something it doesn't mean it has to be removed. Some might like it :) To be honest I wasn't expected to use such a selfish argument from you.
 
I've had 2 uber loots in my time here, and they both were right after I lost all my (big) deposits..

First one, 8.1k molisk raider, after losing aprox (listen carefully) 7-8k peds I got this wonderufl loot, which makes me believe in a personal loot pool...

my theory got stronger when I recently had lost about 7k peds and hit an enormous Weapon Range enhancer I, 2,9k peds, which was the highest ever recorded (you can look at tracker if you like)

Maybe if I did craft something else at right that time, the craft hof would have reached 7k peds?
That's how I look at it and play by those rules, if I have lost a lot of peds in a short time I start aiming for bigger mobs/crafts when I think I have hit rock bottom in poor loot, and suddenly it says Poff! ...

That's how it works for me ATM. I am not telling anyone else how to play here, it is up to each and everyone :)


I like it the way it works, I think that's what I am trying to say... Game is made to lose money, I enjoy it anyway.


I am here to have a good time.. I agree it can be hard if you lose all your deposited peds immediately tho .. :(

Hope it turns around for you
 
imagine if tiering presented no greater risk or cost , would inbalance eu in no time ...
If I've said it once, I've said it a million times. Tiering seems to exist primarily as an incentive to get more participants to repair the items they have on hand rather then return the TT food to the TT after they get done hunting or mining. The reason for this is that MA makes money off of repair terminal, but makes none at the TT since the TT just moves peds from your right hand to your left so to speak... They make money on decay. If more people use the decay machine (the Repair terminal) MA gets a bigger daily cut out of the loot pool.

It's really that simple. Tiers = more repairs instead of trading the opalo and TT knives and swords back like folks used to do in the olden days to squeeze as many cycles out of the peds they had on hand as they could. The reason that this strategy works is that people don't want to throw away the tiered stuff, and MA went so far as to put a warning in the TT about your selling it tiered stuff... and MA knows that when people have fully repaired weapons and mining equipment, they are a lot more likely to use the stuff then if it's only half repaired or has almost no peds on it... Same goes with why the UL items don't decay past 50%, why signs can't be used below 90%, etc.
 
Just because you don't like something it doesn't mean it has to be removed. Some might like it :) To be honest I wasn't expected to use such a selfish argument from you.

Uh?

I've never said I want merp/fauces/trox/whatever to be removed from the surface of the planet.

They're fun to hunt if you're in that mood - but if you have a weak and slow weapon (like, for instance, the new mindforce chips), if you're batteling a Foul Young you don't want an Atrox to start attacking you, or get ganged by 3 tripudion providers.

Consider that up to VU 9 (and to some degree during VU 10 during SGA) therere was an area nearby Fort Troy with Foul, (big) fuga and nothing else.

But sure, if you like to hunt Foul/Fuga/Tripudion/Allophyls/Atrox all at the same time, I understand you really love the new mob mix at Fort Troy. But I hope you understand, if skilling with a smaller weapon there are more fun things to do than pay armor decay for mobs you don't want to hunt *then*.

If I want to hunt tripudions there are better areas, like west of the boorum hill and for really big ones the shinook river land area.

I hope you understand *my* point of view (not having any fun repairable uberweapons to blast away the junk mobs with).

Basically, what I want (ok *this* is a bit selfish) is the nice plains with fouls and fugas that existed up to VU 9 between PA and Fort Troy (big fuga) and the area north of Aegis mound (small fuga+small fouls). Up to VU9, there were no junk mobs around as long as you didn't go into the "borderlands" where you had to watch out for Atrox Stalkers.

(In VU -9, for tripudion lovers, they was a decent spawn in the emerald spot between Billys and Port Atlantis. And merps northwest of Minopolis. For Faucervix lovers there was the island south of Port Atlantis that was packed with them.)

imagine if tiering presented no greater risk or cost , would inbalance eu in no time ...

Who said I'm not willing to take the risk?

