My long overdue mining rant

Kerham

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Kerawan Kerham Maddahy
Dear MindArk, I am very unhappy with the tedious, meaningless, boring clickfest mining has become.

When I started playing, mining was an entire adventure. Buggy and misconcepted aswell, but if mining skills were giving more loot, it was worth having them.

You ruined this first when you introduced amps. That was not a problem during the booming 2007-2010, but now is an obvious one. Amps are the only thing keeping together mining and crafting, but in same time you let ingame so many levels for gamblers that the economy is flooded with worthless materials. Amp crafting itself, because you intentionally made it a losing proposition, only has a meaning at very high levels, like amps higher than lvl 10. Everything else is a lossy grinding. When you will change, because you will change it, the current paradigm of primacy of turnover, and gamblers will lose motivation to use lvl13, we will have another domain of crafting dead. Just as is tailoring, furniture, the intersection of crafting and landplots (which itself died right after appeared) and vehicles (which are great, but they don't really decay so there is no real market for them). You managed to somehow save weapons and components, but failed to provide proper motivation to hunters, so ArMatrix crafting is dramatically down compared to the starting moment. Melee ArMatrix is a failed proposition from the beginning and what could have been the mindforce branch is also dead.

(Forgot to mention here that you shafted so many people who upgraded maddox 4, ep41, mk just 2 and looking forward to when you will shaft people who upgraded armours.)

All these are each in its own merit reasons why there is virtually no markup in mining and, in order to keep some of it alive, you implemented the current system of switching on/off various resources at will, rendering depth and skills virtually useless. Why should I keep using a high decay high depth finder when I am finding still same lyst and melchi as a two days beginner? For the random once a week rugaritz which is eaten away by the decay of the finder itself?

Why did you removed the small satisfaction of "out of ordinary" robot beacons and made them craftable, undesirable and too common? Why did you removed ul amps from mining "out of ordinary" finds and moved them exclusively to webshop? Your CEO in latest interview proclaimed that EU is not a pay-to-win game, but removing features and items from the game and making them exclusive to webshop is exactly that.

How about making mining fun, interesting, challenging and rewarding? Hoping that someone in your team will read this, I will list a few thoughts here, maybe something useful can come out of them:

- Maybe implement a pet specific for mining, with no buff, thank you very much. It should be an alternative to extractor and of course to not be spawnable in lootable pvp. It should start with an economy comparable to re-105 and progress with leveling (leveling itself from extracting) to be comparable with 05/sga for example, to keep intact special excavators like adj, imp and mod. It should be obtainable through some middle difficulty mission accesible ingame at lvl30 prospecting/surveying/treasure or buyable from webshop but activable at, say, lvl15. The two versions should have different colours but same functionality. The decay should be paid via feeding and consumed per excavation. Ideally it should have some of that Project Entropia revolting humour (which disappeared with the new Barbie CryEngine world). Maybe a histerical small steam-punk machinery who would complain when extracting lyst. It should function offline too, sort of "tower", with programable time and decay paid in advance, for those pesky high tt lyst claims. Decay should be paid in a role-play manner, by giving ingots to the bugger, nomatter the ore or enmatter, just the tt to count as measure. The drawback should be that its function would not give extracting skills to the owner.

- Which extracting skills could become revelant through a system of industrially refining and improving ores and enmatters. So some lvl90 miner could for instance transform lyst into rugaritz while losing four fifths of its tt, while if a lvl5 miner would attempt that would lose everything, while a level10 miner would lose nine tenths. Of course, made up numbers, your wizards are better at this math. This should work across the scale also in other way around or even in small increments, like lyst to belk. This could happen in some special designed area, like a mining-themed-open-pit designed in the original post-apocalyptic style of EU, maybe in the middle of desert at Pandora, so we would also socialize. The process itself should take time, comparable to crafting reload and should be batch-able. Maybe a new skill, "Refining", could be added, which to be obtainable in a small measure from regular refining and a big measure from this new activity and should of course be the main course of the prostanding.

