Hell they could introduce a 2000/click or 20000/click none of which would make a blind bit of difference now.
Did anyone attempt to click the 2k (?) ruga BP, for CLD?
Hell they could introduce a 2000/click or 20000/click none of which would make a blind bit of difference now.
Did anyone attempt to click the 2k (?) ruga BP, for CLD?
I really wanted to click that!
But in all seriousness, if MA introduced the expl bp's for extra revenue, which i believe they did, please please put in 200 ped per click, i really want to see the first 1 million ped loot! (Imagine the news reports after that)
Rgds
Ace
There is shared mobs with even more stupid price to kill, still they doesn't "explode" in that way.
Too risky.
MA destroyed the backbone of any healthy economy,the INDUSTRY !!!! Ok they made residue cheap,but they killed all low or middle level crafters (they really relay on the residue to cut down their losses ...i'm one of them so i know what i'm talking about ) ...add that to the fact that 80-90% of the BP's are just not worth crafting,mobs drop weapons and armor that are most of the times better then the crafted ones and a picture starts to take shape .
I kept reading posts like "you need to adapt" , but MA never adapted,only players had to ...there's an ALL TIME LOW number of players in a VERY big universe (from 10 pages in FL,only 5-6 people are ever online,and same people,some haven't been online for ages),all existing players probably are fewer then when the universe was made out of Caly+Asteroid ...MA can't even keep existing players in,let alone attract new ones.
It's supposed to be an RCE game, E as in ECONOMY !!! Every economy in the world who tends to the needs of big corporations,destroy low and middle industry,tax the majority for the few, has or is about to fail (bankrupt states,see Greece, or bankrupt cities,see Detroit, ring a bell to anyone???? ) ... you can extrapolated all these things to EU and you'll see where the road goes,if MA doesn't take actions
What actions can they take ?? Do something to the crafting sector (there are very great ideas in threads found in Crafting section of this forum, like make all BP's usefull and so on) , stop taxing the majority of players so heavily (small profits from a big turnover,done often, is always better then big profits once in a while ... ENGROSS selling is always more profitable then en detail,but i guess the marketing department at MA skipped many economics classes ) , find alternative ways of attracting capital (advertising some products ingame rings a bell MA marketing team????? )
About the advertising products ingame ... some will say NO way,i don't want that,but if that extra capital sees it's way in the players ped card (better returns to all profetions) i doubt anyone will complain
After all this is supposed to be an RCE game and i guess no one at MA thought that most will come to the game attracted by the idea that they can play a game and at the same time make some money (who says otherwise it's a liar, there are 10000000000 games out there who have better graphics,content,gameplay and everything else that makes a game fun) ...so if you bleed dry the majority for the company's and few investors profits,people will quit because who considers fun losing money day-in and day-out ???? this has already happened on a massive scale and is still happening,not even sure it can be turned around,unless some MASSIVE changes are made
Keep ignoring the majority for the needs of the few and you'll find the Universe very empty,it's already began and will continue to do so,unless you do those massive changes that are needed and FAST !!
Has more players then ever???? then probably they sell all things at TT,since the number of auctioned stuff is rearly over 900 on Caly ..also you can run/fly on the map for hours and barely find 3-4 green dots on radar ... we probably play in paralel universes,mine is less populated it seems
And i'm very patient since i haven't quited yet,still waiting for the game to go better,not worse(as it has in last few years)
Well unique players globalling in hunting almost doubled compared to 2012/2013. So i guess it is not so deserted as you say.
When I started in June 2013, I often wondered why the global threshold was 10 ped on daikiba but 50 ped on shinkiba (back then, they were the same HP at least for lower maturities, now daikiba is denerfed a bit)But now global amount is less to attain, needed 50 ped on all mobs 1012/2013 if i remember correctly. Now see 10 ped etc globals on lower mobs which didn't show before change as were not globals.
When I started in June 2013, I often wondered why the global threshold was 10 ped on daikiba but 50 ped on shinkiba (back then, they were the same HP at least for lower maturities, now daikiba is denerfed a bit)
Creatures that have had global threshold lowered since then (likely incomplete list):
- pwnies (including Calypso Gateway)
- snables
- combibo
- berycled
- shinkiba
- cornundos
- not quite sure about merp and snarksnot
Also, iron missions on kerberos and berycled may have played a role.
I have just one question.
I'd really like to know where these people have extra money to increase their turnover (If you mean more resources = more turnover)?
These 5-7% - a drop in the ocean. But overall MU on resources decreased much more.
Which undoubtedly affected to the turnover of these people .. towards its reduction.
And it became more difficult to get a profit (maybe not for you or me, but for most other players)
Now however many more low end globals due to limit on globals being changed from 50 ped to some multiplier of cost per kill/health so now 8 ped, 10 ped, 15 ped etc etc. So saying are more people globalling now from 2012/13 to now is not a measure of how economy/number of players is going.
What I have found kind of odd here is that with the lower value globals you would think that there would be a flood of globals on Calypso now...but for the most part I found when visiting that they seem to be a bit lower if not the same as they were just a few years back. MA said they did this to spread out the globals for all when in turn it seems they just lowered the overall payout?
Summers here now in Europe also, so people change habits etc during summer months more time out enjoying the sun.
What I have found kind of odd here is that with the lower value globals you would think that there would be a flood of globals on Calypso now...but for the most part I found when visiting that they seem to be a bit lower if not the same as they were just a few years back. MA said they did this to spread out the globals for all when in turn it seems they just lowered the overall payout?
To explain this:
Crafter doing a 1500 PED craft, buying resource at 150% cycles 1000 PED rescource (TT value).
Same crafter paying only 110%, cycles 1363 PED resource (TT value).
With lower markups the crafter can cycle more resource for same money, thats it, where the money comes from.
Every % in MU less results in more resource cycled by crafter for the same money.
Every % MU paid from crafter is an instant loss for the crafter the moment he buy the resource.
Lower markup is not a bad thing, just matters what angle of view.
Entropia economy if based just on any items MU, as we know TT profit isnt possible in long term and what covers part of loses is MU and the second main thing is that MU comes from supply and demand, and also if there is no demand there is no MU at all. If there is no MU we got regular MMORP where you just sell to NPC (TT) all your loot. There we losing EU as RCE.
It's a bit of misunderstanding to think that high MU always is good, because in the end the MU is pay by the players.
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