I've took the risk once (tiered first level by myself) - then I was able to borrow a "second item". And now I *can't* take the risk, because noone I know wants to lend me theirs ("sentimental value"), and there is no option to attempt tiering with the only weapon (and losing it instead of losing a "secondary").

Tiering seems to exist primarily as an incentive to get more participants to repair the items they have on hand rather then return the TT food to the TT after they get done hunting or mining.

For me tiering is partly a workaround to lack of affordable amps for plasma weapons (having high damage but low attacks/minute) - and partly a workaround for not looting any tango rifle (for range).
 
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from both points of view

sure when you depo (i do sometimes) you wish you could get a little something something i think we all do BUT! that would most likely make a lot of non-depo players ragequit because of "favorizing" the payers...

from the non-depositors point of view that would make the game unfair and make it harder for them to make money and therefore harder to enjoy the game...

in my opinion i think the system is as it should be because its fair for all and remember that this game is not only about making money and growing a huge bank its also a socially minded game and yeah sure its sweet as hell to get globals and HoF's but the best days in the game i have had has been days of doing and gaining almost nothing but on the other hand have tons of fun hanging around other players and just talking and having fun


what im trying to say is that you shouldnt think of the enjoyability of this game as being directly linked to how much ped you can acquire... that will only make you angry and stress you when you dont get what you want :)

dont expect to get good loot but be happy if you do :p its still a game thats supposed to be enjoyed and not just played for the cash aspect
 
Here is my take on things.

Depositers should have better treatment,

non depositers however should have to work harder to get peds.

With loot dynamics, having everyone on an equel playing feild as far the 3 decay based professions, is one of those good ideas, but not practical in its application.

*non depositers should be "debuffed" from globals and hofs, and can only recieive ped via trading, working and sweating. It might not seem fair but there could be some positive things that can become of such a system.

*Depositers should be the ones soaking up the non depositer losses. the problem is if depositer's ped balance increases they will not deposit, the solution could simply be a timed "Buff" that within that amount of time they are eligible for globals and hofs.

That idea being said some interesting exceptions could be... Say home owners or apartment owners when they enter their abodes they could activate the buff, so they will not need to deposit in order to get the buff.
mind you there should be a certain amount of times you could activate such a buff per month per abode.

Shop owners and land area owners should have longer periods in the buff mode, and permanent in the case of LA owners.

** Of course knowledge of when you have such luck should be known by the player.

*** When in periods of "Unbuffed" loot should be a slow but constant drain on the ped card, but with the possibility of breaking even on ammo costs.
that should allow the mark-ups on the looted items, still have possibility of profit. but the TT value return is what we need to fix.

The TT value return should be better for depositers, or highly successful players, but there needs to be some rules in place to allow someone to know the path of success is through owning apartments, clothing, or making regular deposits. If people know these things they can plan accordingly, and know when to go out and do stuff, and when to settle down and rebuild the ped balance.


that being said. this is just something i am throwing out there. isn't like many people really read my posts anyways lol.
 
*non depositers should be "debuffed" from globals and hofs, and can only recieive ped via trading, working and sweating. It might not seem fair but there could be some positive things that can become of such a system.

*Depositers should be the ones soaking up the non depositer losses. the problem is if depositer's ped balance increases they will not deposit, the solution could simply be a timed "Buff" that within that amount of time they are eligible for globals and hofs.

Damn, i used to like you... :D Figured , ah a post from lores, that should be worth reading...

You posted many interesting things, but now it smels, what happend? lost alot of Ped :D

I depo in 3 years EU , maybe 250 dollar :D My gear alone is worth more, so what does that make me?

N00b,

N00b,
 
Simply raise the longterm return for depositors for 4%. Let it stay the same for non depositors. This allows depositors to cycle their PED longer. Will they deposit less then ? Probably, but most likely it will remain the same, but allow a tiny bit more just to blow away things for fun. 4% doesn'T sound much ? You will be surprised what 4% on your cycled PEDs actually does matter.
 
The problem is that simply depositing does MA very little good, aside from the fees they collect on deposits and withdrawals.