- We could also have some mining-specific and also general buffs obtainable through recipes of ores and enmatters, but not as crafting. Maybe a specific refiner (or NPC, as the Arkadia Sal'diresh keys) and the cost should be higher than the one from webshop boxes. Also some mining-specific pills obtainable only through this could be great, like enhance pet extraction speed (for the above mentioned walking monster) or, why not, enhance chance to loot this or that type of material.

- Maybe implement a new type of tool, like a preliminary prospecting tool, which could give hints about the area: wether it has better tt output or a certain type of mineral temporary availability. It should be avatar-bound as effect (so streaming on twitch would make it irrelevant for spectators), should cost a decent ped to buy and activate, should have a chance to fail and the draw-back would be that it would limit something. So if there is better tt output, then maximum amp lvl2 can be used or if a certain mineral availability, a limit on the number of claims. Such as its use to be considered strategic and mining without it to be just as viable.

- If you implemented these greed-infected mining strongboxes, maybe implement keys craftable in game, at a cost higher than in webshop. Say, 300%. So if going rate is 50 peds for a strongbox, a craftable key would be 30 peds, so all options would appeal to someone. Because right now if I loot a mining strongbox I would feel bad to sell it, but I would feel honestly disgusted to be forced to deposit and I guarantee I will not. I prefer a sort of alternative which is viable at least from a role-playing point of view. Putting back ul amps in ooo loot itself would be decent too and I am honestly revolted you did this. You are breaching the core promise of Entropia, that all activities will always be open to all participants, nomatter if they deposit or not.

- Maybe implement also some mining-specific instances as an alternative ooo. Some short funny instance in a spiral (ha) shape, where maybe you would have to activate the correct combination raw-refined of few materials. Or maybe a short mining mini-game where you must find a few claims in an instance at no cost and no tt reward. And then the instance to finish with a loot chamber which to give a fixed 50 ped tt loot, like old robot ships with a global. "This avatar has examined the lost pockets of Rattex and found loot worth 50 ped". Part of the loot could be recipes for mentioned pills, could be maps (in a dreamy better EU with a better mining) of special ores which would expire in a given time (say 48h), bound to that avatar but maybe in some areas with big mobs, so he would also need to call some friends. Ofc, instances shouldn't be available in lootable pvp.

- Maybe implement a mining epic mission with an estimated time of completion of like 6 months, with a ped sink here and there of some 2k in total, but which in the end to give as prize an adj excavator or something (in that dreamy better EU with a better mining) comparable. It could have classic "bring me 10 peds of this resource" sinks, but with pauses between them, to be spread out. It could have a requirement to global on a planet-specific resource on each planet (but not indoors, thanks), like the divine thing. It could have episodes of prospecting specific areas etc. Prospecting which in that dreamy better EU could be saved on maps of specific ores and sellable between avatars, maybe this maps section connected to the mentioned preliminary prospecting tools. From a graphic point of view, some simple vectorial-based gradients (which would also fit in as roleplay) should do.

- Which brings me to the next point, maybe buy and integrate ingame LBML? (Together with an ingame map of mobs, MindArk, wtf is SO hard to get pinpoints to ACTUAL spawns when we get a daily??) Is great that Ido thought this and I must thank him, I wouldn't have mined again without LBML, but I find it shameful that a community member thought at something which the company itself could have done easier and faster, already having all tools required.

As someone who plays EU "as is", based on its core promise of a virtual reality economy, I honestly feel lied and left aside. I feel the game is focusing on a meaningless waste of time for players like me, while pushing everyone towards unchallenging simple gambling.

I find it dangerous that the two main directions of success now are "risk as much as possible as often as possible" and "play 10 minutes each 1,5hrs and if there is no igni, log out". Just as dangerous as the bleak perspective of crafting, which is as interesting and appealing as a prostitute with moustache.

