what's bad with crafting??

that's what the tracking of 500+k clicks showed.... ffs just stop working with false assumptions...

Interesting, show us those numbers? cause u always throwing around those 20 clicks results :)
And if u did that 500k clicks, u have 95% return as u claim then what is ur problem?
Im really curious since what u said to Smilgs about higher mat consumption per item crafted in new system is pure nonsense as i proved it with TRACKED number (which u rejected).
 
Interesting, show us those numbers? cause u always throwing around those 20 clicks results :)
And if u did that 500k clicks, u have 95% return as u claim then what is ur problem?

you know the problems, I've stated them here several times.

at 390k clicks that was still 90%, after that came 4 times 1000 multipliers and a couple times 500 multis in quite a cluster, now it goes back down to 90%...
3T0je3e.jpg
 
Im really curious since what u said to Smilgs about higher mat consumption per item crafted in new system is pure nonsense as i proved it with TRACKED number (which u rejected).

No, you just picked a single material from a craft that has 4 different materials. That's called cherry picking. i'm 100% certain your survey probe or lyst consumption has increased by more than the alt consumption has decreased, now with all those ~50% return near successes around.
 
No, you just picked a single material from a craft that has 4 different materials. That's called cherry picking. i'm 100% certain your survey probe or lyst consumption has increased by more than the alt consumption has decreased, now with all those 50% return near successes around.

So u say MA cherry picked alt consumption and didnt write a single algorithm that changed everything at once ? right, here are results:
lyst 6.11 old 5.14 in new and i refuse do any more math since i could post results for every bp u still wouldnt believe :D
 
So u say MA cherry picked alt consumption and didnt write a single algorithm that changed everything at once ? right, here are results:
lyst 6.11 old 5.14 in new and i refuse do any more math since i could post results for every bp u still wouldnt believe :D

now you are just cherry picking the lyst.

Before the changes most near successes were about 90% return, that's about 10% material loss... now many of those have been replaced by ~50% return near successes, that's about 50% material loss and you in all seriously claim the material consumption would have gone down.. i don't even...

It's mathematically impossible that the material consumption goes down when you lose up to 5 times as many mats on a large potion of near successes...
 
now you are just cherry picking the lyst.

Before the changes most near successes were about 90% return, that's about 10% material loss... now many of those have been replaced by ~50% return near successes, that's about 50% material loss and you in all seriously claim the material consumption would have gone down.. i don't even...

It's mathematically impossible that the material consumption goes down when you lose up to 5 times as many mats on a large potion of near successes...

Just as i said :D I could post all ingredient for D-class then u would just i cherry pick D crafting etc... endless circle of stupidity :) Gl with ur "crafting". Im sure MA did the changes by hand on every bp and on every ingredient :lolup:
 
The long term return on crafting, about up to 400k clicks, is about 90% return.
The very long term return on crafting is 95% tt-return, but that may take about 500k clicks.

In that case you should not bother doing the first 400k clicks, and just do the last 100k instead. 115% return, huge profitz!
 
100 clicks the min-return should be raised from 66% return to 85% and success rate should be stabilized.
1000 clicks the min-return should be raised from 80% return to 90%.
4000 clicks the min-return should be raised from 80% return to 93%.
after that, don't care if it takes another 150k clicks to actually make the jump from 93% return to 95% return...

What determines if it's worthwhile crafting should be MU input vs. MU output, not if you can gather mats for 100+ or even 1000+ clicks... change the 50% return near successes into 90% return near successes, remove the overshooting on every success.

bump....
 
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100 clicks the min-return should be raised from 66% return to 85% and success rate should be stabilized.
1000 clicks the min-return should be raised from 80% return to 90%.
4000 clicks the min-return should be raised from 80% return to 93%.
after that, don't care if it takes another 150k clicks to actually make the jump from 93% return to 95% return...

What determines if it's worthwhile crafting should be MU input vs. MU output, not if you can gather mats for 100+ or even 1000+ clicks... change the 50% return near successes into 90% return near successes, remove the overshooting on every success.

bump....

Perfect description of the shittiest system, if would be that easily predictable, JUST so you can afford crafting chairs and tables.
Stabilizing after 100 clicks? Dude, quit the craft go minecraft.
 