If there were some kind of loot bonus for depositors, any current non-depositor could simply deposit a given sum, profit even more by getting the bonus, and withdraw it all at a later time.

What you really are looking for is a "ped loser bonus" for anyone who's overall ped+items balance drops regularly.
 
Quite a bunch of crazy suggestions* here that I really hope MA/FPC won't listen to. :scratch2: "Debuffs" for people who might be playing more efficiently than you, and thus depositing less? Getting free stuff for doing virtually nothing? (And I really mean nothing, the money (After fees) is still there...) Remember that:

- MA and FPC still get most of their revenue from decay. They want people playing, spending money, decaying stuff. They don't give a damn where that money comes from. Sure this all comes from deposits, but again, someone could deposit a huge amount of PED and buy stuff off other players, and sit on them as "investments". Sure it's money in the system, but it's also money not going anywhere.

- Regular depositors already are getting gifts they can later resell for money or keep, and there's an offer for a free Gold Card after depositing 5k PED or more. Maybe they could give off more of these, perhaps for every 500-1k deposited, one could get a chance to receive a random 0 PED, more or less desireable but not indispensable unlimited item? Nothing that would affect gameplay too much, or else I'm sure more people than you'd think would be affected, and nope, not only non-depositors.

Simply put, I think most of these posts stem off people who deposited a lot, lost it all and now are all sour grapes about this. Face it- house always wins**. If you don't think you're getting your money's worth in fun, deposit less until you're on a level comfortable with. Or switch to less risky activities. :) I'm sure 10k PED on Drones will last much longer than on Dasps, 100 PED on Snables than on Drones, and so on. Complaining about this is about as bad as non-depositors complaining about crappy sweat prices***.

DISCLAIMER:

* That is of course my opinion. :) You are, of course, entitled to yours and I shall respect it.

** I won't deny loot balance suck big sweaty invisible Boorum balls (L). It's not how much we get, that I'm fine with, but the way it's distributed. :mad:

*** I know this, I don't deposit, however there are more activities to do in order to get "free" PED than sweating. You can start off a small investment and trade, go collecting dung/fruit/stones, offer other services for money... No, not that kind of services! :)
 
Here is my take on things.

Depositers should have better treatment,

non depositers however should have to work harder to get peds.

With loot dynamics, having everyone on an equel playing feild as far the 3 decay based professions, is one of those good ideas, but not practical in its application.

*non depositers should be "debuffed" from globals and hofs, and can only recieive ped via trading, working and sweating. It might not seem fair but there could be some positive things that can become of such a system.

*Depositers should be the ones soaking up the non depositer losses. the problem is if depositer's ped balance increases they will not deposit, the solution could simply be a timed "Buff" that within that amount of time they are eligible for globals and hofs.

That idea being said some interesting exceptions could be... Say home owners or apartment owners when they enter their abodes they could activate the buff, so they will not need to deposit in order to get the buff.
mind you there should be a certain amount of times you could activate such a buff per month per abode.

Shop owners and land area owners should have longer periods in the buff mode, and permanent in the case of LA owners.

** Of course knowledge of when you have such luck should be known by the player.

*** When in periods of "Unbuffed" loot should be a slow but constant drain on the ped card, but with the possibility of breaking even on ammo costs.
that should allow the mark-ups on the looted items, still have possibility of profit. but the TT value return is what we need to fix.

The TT value return should be better for depositers, or highly successful players, but there needs to be some rules in place to allow someone to know the path of success is through owning apartments, clothing, or making regular deposits. If people know these things they can plan accordingly, and know when to go out and do stuff, and when to settle down and rebuild the ped balance.


that being said. this is just something i am throwing out there. isn't like many people really read my posts anyways lol.

alot of your post are out there. basically i think a subscription mmo would be better for you if you really think this. Why punish those that don't depo? Some work years in game to get to that point. With your system you would basically encourage no one to try to better their game play.

I think there should be a simple non tt reward offered to depositors outside of the bi-annual ones. How ma could do this and not upset anyone I am not sure, but meddling with loot should be a big no no.

kosmos
 
alot of your post are out there. basically i think a subscription mmo would be better for you if you really think this. Why punish those that don't depo? Some work years in game to get to that point. With your system you would basically encourage no one to try to better their game play.