That's all I thought off. I really hope somebody in your team will read this and I really hope you do know what you want to do with mining, because right now the mining-crafting ecosystem is barely breathing. And I believe you prefer a vivid active community of players, not one of exclusively explosive gamblers in a 3d casino. (Or so I hope, because believing should be sustained by reason, and reason shows you did everything in your power over the past year to curb player strategical possibilites of succes and increase gamblers' participation and impact as turnover. You WILL arrive in this style at a point where 3d casino remains the only option becase 3d casino customers will be the only ones left.)
 
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More systems are something we do not need at this time. That is what has delivered us to this place in my opinion , unfinished systems and ideas , not that they weren't exciting in their inception , but follow-through and distraction has always been the biggest downfall of this game.

Please no more bound items , everything should be tradeable except the freebies that are given to new players.

More missions is always a win.

Mining needs a reason to be in the game which is materials for blueprints. Consumable items such as ammo or additions to the tier system that uses mining materials.

And from here I will admit I have very limited experience mining and am probably not qualified to comment on 90% of your mining rant.
 
Pretty much sums it up... When I started playing all I did was mine but now I can't - it's too dull and returns are abysmal compared to hunting.

Some good suggestions and I've got a dozen more on top of it but I won't waste my time as they will never get implemented. Entropia is what it is and won't change the way we want it to.

The community cries out with what we want but MA constantly says "nah, you're gonna get what we give you. We know best".

For new players I'm sure Entropia is still an exciting brave new world to explore that's got lots of flashy features to check out - but for us old timers we see Entropia as the laundry list of broken promises and half implemented systems that it is.

Entropia will never be the game we want it to be. Best thing you can do is accept it as it is or move on.
 
Well said. Interesting ideas you shared. I have been mining 90% of time unamped my whole EU life, however now mining is very boring, does not look like mining skills care anymore (except for ability to use higher tools). Very disapointed in MA.

Mindark please make mining great again :wise:
 
Mining is unfortunately a shallow husk of its former self. What Mindark should do is to actually play their own game and ask themselves if the gameplay is engaging.

Back in the old days most miners had an actual reason to logon to the game every second day and they would make a but-ton of peds from doing it. They had maps that worked and resources that spawned in straight lines like clock work. That made for engaging content and kept me coming back.

The game's mining system needs a serious re-design. But if Mindark is happy with what they have at the moment, then so be it, avatars if you don't like something, rant on the forums and do not deposit... Simple..
 
Pretty much sums it up... When I started playing all I did was mine but now I can't - it's too dull and returns are abysmal compared to hunting.

Some good suggestions and I've got a dozen more on top of it but I won't waste my time as they will never get implemented. Entropia is what it is and won't change the way we want it to.

The community cries out with what we want but MA constantly says "nah, you're gonna get what we give you. We know best".

For new players I'm sure Entropia is still an exciting brave new world to explore that's got lots of flashy features to check out - but for us old timers we see Entropia as the laundry list of broken promises and half implemented systems that it is.

Entropia will never be the game we want it to be. Best thing you can do is accept it as it is or move on.

and constantly shiting the game is helping alot . You was so nice after Ath i remember ... good times :laugh::lolup:
 
I still enjoy and have fun when mining, if you dont like it just do something else.

I was already wondering when the first complain about bad mining loot was coming :p

About gamblers in game I love them and its not only in mining people gamble but also in crafting and hunting.

If they want to run around with big amps and loose 99% of the time, that's fine by me cause they pay a lot for others who do not loose. So I do not mind if they get a tower now and then, they payed 2x for that. (they sell very cheap also cause they need peds again fast to loose more)
Mining return is less now and just check auction to see who's selling skills

If they want to craft on condition, great same thing as mining, loose fast TT all, depo more and fast .... and keep crafting

If they want to go after big mobs, just grab the biggest gun you can afford, dont spend time to get evade skills (who needs that lol) and go shoot, meanwhile ask some 1 to heal you also (but pay him/her) in advance

I dont need animals (that I need to feed) to get my claims :p I prefer skills.