Perfect description of the shittiest system, if would be that easily predictable, JUST so you can afford crafting chairs and tables.
Stabilizing after 100 clicks? Dude, quit the craft go minecraft.

I know you do not care if most of the mined/hunted materials have no MU at all, because the game is too volatile for everything that isn't mining/weapon attachments and guns, and i also know you don't care if many crafters slowly walk away from the game and hunters/miners as well due to lacks of crafters..I know you don't care if the game dies.. But others do care.
 
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100 clicks the min-return should be raised from 66% return to 85% and success rate should be stabilized.
1000 clicks the min-return should be raised from 80% return to 90%.
4000 clicks the min-return should be raised from 80% return to 93%.
after that, don't care if it takes another 150k clicks to actually make the jump from 93% return to 95% return...

What determines if it's worthwhile crafting should be MU input vs. MU output, not if you can gather mats for 100+ or even 1000+ clicks... change the 50% return near successes into 90% return near successes, remove the overshooting on every success.

bump....

Currently WHAT you craft determines if its worthwhile crafting or not....even on small amount of clicks.
Stop crafting stuff you are just TT'ing and you will do fine.
 
Currently WHAT you craft determines if its worthwhile crafting or not....even on small amount of clicks.

unfortunately it's not, a couple 50% return clicks in a row and then just a single normal success and then even 150-200% MU items aren't worthwhile crafting...

The way crafting is designed plays a big role in wether or not something is worthwhile crafting, should mainly be MU Input vs. MU output, but that's unfortunately not the way it is.
 
unfortunately it's not, a couple 50% return clicks in a row and then just a single normal success and then even 150-200% MU items aren't worthwhile crafting...

Well you could also get a couple of success in a row and then a single 50% return click..then you could sell your item at less than TT and its worthwhile....it can play out both ways, you should never be clicking to get just one item, you need to go for mutliple sucess to make it worthwhile.

Also near sucess are not always 50% return, so enough with that BS.


The way crafting is designed plays a big role in wether or not something is worthwhile crafting, should mainly be MU Input vs. MU output, but that's unfortunately not the way it is.

This is one of the most stupidest ideas i have heard. Think about it for a moment, if crafting was as easy as MU in vs MU out, then there would be a lot more crafters in the game....too many in fact. If there are more crafters, what do you think happens to the MU of items you sell? They tank due to saturation of the market, which then affects the MU of hunters and Miners.

If MA want to make the economy worse, then they need to start listening to you.
 
Well you could also get a couple of success in a row and then a single 50% return click..

that's gambling... you can't count on that happening.

you should never be clicking to get just one item, you need to go for mutliple sucess to make it worthwhile.

some items just sell once in a month, some just once in 3 months and others may just sell once in 6 months... crafting 10-20 items of something that sells once in 6 months is bad bankroll management... craft when needed is not.

Going by my crafting, if i'd do a 100 click run on every craft on the does sell for okay MU list, then it would be 150-300k PED bound to storage for a period of up to 7 years (time for gathering all the materials needed included, residue not included)... bad bankroll management much...

Also near sucess are not always 50% return, so enough with that BS.

I did not claim anywhere that they would be.

Think about it for a moment, if crafting was as easy as MU in vs MU out, then there would be a lot more crafters in the game....

I said mainly MU input vs. MU output.

If MA want to make the economy worse, then they need to start listening to you.

rofl, saying something like that after you guys made the economy significantly worse, MA obviously listened to you peeps, is just hilarious.
 
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that's gambling... you can't count on that happening.

No thats EU, its dynamic.


some items just sell once in a month, some just once in 3 months and others may just sell once in 6 months... crafting 10-20 items of something that sells once in 6 months is bad bankroll management... craft when needed is not.

Going by my crafting, if i'd do a 100 click run on every craft on the does sell for okay MU list, then it would be 150-300k PED bound to storage for a period of up to 7 years (time for gathering all the materials needed included)... bad bankroll management much...

Neither of these situations are bad bankroll management, you are just not understanding crafting. You need to craft based on your bank roll and what sells, that means you do a craft, sell the stuff, do another craft, repeat. If you have a higher bankroll, then you can craft multiple different items, etc.

