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  1. #31
    It would seem you're going about manufacturing the wrong way.

    Why are we doing 1k clicks? We only need 1 success (with residue on L items) to get an item we want. Doing 1k clicks is how the HOF chasing works and how EP crafting works. There's a lot of useless items to craft, but there's a lot of great items too, you just need the blueprints and those are the true rarities. If you want to help the economy, you want to manufacture useable items that can be sold to other participants and better for you if it has a good Markup to help net you profits or cover any losses (netting you free skills to open up the possibility of crafting more items).

    It's cool if you want to gamble/HOF chase but if you're going to do it, do it with materials that another participant (or yourself) has looted from an in game activity. This stimulates economic growth. Nanocubes do not.

  2. #32
    Elite Kerham's Avatar
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    Quote Originally Posted by Power View Post
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    It would seem you're going about manufacturing the wrong way.

    Why are we doing 1k clicks? We only need 1 success (with residue on L items) to get an item we want. Doing 1k clicks is how the HOF chasing works and how EP crafting works.
    Doing 1k clicks is chasing the average. HOF chasing is done clicking on condition, not clicking many. Clicking k's and k's of times is the exact opposite of HoF chasing, is melting the HoF in average return and seeing true results. Clicking for 1 success is the most precise definition of gambling through crafting in Entropia.

    As I said, craft yourself before writing these things.

  3. #33
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    The people that argue a 0 mu, tt item equivalent to probes or ammo is needed, don't understand that there is no equivalent cost to use them. The crafting machine neither decays, breaks, needs repair, uses or depletes any ingame resources. It is the crafting tool. Try just going out with just probes or ammo, you have to add a tool or weapon to use them. You can't use them without decay or cost, and/or mu either with L or what item cost originally. Or try comparing to melee. If you hunt, even with ammo fed misses, you still incur additional cost/decay/mu. You are both fueling and consuming in the the player to player economy, which is quite directly related to the auction for basic materials. The value of the components in the new guns, with few exceptions, aint much, especially to avg player. I honestly believe the majority of players would gladly pay 2-3% more for their ARMatrix, if their common material loots were 2-3% higher in mu and saleable. MA's auction fees and income from that has to be down, there's only 1/2 the auctions there were. I don't see how replacing resources with the tt has, or will, help anyone long term...incl MA.

  4. #34
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    Quote Originally Posted by Mel View Post
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    The people that argue a 0 mu, tt item equivalent to probes or ammo is needed, don't understand that there is no equivalent cost to use them. The crafting machine neither decays, breaks, needs repair, uses or depletes any ingame resources. It is the crafting tool. Try just going out with just probes or ammo, you have to add a tool or weapon to use them. You can't use them without decay or cost, and/or mu either with L or what item cost originally.
    This doesn't make any sense.

    Weapon+Ammo = cost. Cost x 0.9 = return.

    Crafting = cost. Cost x 0.9 = return.

    Sure, there's additional cost if you're using (L) items in your hunting or mining.. but if you're using unlimited, then the two are directly analogous.

  5. #35
    Elite Kerham's Avatar
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    Not only that, but crafting's tt return is the lowest of all three professions. Crafting is at 95% when using SIB bp and 90% when using nonSIB bp.

  6. #36
    Prowler Meg's Avatar
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    There is nothing bad in asking for more player input.

    Some people really do enjoy casinoing on explosives and boxes, don't they. To the detriment of everyone else.
    http://www.planetcalypsoforum.com/forums/signaturepics/sigpic3985_2.gif

  7. #37
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    Quote Originally Posted by Meg View Post
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    There is nothing bad in asking for more player input.

    Some people really do enjoy casinoing on explosives and boxes, don't they. To the detriment of everyone else.
    Specifically state how someone crafting EP is a detriment to you.

  8. #38
    Prowler Meg's Avatar
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    Quote Originally Posted by Aio View Post
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    Specifically state how someone crafting EP is a detriment to you.
    It entirely excludes the player economy in a game that has an ambition to be a sandbox.
    http://www.planetcalypsoforum.com/forums/signaturepics/sigpic3985_2.gif

  9. #39
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    Quote Originally Posted by Meg View Post
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    There is nothing bad in asking for more player input.

    Some people really do enjoy casinoing on explosives and boxes, don't they. To the detriment of everyone else.
    It's no detriment to you what others do... Sure, you can't nickel and dime the ep crafters like you were able to do with markup before ep existed on every single craft click they do, but that's NOT a detriment to you. Actually it may be a good thing for you as it lowers the cost of entry for folks to try out crafting... thus creating MORE crafters that will buy your stuff at a markup someday.

    Just because you can't scalp everyone's tickets and make a buck off of them entering the casino (and yes, all 3 professions are ultimately a casino - not just crafting) doesn't mean you are put at any sort of detriment.

  10. #40
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    Quote Originally Posted by Meg View Post
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    It entirely excludes the player economy in a game that has an ambition to be a sandbox.
    It entirely excludes the player economy, for one specific activity - even, one specific type of one specific activity. It does not affect the overall game one bit, if you think an ep gambler would do the same on a regular BP you're mistaken as I highlighted above, let alone the fact that you think this would be a good thing.

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