I think I stated at least 50 times that somebody has to lose in every chain: and I didn't mean MA.
The basic principle of this game is you get 90% TT back.
That means MU has to be 111%+ on basically anything to even begin considering that you can break even/profit.
The majority of MU's in hunting loot and a lot of crafting is less than this, and automatically loses:. I think inflated prices across the board is only a benefit because it creates more opportunity in different areas, instead of just a few things being statically good to do: stale gameplay.
Obviously cost per click = higher end cost resource, but not proportionally: An increase of 20% MU cost per click is not an increase of 20% cost per sell, because residue is not "cost per click", residue is literally just a conversion of MU at no loss.
Yes + 60 ped per click would mean +60 ped output cost, but that 60ped will be a massive % of input MU compared to output MU. To make this clearer: here is an example (lazy example with non accurate MU, but to show a profitable BP):
GeoTrek AL29 Felis (L) Blueprint: markup - lets say 150% and residue is 107%
60.82 TT per click
MU per click: ~135%
82.11 Total per click or 21.29
Max TT of item: 569.
For breakdown - you can skip this small text:
AVG residue per success: 500~
Your return per click over time looks something like this: 24.63 product, 24.63 residue, 5.47 excess materials.
Your output markup looks like this: 12.31 product, 1.72 res, 1.91 excess.
If COS% is 40%, your output markup increase from residue input = 86 ped per click
That's roughly +75 ped a click
____________
If you increased input MU by +30% your cost per click would be 100.35: an additional 18.24 ped per click.
18.24 ped is 3.2% of the output product.
Basically: residue input has a much larger impact on output MU than the cost per click, because residue input and max TT accounts for the majority of whether a product is profitable or not.
In this example, we increased cost of input by 30% whilst only increasing output cost by 3%, which is not even a 3% increase on hunter input MU, because ammo balances this even further.
All it really does is potentially raise the MU of the input product: which is essentially the hunter and component crafters output (or at least stops them TTing so much stuff) which as explained at the start of this post could only be a good thing. It does not mean everybody wins, but it gives a more diverse range of activities that are worth doing = more fun for the average player = more people playing the game = more volume sales = everybody's happy.
The basic principle of this game is you get 90% TT back.
That means MU has to be 111%+ on basically anything to even begin considering that you can break even/profit.
The majority of MU's in hunting loot and a lot of crafting is less than this, and automatically loses:. I think inflated prices across the board is only a benefit because it creates more opportunity in different areas, instead of just a few things being statically good to do: stale gameplay.
Obviously cost per click = higher end cost resource, but not proportionally: An increase of 20% MU cost per click is not an increase of 20% cost per sell, because residue is not "cost per click", residue is literally just a conversion of MU at no loss.
Yes + 60 ped per click would mean +60 ped output cost, but that 60ped will be a massive % of input MU compared to output MU. To make this clearer: here is an example (lazy example with non accurate MU, but to show a profitable BP):
GeoTrek AL29 Felis (L) Blueprint: markup - lets say 150% and residue is 107%
60.82 TT per click
MU per click: ~135%
82.11 Total per click or 21.29
Max TT of item: 569.
For breakdown - you can skip this small text:
AVG residue per success: 500~
Your return per click over time looks something like this: 24.63 product, 24.63 residue, 5.47 excess materials.
Your output markup looks like this: 12.31 product, 1.72 res, 1.91 excess.
If COS% is 40%, your output markup increase from residue input = 86 ped per click
That's roughly +75 ped a click
____________
If you increased input MU by +30% your cost per click would be 100.35: an additional 18.24 ped per click.
18.24 ped is 3.2% of the output product.
Basically: residue input has a much larger impact on output MU than the cost per click, because residue input and max TT accounts for the majority of whether a product is profitable or not.
In this example, we increased cost of input by 30% whilst only increasing output cost by 3%, which is not even a 3% increase on hunter input MU, because ammo balances this even further.
All it really does is potentially raise the MU of the input product: which is essentially the hunter and component crafters output (or at least stops them TTing so much stuff) which as explained at the start of this post could only be a good thing. It does not mean everybody wins, but it gives a more diverse range of activities that are worth doing = more fun for the average player = more people playing the game = more volume sales = everybody's happy.