TT Everything into NanoCubes

Bear

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Georg Bear Mavel
Remove NanoCubes from TT

Make it possible to Craft (with super high successrate or by simple "conversion") any Item/Resource/Oil .. (you name it) into the same TT value of NanoCubes.

That way the EP Gamblers could just buy all the 101% MU Trash from auction and "craft" :)
 
why not just remove ammo from the TT while you are at it and make an ammo blueprint that requires 1001 explosives to get one cell. Convert 1001 cells via blueprint to get one blp ammo.

Hell, just remove the probes from the TT too... make the bp to make them use eomon dna or something similar?

I guess what I'm getting at is removing stuff from the TT will unbalance the game... Nanocubes and explosive bp were put in to the game to give crafters a tt alternative similar to what the other professions already got in the tt.

Don't remove stuff from the tt. Actually they ought to put all the stuff that used to be in the TT over the years back in there... perhaps for a limited amount of time, such as during Christmas Mayhem or something... or maybe in a webshop thing or something.
 
why not just remove ammo from the TT while you are at it and make an ammo blueprint that requires 1001 explosives to get one cell. Convert 1001 cells via blueprint to get one blp ammo.

Hell, just remove the probes from the TT too... make the bp to make them use eomon dna or something similar?

:scratch2:

Sorry, but whats your point? There is tons of crap around, most is going into the TT.
If you remove the NanoCubes from the TT, but make it possible to convert anything into the same value of NanoCubes, EP crafters could still go on cheap but any crap would have atlast some higher value
 
Too bad you TT'd your brain and didn't get nanocube :s
 
This facility exists already but it is a two step process using a special crafting machine. You "craft" any material into its TT value in Ped. Then "craft" those ped into nanocubes.
 
This facility exists already but it is a two step process using a special crafting machine. You "craft" any material into its TT value in Ped. Then "craft" those ped into nanocubes.

:laugh: yes, as long as you can buy NanoCubes....

I am well aware that you can TT stuff and BUY NanoCubes.... The Idea is that you BUY Stuff and CRAFT (convert into) NanoCubes ;)
 
I would amend this.

1) don't remove anything from the TT
2) let all items be smashable into a new material required to craft EP III and IV


Economy saved.

You were so close
 
Just remove the BP and there we go.... either that or randomize the mats needed for the BP for example if you loot the BP, some may need lyst, caldorite etc etc to manufacture it, thus keeping miners happy and the economy.......
 
Just remove the BP and there we go.... either that or randomize the mats needed for the BP for example if you loot the BP, some may need lyst, caldorite etc etc to manufacture it, thus keeping miners happy and the economy.......

The different BP would have quite different values. Some of them would never be used and make everything quite complicated. If you could "smash / convert, whatever..." into NanoCubes - it would be the same.

I would amend this.

1) don't remove anything from the TT
2) let all items be smashable into a new material required to craft EP III and IV

Economy saved.
You were so close

Question: What do you gain from keeping the NanoCubes or low level EP BP around?
It would make sense (story wise) if everything would/ could /was made from NanoCubes. Thats why you could split everything up into those again.
By simply removing them from TT, you would be able to "smash" anything into NanoCubes...
 
Question: What do you gain from keeping the NanoCubes or low level EP BP around?
It would make sense (story wise) if everything would/ could /was made from NanoCubes. Thats why you could split everything up into those again.
By simply removing them from TT, you would be able to "smash" anything into NanoCubes...

Well because crafters need a TT option..

but what they don't need or deserve is a TT option thats 20 ped/click..

That's like buying UL lvl 13 amps from the TT..

or UL M83s and DOA Foerippers.

I mean.. if MA introduced TT lvl 13 amps and uber guns then at least it would be equal across professions. It would destroy the economy, but MA has already demonstrated a huge lack of fuck-giving in that department already.
 
Question: What do you gain from keeping the NanoCubes or low level EP BP around?
...

You get a tt alternative to crafters that they don't have otherwise.... the craft version of what other professions get out of tt purchases. Your also get a way for those that actually hunt with explosives a way to obtain the ammo without paying insane markup prices to just be able to pull the trigger.
 
Well because crafters need a TT option..

but what they don't need or deserve is a TT option thats 20 ped/click..

That's like buying UL lvl 13 amps from the TT..

or UL M83s and DOA Foerippers.