I think there should be a simple non tt reward offered to depositors outside of the bi-annual ones. How ma could do this and not upset anyone I am not sure, but meddling with loot should be a big no no.

kosmos


totally agreed!

Posted via Mobile Device
 
Simply raise the longterm return for depositors for 4%. Let it stay the same for non depositors. This allows depositors to cycle their PED longer. Will they deposit less then ? Probably, but most likely it will remain the same, but allow a tiny bit more just to blow away things for fun. 4% doesn'T sound much ? You will be surprised what 4% on your cycled PEDs actually does matter.

A depositor can raise his economy by 4% easy by himself. Doesn't need MA to tamper with it.

Alone having more funds and using better loot sale strategy (selling anti-cyclic) gives more then those 4%. Buying your (L) gear with low bids at the right time also saves a bunch. All things a non depositor / low funds player usually can't do.

Skipping over those few paramedic levels until being able to use that next Fap with lower markup by chipping, buying that mod L gun with high TT but low MU...

Possibilities to save money by having money are endless. Depositing gives the advantage of having instant access to those possibilities.

Some depositors use it, others don't and keep depositing to maintain the play style they enjoy.

Thats fine, why waste time with squeezing some Peds out of low MU loot, studying about in game mechanics or boring weapon economy if all you want is shooting some big monsters or enjoy the swirls from an crafting HOF.

Just, please, don't come and ask for an build in "Auto reward for my preferred play style" function... Thats really just boring loser talk.

Now, I've been playing this game for a little over 2 years now...and I'm a regular depositor who gets shit for his dollar.

Now with that being said, I have a simple question to ask any or all of you who decide to read this?

Do you think that if you are a regular depositor, or someone in general who deposits, you should get a better Entropia experience when you play?

I for one totally think that anyone who deposits should. We are the ones paying for the game and for others to make money. That's crap. You don't see owners to any business treat their non paying customers the same way as their paying customers, that's horrible business.

Casinos don't treat their high rollers or people spending nice money in their buildings like garbage..they want them to spend more.

I'm saying this, because I really think that they should change their system with the "dynamic loot" People talk about their personal loot pools...I for one don't see anything hitting for myself. I think it's a bunch of crap. I just think that MA should do some kind of personal loot pool, based on their deposits, to make the game more interested for those who actually contribute to helping make the game what it is. I'm not saying that everyone who deposits should get an ATH, or loot the best items..but I really think that the loot should go more their way, so they can have a good experience. Not just give money, and game over. I would like to have a few nice loots so that I can put it back into the game, buy some nice gear, guns, have a better hunting trip...

So basically you join a game with an real cash economy, thus inherent competitive. And after you realize the way you doing things ain't working out for you, you want the rules changed?

MA is earning money from players performing certain tasks. Where that money initially comes from we will see later.

Some players earning money by turning raw materials at possible least costs to materials and items that they can sell as high as possible to other players. Ideally turning markup-less ammo and other consumables to sell-able goods.

Every hunter and miner is a crafter basically, and everybody is a reseller with his own goods.

The player starts to earn money at the moment he manages to get more markup then the unknown fee MA keeps plus the markup he spends. Simple as that.

Obviously the profiting player, depositor or not does not matter the least, is a customer to MA just as the non profiting one is. Not better and not worse. In the end he has to perform those tasks to get loot in the first place, and there MA charges.

And then we have those players who consume more markup and fees then they earn. Those are obviously paying the same fees to MA as the profiting player and also are paying the fees for the non depositors and the profiting players. They do that by buying the markup goods from the others. Sweat, luxury items textured with stones, paying taxes at LA's which partially goes into buying dung. Buying weapons and tools others looted without managing to loot the same markup back. And so on...

We have two customer to provider relationships:

A) Paying fees to MA / planet partners for using the platform.

B) Paying 'fees' to other players in form of LA taxes, markup on consumed goods, services...