If something sells once in a month, it's not something that you should be crafting....PERIOD.



I did not claim anywhere that they would be.

Then stop bringing up about 50% returns on near success:

now with all those ~50% return near successes around....
now many of those have been replaced by ~50% return near successes, ...
change the 50% return near successes into 90% return near successes, ...
unfortunately it's not, a couple 50% return clicks in a row ...


I said mainly MU input vs. MU output.

Implying that you want the system to be based around this with only a few small other factors come into play...the MU input vs output should not be the main component to crafting.


rofl, saying something like that after you guys made the economy significantly worse is just hilarious.

I'm sorry, how did i make the economy worse?? Do i work for MA? If so that is news to me.
 
Neither of these situations are bad bankroll management

Of course it's bad bankroll management, craft when needed and spent the other 130-270k PED on CLDs or so is far better bankroll management than having those 130-270k PED dead in the storage where they don't generate any money for a long time...

You need to craft based on your bank roll and what sells, that means you do a craft, sell the stuff, do another craft, repeat.

You literally said one post ago, that i should switch from crafting one , selling, crafting another to get multiple of the item. Now you're saying the exact opposite.
Could you please make up your mind.

If something sells once in a month, it's not something that you should be crafting....PERIOD.

Not taking the 50-200% Profit on that, with calculated 95% return, just because it sells slow is just stupid. Period.

Then stop bringing up about 50% returns on near success:

now with all those ~50% return near successes around....
now many of those have been replaced by ~50% return near successes, ...
change the 50% return near successes into 90% return near successes, ...
unfortunately it's not, a couple 50% return clicks in a row ...

you're twisting "a lot" & example into "always" and that's now my fault... troll much...

Implying that you want the system to be based around this with only a few small other factors come into play...the MU input vs output should not be the main component to crafting.

It should be the main determining factor.
volatility, QR should just play a minor role in wether or not it's worthwhile crafting.

Having:
lots of materials avaible , MU is good, many buyers > craft
hardly any materials avaible, MU is good, there's buyers > do not craft
materials avaible, MU is good, rarely buyers > do not craft
materials avaible, MU is good, buyers exist, but only money for 10-20 clicks > do not craft

is just stupid and hurts the economy.
The only reasons not to craft an item should be that MU is too low or that there are no buyers, just like the way it was before MA fucked it up.
 
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You literally said one post ago, that i should switch from crafting one , selling, crafting another to get multiple of the item. Now you're saying the exact opposite.
Could you please make up your mind.

Crafting different items...ie you craft your roadie amps, once you have the bankroll move out to crafting roadie amps and your tables.

You know what, i'm done with this....you obvioiusly have no clue about this game and do not think things through before you make suggestions. Many others have tried to help you as well as indicated in this thread....but you can't help someone who is not willing to listen to anything. Stick to your dreamland bud and keep feeding the loot pool for those who know what they are doing in crafting.
 
Full condition craft, 100% QR blueprint and maxed out. In 86 click got one success.


Don't see anything wrong here. All working as intended... :laugh:
 
100 clicks the min-return should be raised from 66% return to 85% and success rate should be stabilized.
1000 clicks the min-return should be raised from 80% return to 90%.
4000 clicks the min-return should be raised from 80% return to 93%.
after that, don't care if it takes another 150k clicks to actually make the jump from 93% return to 95% return...

What determines if it's worthwhile crafting should be MU input vs. MU output, not if you can gather mats for 100+ or even 1000+ clicks... change the 50% return near successes into 90% return near successes, remove the overshooting on every success.

bump....


please MA do this, make crafts which were worthwhile prior to crafting changes worthwhile crafting again.
 
//Mod Note

Please refrain from the insults, flaming and other immature behavior that is rampant in this thread.

Continued willful disregard for the forum rules will result in temp bans.
 
I can only speak of my own experiences. Everyone knows how big I am on crafting and I am experienced enough to know what I am doing. As of late there has indeed been a remarkable difference in the crafting scene, most notablly EP4.