I mean.. if MA introduced TT lvl 13 amps and uber guns then at least it would be equal across professions. It would destroy the economy, but MA has already demonstrated a huge lack of fuck-giving in that department already.

:confused: Why do crafters (its only EP crafters btw) need a "TT Option"?
And it got NOTHING to do with buying lvl13 amps from TT... That would simply ruin any MU on Ore/Enmatter... (you said yourself)
Nobody needs those amounts of Explosives - NanoCubes are a second and totaly disconnected "economy".. its just the "gamble part".
I can see that MA likes that - but a bit more connection to "our" economy would be great. Thats why "Anything" convert -> NanoCubes...

You get a tt alternative to crafters that they don't have otherwise.... the craft version of what other professions get out of tt purchases. Your also get a way for those that actually hunt with explosives a way to obtain the ammo without paying insane markup prices to just be able to pull the trigger.

Crafters close the enconomy circle & they already have Res at TT.
Its nice that you can hunt with explosives, but there is no need to do so. No big harm if explosives would costs like 105%-110%. The eco of a Weapon is not only determined by its ammo consumption but also by its decay. Some less deacy on those weapons would make up for - atlast a part - of MU on ammo.
 
:confused: Why do crafters (its only EP crafters btw) need a "TT Option"?
And it got NOTHING to do with buying lvl13 amps from TT... That would simply ruin any MU on Ore/Enmatter... (you said yourself)
Nobody needs those amounts of Explosives - NanoCubes are a second and totaly disconnected "economy".. its just the "gamble part".
I can see that MA likes that - but a bit more connection to "our" economy would be great. Thats why "Anything" convert -> NanoCubes...
Needed because otherwise crafters are at the mercy of professional market manipulators as they were in the past. As for the amount of explosives needed look at how many explosives some of the higher level guns use. Want fewer ep globals? Remove the tts ability to buy back any ammo...
 
Needed because otherwise crafters are at the mercy of professional market manipulators as they were in the past. As for the amount of explosives needed look at how many explosives some of the higher level guns use. Want fewer ep globals? Remove the tts ability to buy back any ammo...

What? :confused:

"Crafers" don´t need NanoCubes... only the Gamblers... :wise: (ok, the "Gradening stuff uses them as well..)

So some weapons use lots of ammo? So what? Reduse the ammo consumption to adjust to MU...
 
By "TT option" I take it as meaning some sort of input in crafting has to be 0% MU - same as ammo for hunting (and decay on unLs) and probes for mining (and decay on unLs).

Having everything at a minimum base of >100% is just creating a false cycle in the economy.

Additionally, if you could convert any item into nanocubes, why wouldn't a player just buy enhancer components from the TT, and convert those? Or would some items be flagged? Or would all stuff be removed from the TT?

Inelegant solution to the EP "problem" (of which I'm yet to be convinced is an issue).
 
By "TT option" I take it as meaning some sort of input in crafting has to be 0% MU - same as ammo for hunting (and decay on unLs) and probes for mining (and decay on unLs).

Having everything at a minimum base of >100% is just creating a false cycle in the economy.

Additionally, if you could convert any item into nanocubes, why wouldn't a player just buy enhancer components from the TT, and convert those? Or would some items be flagged? Or would all stuff be removed from the TT?

Inelegant solution to the EP "problem" (of which I'm yet to be convinced is an issue).

:rolleyes: oh my...

1. Res MU is already near TT would probably stay there.
2. What kind of "false cycle"? EP Gamblers will keep running. And you are the first who says "everything > 100% MU"
3. You mentioned the solution yourself: Whatever can be bought at TT, can not be converted into NanoCubes.
4. Quite elegant... making it possible to convert any item with TT into NanoCubes will rise the MU on every low - 0 MU item but keep those Gamblers going cheap. No specific resource / items or profession is effected in a negative way.
 
1. Res MU is already near TT would probably stay there. But residue is not 0 MU. I cannot buy it at the TT.
2. What kind of "false cycle"? EP Gamblers will keep running. And you are the first who says "everything > 100% MU"If you make something a conversion, those items which have zero markup (100%) will have to be worth something, logically. So this will in effect mean there is a baseline which has to be greater than 100%. This is very simple mathematics
3. You mentioned the solution yourself: Whatever can be bought at TT, can not be converted into NanoCubes.Extra Coding, extra problems.
4. Quite elegant... making it possible to convert any item with TT into NanoCubes will rise the MU on every low - 0 MU item but keep those Gamblers going cheap. No specific resource / items or profession is effected in a negative way.[/QUOTE]You literally contradicted your point 2 here. And there is a negative effect - it slows liquidation of funds (what the TT is useful for) and it slows MA's rake from EP crafters.