If I need some peds I could extract some skills (like extraction or drilling), so a newbie could use them.

Graphics are ok for me, but making them better is always good.
 
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Make crafting worthwhile again, and mining will automatically follow suit.

Rgds

Ace
 
Hear, hear! All of this. I signed back on to the forums after 6 years just to reply to this message.

I played from 2006-2008, and then from 2009-2013. Although the trend was for mining returns to slowly get worse (as documented in my mining logs from the time period), it was still possible to mostly break even thanks to the markup. Despite most runs coming back in the 80-90% range if you knew where to mine, the markup made those runs break even or show enough profit that the cost of a new L finder was included in the returns.

I've been back for a few weeks now to check out the "new" Entropia. What I'm seeing is that

a) the returns are even worse, and
b) the markups are gone

Not only has the mineral distribution been completely borked from the old days, moving the percentage of what is found around, all of the markups on anything commonly found are 102-105. When I left, Belkar was around 130, now it's 102. Caldorite was 115-130, depending on what was going on... 102. Durulium was 150... now 110. Iron was 112... now 104. The first-tier uncommons like Erdorium, Niksarium, Adomasite, etc. were all 140 and up... now they are 102 as well. That 80% returns run, which would break even in the old days when done in an area where something decent dropped, now is just a loss. I think part of it is amps, as Kerham said, but part is the changes in crafting.

I notice that with this new "explosive projectiles" kick, MA has removed the miners from the crafting equation. Now nobody uses minerals or enmatters to play slots, they just run to the TT and buy tokens. I think I see where the markup went.

It's all fine for someone like Leeloo or Strash to say "oh if you don't like it just do something else", but those of us who spent tons of time skilling in mining without spending tons of ped to get into the uber tier of the game have had the thing we enjoyed taken from us. That's not OK.
 
...
I notice that with this new "explosive projectiles" kick, MA has removed the miners from the crafting equation. Now nobody uses minerals or enmatters to play slots, they just run to the TT and buy tokens. I think I see where the markup went.
.... That's not OK.

yeah, why interact with the game if you can fulfill all your gambling needs from the tt?
 
I was already wondering when the first complain about bad mining loot was coming :p

I don't. My log started last august is at tt+ without counting the tower. The only point which I would complain about in this direction is the s&m unbelievable sad thing indoor has become. Used to be a carousel for guilty pleasures, now is a grindfest for huge turnovers, because...

If they want to run around with big amps and loose 99% of the time, that's fine by me cause they pay a lot for others who do not loose. So I do not mind if they get a tower now and then, they payed 2x for that. (they sell very cheap also cause they need peds again fast to loose more)

...no, they don't and that is part of the problem. The small time thrillseeker who uses 3-4 amps like Dorki will lose 99% of times. But really huge turnover, like Matrosov, doesn't even if mining only indoor and paying tax. Because this is MA's current setup, ROI is based tt-wise on turnover, see their statistics which they gave on hunting.

No, mining return is not less or more, is actually incredibly static. Down to the point that even big (for my level of amping) hits which I had like 1,9k melchi are more or less spread in the overall rate of return. For them is irrelevant if I am at 102% tt or 98.5% tt overal as long as MU is setup as a trap and I drop enough.

For sellouts, I only know of Rocket, but is his problem if he kept preaching and believing in kickbacks, that mindset can push one to really silly actions.

And I survived and made a buck (which I blew up on clicking amps in yet more experiments, lol) despite the fact that I am tt'ing I'd say 80% of my finds. I rarely if ever sold lyst and belk, caldo a couple of times, narc and iron likewise. It should be a losing style. Given enough turnover, is not. And I am sure I am not the only one. If we would all sell, then there would be no common ore/enmatter left above 100.5%, which is a sort of natural minmum MU possible on AH.

