LunaMoon
Provider
- Joined
- Jan 9, 2015
- Posts
- 125
- Location
- Stockholm, Sweden
- Avatar Name
- Lunareth Luna Moon
Again, I am quite new to the game, so feel free to adjust anything that might be incorrect.
As a low lvl hunter I see a big hole in the weapons market, where most weapons seems to be looted on mobs rather than crafted by players. The problem with this is that the market is very unstable and a lot of L weapons are priced so high that you either have to pay the high mu and "kill" the eco of the weapon or simply wait and hope you can find a reasonably cheap gun that you can actually use.
Mindark needs to make new weapon bps that are limited and create limited weapons. These bps should use different minerals and not have too many different types of materials to create. This way Mindark can regulate the droprate of these limited bps to suit the market.
Another factor that should be taken into consideration is to make the three "professions" dependant of each other. Hunters should mainly rely on crafters to provide L weapons and in return crafters should rely on hunters and miners to provide the needed materials to craft the items.
As an example (this is oversimplified ofc to try and explain my point):
Let's say the price on blausariam and muscle oil are very low, but lysterium and eye oil is high. Mindark should then "release" limited weapon/armor/fap/etc. bps that use the low MU items so the supply is used and prices increase and at the same time the low mu on materials lead to hunters/miners getting crafted L items that might be reasonably priced due to the low MU of materials needed.
Obviously don't know how MAs loot mechanics work, but if they can regulate what drops and when it drops like this, they could quite easily regulate the market so each profession always have something useful to do and a stimulating economy with peds/goods circulating between the different professions.
I do not think that weapons and such should be removed from looting mobs, since this can be a good secondary tool for MA to regulate the market. Let's say crafters don't provide the items as expected by the droprate of L bps, then MA can simply regulate the droprate from mobs to regulate the lack of the specific items.
The "problem" with online games is that a lot of things in the game is affected by the people playing it, so it is hard to foresee what will happen and what can happen and it isn't always good to regulate too much. I do however see a problem with the games "economy" when i.e. hunters/miners can be pretty much "self-sustaining" without having to buy crafted items.
I am certain this suggestion has many flaws, but it is always healthy to discuss matters like these, since it can provide developers with useful information.
As Captain America said in Fantastic Four "Flame on!"
/Luna
As a low lvl hunter I see a big hole in the weapons market, where most weapons seems to be looted on mobs rather than crafted by players. The problem with this is that the market is very unstable and a lot of L weapons are priced so high that you either have to pay the high mu and "kill" the eco of the weapon or simply wait and hope you can find a reasonably cheap gun that you can actually use.
Mindark needs to make new weapon bps that are limited and create limited weapons. These bps should use different minerals and not have too many different types of materials to create. This way Mindark can regulate the droprate of these limited bps to suit the market.
Another factor that should be taken into consideration is to make the three "professions" dependant of each other. Hunters should mainly rely on crafters to provide L weapons and in return crafters should rely on hunters and miners to provide the needed materials to craft the items.
As an example (this is oversimplified ofc to try and explain my point):
Let's say the price on blausariam and muscle oil are very low, but lysterium and eye oil is high. Mindark should then "release" limited weapon/armor/fap/etc. bps that use the low MU items so the supply is used and prices increase and at the same time the low mu on materials lead to hunters/miners getting crafted L items that might be reasonably priced due to the low MU of materials needed.
Obviously don't know how MAs loot mechanics work, but if they can regulate what drops and when it drops like this, they could quite easily regulate the market so each profession always have something useful to do and a stimulating economy with peds/goods circulating between the different professions.
I do not think that weapons and such should be removed from looting mobs, since this can be a good secondary tool for MA to regulate the market. Let's say crafters don't provide the items as expected by the droprate of L bps, then MA can simply regulate the droprate from mobs to regulate the lack of the specific items.
The "problem" with online games is that a lot of things in the game is affected by the people playing it, so it is hard to foresee what will happen and what can happen and it isn't always good to regulate too much. I do however see a problem with the games "economy" when i.e. hunters/miners can be pretty much "self-sustaining" without having to buy crafted items.
I am certain this suggestion has many flaws, but it is always healthy to discuss matters like these, since it can provide developers with useful information.
As Captain America said in Fantastic Four "Flame on!"
/Luna