Anyway, another week another shit idea which hasn't been thought through properly. Looking forward to next week where you suggest we convert one existing item into another existing item.
 
Anyway, another week another shit idea which hasn't been thought through properly. Looking forward to next week where you suggest we convert one existing item into another existing item.

LOL :laugh::laugh::laugh:
 
It must be acknowledged that this one is way better than OP's earlier ideas. :wtg:

However, show MA the money - what do they get from this? You're asking them to give up a portion of their profit from explosives (10...20% at least, not accounting for possible decrease of activity), what do they get in return? A bit of increase in customer satisfaction from people who feel bad about selling stuff to TT, anything else?
 
Needed because otherwise crafters are at the mercy of professional market manipulators as they were in the past. As for the amount of explosives needed look at how many explosives some of the higher level guns use. Want fewer ep globals? Remove the tts ability to buy back any ammo...

Anything that's needed has a mark up that can be manipulated. I can't even imagine how many basic filters and standard dampers and basic tubes I crafted back then. Endless, endless carpal tunnel clickfest. I got all of my crafting skills back then. And if a crafter was crafting stuff with high mark up materials but no demand, then that's not market manipulation, that's just poor planning. If the product you make is needed then its price should reflect the mark up needed to make it.

Providing a TT alternative so crafters can avoid the market altogether just sounds like a terrible solution to the problem you mentioned. I seriously doubt that market manipulation was even remotely in MA's mind when they released EPs to use TT materials.
 
1. Res MU is already near TT would probably stay there. But residue is not 0 MU. I cannot buy it at the TT.
2. What kind of "false cycle"? EP Gamblers will keep running. And you are the first who says "everything > 100% MU"If you make something a conversion, those items which have zero markup (100%) will have to be worth something, logically. So this will in effect mean there is a baseline which has to be greater than 100%. This is very simple mathematics
3. You mentioned the solution yourself: Whatever can be bought at TT, can not be converted into NanoCubes.Extra Coding, extra problems.
4. Quite elegant... making it possible to convert any item with TT into NanoCubes will rise the MU on every low - 0 MU item but keep those Gamblers going cheap. No specific resource / items or profession is effected in a negative way.You literally contradicted your point 2 here. And there is a negative effect - it slows liquidation of funds (what the TT is useful for) and it slows MA's rake from EP crafters.

Anyway, another week another shit idea which hasn't been thought through properly. Looking forward to next week where you suggest we convert one existing item into another existing item.

You seem to love to try to contradict me - no matter what. Or you are just stubborn.
Of cause the TT will still work, and you would still be able to TT everything and get PED. You are making things up to show that it's a bad idea. The needed coding is a joke and of cause will EP crafting cost a bit more. But there is no "false cycle" - or explain what you meant.

Towards the more serious people:
More mining, hunting, crafting because people would need to provide stuff for making NanoCubes. Cheaper to play for the non-gamblers so EU is more attractive for new people. MU will be a small Gambler fee paid to the other players.
At last not bad for MA (and way less obvious casino ;)
 
Remove NanoCubes from TT

Make it possible to Craft (with super high successrate or by simple "conversion") any Item/Resource/Oil .. (you name it) into the same TT value of NanoCubes.

That way the EP Gamblers could just buy all the 101% MU Trash from auction and "craft" :)

Sad to say this will never happen since it's plan as day that MA is moving away from RCE now and trying to make this more of a true Casino based game. As I told ND, this could be good all around for him since this would most likely bring in more gambling players. But yes for the many old timers here it may hurt a bit as the change over. I hope I'm totally wrong here.
 
You get a tt alternative to crafters that they don't have otherwise.... the craft version of what other professions get out of tt purchases. Your also get a way for those that actually hunt with explosives a way to obtain the ammo without paying insane markup prices to just be able to pull the trigger.

I still say that they should kill the EP BPs and just put EP on TT machine (enough acronyms there?).

These BPs are killing the economy. :wise:
 
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