Because there is not enough demand in crafting. Biggest crafters used to be busy all day swirling on this and that. Nowadays big time crafters only do a couple of hours once every few days, that being enough to fill their shops and that's that.

What I am annoyed at is there is nothing which I can possibly do to increase my chances in finding, say, ignisium save for MindArk deciding it should drop then and there. I wish something which to represent a strategic choice in which skills to play a role. The difference between using a huge depth finder vs f-101 is how much lyst vs. caldorite you can find, not how much ignisium you can find. That is strictly dependant on MA's will, given that it can be hit both at 300ish depth and at 1k+. And don't get me started on gazzurdite, which is absurd already.

I also enjoy the activity itself, as I wrote on your thread, I am passionate and I would be passionate even if I'd lose. But ticking after ticking of prostandings, just to switch between hof of lyst, belk, melchi and then back to lyst again is getting boring and, in the grand scheme, absolutely useless.

P.S.: I don't have fundamentally a problem with gamblers doing explo. I am of the opinion that if they have this vice to this extent, then is actually more moral to let them do it without extorting also some MU off it. What I have a problem with is the whole crafting not being viable enough as to keep scores of people busy all day in huge volumes.
 
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We just need a economy driven by crafting.

Weapons should be all L and crafted
Consumables like pills should be crafted
Tools should be crafted
Beside Explo there should be special ammo for special weapons all crafted
Armors should be L and crafted

If the hunters would use much more L because its simply better than anything UL available there would be much more real crafting.

Sadly we have exactly the opposite, everything UL is way better than anything coming from crafting, so how should MU grow if you have to do only a one time purchase for your gear and then never again have to pay any MU?

With Armatrix I got some new hope they finally will fix this.
But I am sure in a few month we see ArMatrix UL on the market or something comparable with different name.

Hunting drops L always are better than anything coming from crafting, so why should any serious hunter buy a gun from a crafter if all the guns he drops from hunting are better, and if those are burnt he still got his UL gear :)

Thats the issue why MU is dead, not only for mining, also for hunting and crafting.

NOBODY needs anything these days.

I know enhancers, but thats not enough to fix economy :)

So fix crafting!

Let crafters supply miners/hunters with really awesome L things, and then we will see a lot less Explo gamblers!
 
Why mining sux now...its all about opportunity.

Wont give much details but this is how 2017 was for me...

1 week mining +15476,33

break....(boring mining so i skipped)

again a good opportunity 3 months +93618
 
Why mining sux now...its all about opportunity.

Wont give much details but this is how 2017 was for me...

1 week mining +15476,33

break....(boring mining so i skipped)

again a good opportunity 3 months +93618

so much fun to read peoples stories about how their LUCK is turned into just being smart.

I got a profitable run, see how good I am!

Well, bullshit. you just got lucky.
 
We just need a economy driven by crafting.

Weapons should be all L and crafted
Consumables like pills should be crafted
Tools should be crafted
Beside Explo there should be special ammo for special weapons all crafted
Armors should be L and crafted

If the hunters would use much more L because its simply better than anything UL available there would be much more real crafting.

Sadly we have exactly the opposite, everything UL is way better than anything coming from crafting, so how should MU grow if you have to do only a one time purchase for your gear and then never again have to pay any MU?

With Armatrix I got some new hope they finally will fix this.
But I am sure in a few month we see ArMatrix UL on the market or something comparable with different name.

Hunting drops L always are better than anything coming from crafting, so why should any serious hunter buy a gun from a crafter if all the guns he drops from hunting are better, and if those are burnt he still got his UL gear :)

Thats the issue why MU is dead, not only for mining, also for hunting and crafting.

NOBODY needs anything these days.

I know enhancers, but thats not enough to fix economy :)

So fix crafting!

Let crafters supply miners/hunters with really awesome L things, and then we will see a lot less Explo gamblers!