So if you need to deposit to cover your net loss and want an reward for failing, don't turn your head direction MA and ask for welfare because you asking the wrong 'service provider'.

The other player got your Peds, the one who studies the auction before he goes out hunting / mining. The one who does care about the in game economy and isn't too lazy to act according to it. The one who charged your 4% LA taxes and you did not care. Ask him for welfare because thats where your Peds went. And good luck with it. :)

The argument that someone has to deposit to keep the game going is of no concern here as long as everyone has the equal chance to break even or profit. Human nature takes care that one group will always pay for luxury.




Let me know what you think....

Honestly i don't think you want to know what i really think, but i am going to tell you anyway because you brought up your personal returns:

...and I'm a regular depositor who gets shit for his dollar.

I think that someone who's favorite mob is Atrox and favorite mineral is Lyst and likes condition crafting OA101 has either

a) simple not understood the game mechanics

or

b) doesn't care

or

c) has understood and cares, but is too lazy to adjust to it.

What you OP are asking, is not a better game for depositors. I think what you ask for is a better game for losers.
 
everyone has the equal chance to break even or profit

I agree with all your post, except this. If this would be true, all what you say would be of course reasonable.

As for depositing bonus, a system used by casinos would be in order, respectively a nonwithdrawable sum which must be rolled X times before becoming withdrawable. Some issues might arise with pvp trade tho.
 
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I agree with all your post, except this. If this would be true, all what you say would be of course reasonable.

As for depositing bonus, a system used by casinos would be in order, respectively a nonwithdrawable sum which must be rolled X times before becoming withdrawable. Some issues might arise with pvp trade tho.

You were a bit eco with your quote and left out some words. :)

as long as everyone has the equal chance to break even or profit.

This is thread about one simple thing: Giving one group of people (non depositors) lesser loot when performing the same task as others.

So yes, i focused on that. If the loot system is ok how it is at the moment, that is a whole other discussion, isn't it?

Edit: Of course i think the basic idea to reward depositors somehow is a good one.

What upsets me a bit is the idea to pervert the very basic concept of EU. If we start to demand unequal treatment by the loot system for certain groups of players... i can only say watch out for what you wish.
 
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What upsets me a bit is the idea to pervert the very basic concept of EU. If we start to demand unequal treatment by the loot system for certain groups of players... i can only say watch out for what you wish.

Meh that demand for unequal treatment lootwise is by default an uhm naive idea, I thought everybody is well past it save for a few people, quaint ideas exist always.
 
alot of your post are out there. basically i think a subscription mmo would be better for you if you really think this. Why punish those that don't depo? Some work years in game to get to that point. With your system you would basically encourage no one to try to better their game play.

I think there should be a simple non tt reward offered to depositors outside of the bi-annual ones. How ma could do this and not upset anyone I am not sure, but meddling with loot should be a big no no.

kosmos

I do admit it is kinda out there, but still it is a rough idea.

But do notice some varibles to what i had mentioned. such as Granting yourself the buff via owning your land, and using it. And of course there is alot of room for modifications and additions to such a system.

What it boils down to is. Non depositers dont want to lose their cash cow. and under such an idea, they wont. they are just more undersupplyed than depositers(and under temporary conditions). but also if they own land they can still attain the same treatment as a depositer.... the land thing well that whole aspect would give a boon to land values. and possibly give more reason to own an apartment, house, shop or LA. perhaps even to put furnature in it with max TT value durability to change the power level of the buff in question.

Its a whole big web that you have to take into concideration. with non depositers having the same oppertunitys as depositers just in differnt ways.

Depositers on the other hand can buy the said buff and it too will go away after some time and they will be under the same rules as non depositers. it is just while buffed they just have more luck.

It is just an idea. but it does keep things fair in some ways. it just adds more depth to the things you need to do to become successful. such as buying land in order to self buff yourself. with limited amount of charges per monthly maintnace paid per month.