First they need to fix crafting returns, no point in making all those changes, when the crafters leave due to constant 80-90% return xD
 
You can tell that the in game economy is totally screwed if the resources to make items comes from a source besides the players... This needs to be fixed !!!
 
I don't. My log started last august is at tt+ without counting the tower. The only point which I would complain about in this direction is the s&m unbelievable sad thing indoor has become. Used to be a carousel for guilty pleasures, now is a grindfest for huge turnovers, because...



...no, they don't and that is part of the problem. The small time thrillseeker who uses 3-4 amps like Dorki will lose 99% of times. But really huge turnover, like Matrosov, doesn't even if mining only indoor and paying tax. Because this is MA's current setup, ROI is based tt-wise on turnover, see their statistics which they gave on hunting.

No, mining return is not less or more, is actually incredibly static. Down to the point that even big (for my level of amping) hits which I had like 1,9k melchi are more or less spread in the overall rate of return. For them is irrelevant if I am at 102% tt or 98.5% tt overal as long as MU is setup as a trap and I drop enough.

For sellouts, I only know of Rocket, but is his problem if he kept preaching and believing in kickbacks, that mindset can push one to really silly actions.

And I survived and made a buck (which I blew up on clicking amps in yet more experiments, lol) despite the fact that I am tt'ing I'd say 80% of my finds. I rarely if ever sold lyst and belk, caldo a couple of times, narc and iron likewise. It should be a losing style. Given enough turnover, is not. And I am sure I am not the only one. If we would all sell, then there would be no common ore/enmatter left above 100.5%, which is a sort of natural minmum MU possible on AH.

Because there is not enough demand in crafting. Biggest crafters used to be busy all day swirling on this and that. Nowadays big time crafters only do a couple of hours once every few days, that being enough to fill their shops and that's that.

What I am annoyed at is there is nothing which I can possibly do to increase my chances in finding, say, ignisium save for MindArk deciding it should drop then and there. I wish something which to represent a strategic choice in which skills to play a role. The difference between using a huge depth finder vs f-101 is how much lyst vs. caldorite you can find, not how much ignisium you can find. That is strictly dependant on MA's will, given that it can be hit both at 300ish depth and at 1k+. And don't get me started on gazzurdite, which is absurd already.

I also enjoy the activity itself, as I wrote on your thread, I am passionate and I would be passionate even if I'd lose. But ticking after ticking of prostandings, just to switch between hof of lyst, belk, melchi and then back to lyst again is getting boring and, in the grand scheme, absolutely useless.

P.S.: I don't have fundamentally a problem with gamblers doing explo. I am of the opinion that if they have this vice to this extent, then is actually more moral to let them do it without extorting also some MU off it. What I have a problem with is the whole crafting not being viable enough as to keep scores of people busy all day in huge volumes.

I do agree with some of these but not all.

Like with mining with the F-101 or a bit higher like 102-103 .... it all depends where you go mining.
And since you mentioned igni :) This 1 goes up and down when MA changes it, very true ^^
For the moment I'm mining for iron (cause I need it) my best setup for now is the F-103, did a run this morning and got back 97,73% on the run, the rest I found was Igni for 2,73%
If I go with my F-106 + 8 enh on that same zone I get even 27% Igni
Why I use the F-101 for the iron? Cause its very cheap mining.
And yes, I keep igni stocked till % goes up to 150% again, same for terru, cave sap and a few more.

Mining would be a lot better again if more new BP's would drop. Like mining on Ark is now more filling your storage cause most of the typically ark resources are not used anymore because of the lack of (L) BP's

Mining statistics are indeed very stable, only return is less now.
I use to have 80+% (TT return) over and over again, wherever I went mining, now it dropped to 75%, then again november and december last year was great in returns, so I'm downgrading on finder use.

People selling this low even belkar, oil or whatever do not count the costs of a run since even when extracting with a cheap puller (RE-101) the costs are higher than selling it for 101% or lower like some do, but then again it's there own fault they loose.
I'm trying to stock up some resources cause they have been going up and down in the last year, but true you cant do that for the common stuff so I sell those in small amounts.
I'm afraid that this is the only solution to get a better % for the moment.

As you prolly know I mine mostly unamped (using D-class from time to time) and I was hitting massives around 1K (unamped) so that brings up my total of TT return up to very positive also, and no I do not TT them, I sell all with %, the only thing I TT is growth :p
For the moment the swirls are down, but I'm still getting ample's, larges etc, so as long as my TT numbers are kept positive I should be ok.

I still remember mining between 2003 - 2006 and yes it was a huge change over the years, but all is changing, nothing we can do about it :( Just dont be fixated at huge towers or ATH's, just try to stay positive and have fun cause that's why we are here in the first place.
 
Please no more bound items , everything should be tradeable except the freebies that are given to new players.

ofc, sorry if sounded otherwise

just try to stay positive and have fun cause that's why we are here in the first place.

that I can only agree with :)
 
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You can tell that the in game economy is totally screwed if the resources to make items comes from a source besides the players... This needs to be fixed !!!

Ah well that has been said a lot and has not mattered much.
 
It is the same in all professions,not only mining, same goes for hunters and crafters. Lets say i got some evade skills and can punch decent dmg too, so im skilled hunter and can cull 100 10peder mobs in an hour with out breaking sweat or grind away shit ton of small ones,but why should i do it?? Here is zero motivation for me,loot is boring and mark up is not existent... same goes for crafters,we have bunch of skilled ppl in game who simply dont craft coz they dont see the reason to do it.
People always cry " the sky is falling, the game is broken" it was like that for years, and it was funny read for years,but now I feel something is really broken and not for week or month, EU is in that sad shape for much longer time. Somehow here was huge momentum in system(probably provided by gamblers) but now we are running out of it too.
New CEO said,various institutions are consulting them to make sure games economy will run in long terms. Maybe it is time to change consultants or actually hire some!!
 
reasons in this post + lack of time IRL = reasons i threw in the towel for mining.

Even where profit yield is upwards of 5000 ped/month... it takes something like 30 hours/week of pure mining to pull that off.. more so, mining will be so profoundly boring that I can't justify my time in it anymore... i guess everyone gets burnt out eventually, but when the only excitement you get is 1/60 days of yellow hof diarrhea in your face, it's hard to keep going.

at least hunting you can see a global or two every hour or so. GL doing that mining unless you lose your ass on lvl 9+ amps or mining indoors >3.5 ped/drop


but MA could give a fuck less about mining and crafting... clearly. Mining wouldn't even exist if MA could do it all over again.

crafting is all afk players and gamblers anyways, so they capitalized on their slot machine opportunity and introduced cell phone app gambling (inb4 the law comes down hard on that shit)
 
I still enjoy and have fun when mining, if you dont like it just do something else

This.


Mining right now is to the point where you have to actively enjoy the activity of running and dropping bombs. The skilling doesn't matter like it does in hunting and your TT swings will be hundreds of thousands of ped before you see something close to the 90% figure.

If you don't enjoy it, or you don't live somewhere where $3/hour is good pay, you shouldn't be doing it.

If you can live from $3/hour as a hobby then go farm alt on RT w/ d-class amps for a smooth profit.
 
Sadly we have exactly the opposite, everything UL is way better than anything coming from crafting, so how should MU grow if you have to do only a one time purchase for your gear and then never again have to pay any MU?

i do agree, whilst inconvenient and probably not liked. UL items should require a crafting resource to repair. Crafters make some kind of repair residue which is spent when repairing (allow this residue to be purchased from TT for 115% until the crafters are able to supply enough, or as a MU cap) the residue could be made using the cheapest/common mining resource like lyst and oil
or UL items cost 105% to repair, with the extra 5% going into the lootpool
 
and constantly shiting the game is helping alot . You was so nice after Ath i remember ... good times :laugh::lolup:

Yeah I've gotten quite cynical about EU. What can I say?