Also the "debuffed state" is not that bad, but it is dependant on more balance in loot system. perhaps some negative things could be that debuffed state is mostly just normal mode where you cannot get globals, but you can get skills at a normal rate.
and the buffed state you simply are held back on skill gain until the buff goes away.

there are many possibilitys and varibles. and failsafes that can be included.

And this is only a rough idea, not a roadmap to what is to come. so there is no reason to insult, or think i am a complete moron that cannot opperate in an rce. Be nice people... lol
 
Whats next Lores? A "spell" for reseller and market manipulators that drives the markup of certain items they stocked in the right direction? :laugh:

Only for depositing resellers who manage to make a loss of course! Because they deserve a little support.
 
Whats next Lores? A "spell" for reseller and market manipulators that drives the markup of certain items they stocked in the right direction? :laugh:

Only for depositing resellers who manage to make a loss of course! Because they deserve a little support.

Magic aside... there is never anything wrong with tipping the scales to those injecting money into the system.

but to keep the scales tipped is a bad idea. All i am saying is Let a depositer have a certain period of time where they have more favorable conditions. just becouse he deposited. And give a non depositer the same favorable conditions to be fair.

then again This whole "It doesnt look broke to me" mentality drives some prospective depositers away. So if no one deposits then where will the money come from?

oh well
 
Magic aside... there is never anything wrong with tipping the scales to those injecting money into the system.

but to keep the scales tipped is a bad idea. All i am saying is Let a depositer have a certain period of time where they have more favorable conditions. just becouse he deposited. And give a non depositer the same favorable conditions to be fair.

then again This whole "It doesnt look broke to me" mentality drives some prospective depositers away. So if no one deposits then where will the money come from?

oh well

say you are a regular depositor, you get lucky once...you hit a 10K loot, you dont have to deposit for a while because of that, and you keep playing, you then want MA to nerf your loot relative to the other players??

if a system like that were in place would people not just withdraw if they hit a big loot draining the system even more?
why would people pay/play if they knew that IF they actually became one of the few that were lucky then they would have that taken away from them?

and what about the traders that trade for hours to be able to hunt/mine/craft, there would be no point, so they would withdraw their profits and drain the system more?

in life, and in video games, there are always going to be people that are luckier than you, smarter than you, or both.

you (and i lol) have to learn to live with that, or get smarter, or hope to get lucky one day.
this thread makes me think you have given up hope and want to take this hope away from everyone else..
 
Magic aside... there is never anything wrong with tipping the scales to those injecting money into the system

The scales are already tipped to those who deposit. If you with your (claimed) activity in the market doesn't understand that then i don't know who should.

but to keep the scales tipped is a bad idea. All i am saying is Let a depositer have a certain period of time where they have more favorable conditions. just becouse he deposited.

Did you even read the other posts in this thread? Can you explain what half the people already asked: How is the sheer act of depositing related to anything in the first place?

Shall i then regularly withdraw my in game funds and then depo again to get better loot? :)

Ah, or maybe connect it to the balance of deposits and withdraws then?
Wait, doesn't make things better. I could just periodical transfer funds to an other avatar with an fake trade and withdraw from there and enjoy the increase loot.

And a lot more problems with this idea.

The discussion here is a very different one. It is about "Money makes money" versus "effort makes money".

Just like in the real world there is always a group of people who thinks the possibilities to earn money by having money should be artificial expanded. The idea of work and effort appears a bit strange to them. Usually ends in an disaster for a large group of people who haven't caused those changes in the first place.

Also the concept of "Buying into Success" appeals to a lot of people, you can see it here on the forum often enough.

"I dumped a large amount of money into XY activity and it did not work out for me, so now i blame MA" is the very basic template for quite some threads we have seen here in the past.
 
RCE with a fixed exchange rate - this is the basic idea.

I am completely against goodies, buffs or whatever linked to the depositing process. The goldcard as giveaway is practical and useful, but should remain the only "bonus".

Also buffing systems are already in place like for mining you can buy mining amps, but if MA introduces something similar for hunting, you should expect the same cost/risk factor as you have with mining amps now.
Not sure if I would like such a system on top of hunting... probably I would hate it.
 
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