EU has given me a lot over the years... An ATH, 4000+ hours of gameplay... Hell, I met my wife of nearly 10 years in game. And after all these years I still love the core game and want to see it do well. In the past just like many others I have made countless suggestions to solve bugs, fix problems...etc and not one has been implemented so I've lost faith.

It's just very frustrating to see the game in its current state and seemingly nothing being done to improve it despite public outcry. And it's hard to have faith in a company that starts tons of projects but finishes none.

I'm probably not the only fan they have alienated with their decisions.... Sorry to piss in your cornflakes with my cynicism though lol
 
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It's just very frustrating to see the game in its current state and seemingly nothing being done to improve it despite public outcry. And it's hard to have faith in a company that starts tons of projects but finishes none.

I think this is the point that gets lost in the shuffle. None of us are complaining because we hate the game, and I don't think we're complaining just to hear ourselves complain. We are genuinely concerned with the direction that the game is going, and would like it to do well.

I work for big corporations, helping them do regulatory and compliance work. One thing I have seen over and over is corporations who were failing because they took a short-term view of their business model and decided to take what they could when they could and not worry about the future. MindArk is showing all the signs of that. I don't know what happened to the "in-game economist" they used to brag about, but obviously s/he quit or was fired, because no economist with even a year of training would allow the in-game economy to get where it is now.

Hunters and miners have to produce raw materials; crafters have to turn those raw materials into items to support the other two professions. Without that virtuous cycle, the whole thing crashes and burns... which is exactly what we are seeing now.
 
Hunters and miners have to produce raw materials; crafters have to turn those raw materials into items to support the other two professions. Without that virtuous cycle, the whole thing crashes and burns... which is exactly what we are seeing now.

As a crafter i see the main issue being the bad returns produced by loot 2.0.
I need about 92% return to break even with MU and do my weekly crafting, but i don't even get those 92% and just run out of ped and got to shut down all crafting and move back to fruit gathering...
If the other crafters run into the same issue, because the game most likely is the same for all crafters, then i can understand that the crafting economy is currently collapsing...
 
As a crafter i see the main issue being the bad returns produced by loot 2.0.
I need about 92% return to break even with MU and do my weekly crafting, but i don't even get those 92% and just run out of ped and got to shut down all crafting and move back to fruit gathering...
If the other crafters run into the same issue, because the game most likely is the same for all crafters, then i can understand that the crafting economy is currently collapsing...


82% of recorded crafting globals for the past 24 hours are explosive projectiles... Mining is no longer needed in this game ...
 
82% of recorded crafting globals for the past 24 hours are explosive projectiles... Mining is no longer needed in this game ...

i'm one of those crafters who isn't crafting EP and i can't craft anymore thanks to shitty returns D:
So there may be a good reason that most globals are just from EP gamblers ^^
 
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i'm one of those crafters who isn't crafting EP and i can't craft anymore thanks to shitty returns D:
So there may be a good reason that most globals are just from EP gamblers ^^


Crafting is no different to any other profession in game regarding tt returns. It hurts more in crafting as you pay markup on ores.

TT returns is NOT the problem. The problem is that there is mostly nothing worth crafting out side mining amps and a few select guns.


Rgds

Ace
 
Crafting is no different to any other profession in game regarding tt returns. It hurts more in crafting as you pay markup on ores.

TT returns is NOT the problem. The problem is that there is mostly nothing worth crafting out side mining amps and a few select guns.


Rgds

Ace

I have to disagree, from my tracking:
16,3k cycled on hunting: 98,6% return (~12k kills)
41,8k cycled on crafting: 89,11% return (84,9k crafts)
With 92% on crafting i would be fine btw.
 
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