Now I own shops and I struggled to keep the stock rotation going somewhat before, but it was doable with frequent hofs of 10k peds plus. And the residue used to craft items to stock in my shops, being so usefull. Do I really need to explain again the viabillity of EP4 in the correct and usefull context? Its not a gamble as many might think. Or it is but shouldnt be at my level and the things I do.

Since the last few updates, tweaks and changes to the crafting system or coding, the game-host, has ruined me lootwise. Every deposit gets ripped rellentlessly and hard like never before and the returns is just plain crap. This has forced me to cease deposits, as before and ceasing from logging in and playing this game. Resulting in further neglect on my LA, shops and more. Frankly I cant be arsed at this stage, as its safer not to log in. Too expensive, too targeted, to oobvious. I do feel "cased" at times.

I am working on a startup IRL. I will try and save what I can from this platform and chip out, to fully focus on something viable. Ive lost too much and the Host knows it.

"Cest La Vie"
 
I can only speak of my own experiences. Everyone knows how big I am on crafting and I am experienced enough to know what I am doing. As of late there has indeed been a remarkable difference in the crafting scene, most notablly EP4.

Now I own shops and I struggled to keep the stock rotation going somewhat before, but it was doable with frequent hofs of 10k peds plus. And the residue used to craft items to stock in my shops, being so usefull. Do I really need to explain again the viabillity of EP4 in the correct and usefull context? Its not a gamble as many might think. Or it is but shouldnt be at my level and the things I do.

Since the last few updates, tweaks and changes to the crafting system or coding, the game-host, has ruined me lootwise. Every deposit gets ripped rellentlessly and hard like never before and the returns is just plain crap. This has forced me to cease deposits, as before and ceasing from logging in and playing this game. Resulting in further neglect on my LA, shops and more. Frankly I cant be arsed at this stage, as its safer not to log in. Too expensive, too targeted, to oobvious. I do feel "cased" at times.

I am working on a startup IRL. I will try and save what I can from this platform and chip out, to fully focus on something viable. Ive lost too much and the Host knows it.

"Cest La Vie"

I'm sorry, but I had to post. You are clicking EP4 slot machine and you call it crafting?:scratch2:

EP4 can burn through ~1400$ in 24h, so even if you click only 12h a day, you will burn 700$/day at 95% TT return.

You're such an experienced crafter, that you can't even wrap your head around TT returns and that EP4 is never ever going to be profitable. It's a fixed -1400$ every 24hours clicked.

If you been doing it a month 12 hours a day, I guess -21k$/month, which is a bit too much for an average working guy. If you are not an average working guy, then sure, I can see you doing it for few years, -250k$/year.

Mindark only needs like 100 or even less hardcore addicts like you and they will be here forever, no matter the state of game, it's a casino after all :laugh:
 
I'm sorry, but I had to post. You are clicking EP4 slot machine and you call it crafting?:scratch2:

EP4 can burn through ~1400$ in 24h, so even if you click only 12h a day, you will burn 700$/day at 95% TT return.

You're such an experienced crafter, that you can't even wrap your head around TT returns and that EP4 is never ever going to be profitable. It's a fixed -1400$ every 24hours clicked.

If you been doing it a month 12 hours a day, I guess -21k$/month, which is a bit too much for an average working guy. If you are not an average working guy, then sure, I can see you doing it for few years, -250k$/year.

Mindark only needs like 100 or even less hardcore addicts like you and they will be here forever, no matter the state of game, it's a casino after all :laugh:

You should thank him, he keeps the servers running.
 
I'm sorry, but I had to post. You are clicking EP4 slot machine and you call it crafting?:scratch2:

EP4 can burn through ~1400$ in 24h, so even if you click only 12h a day, you will burn 700$/day at 95% TT return.

You're such an experienced crafter, that you can't even wrap your head around TT returns and that EP4 is never ever going to be profitable. It's a fixed -1400$ every 24hours clicked.

If you been doing it a month 12 hours a day, I guess -21k$/month, which is a bit too much for an average working guy. If you are not an average working guy, then sure, I can see you doing it for few years, -250k$/year.

Mindark only needs like 100 or even less hardcore addicts like you and they will be here forever, no matter the state of game, it's a casino after all :laugh:

Spoken like vehicle, weapon, attachment and other stuff crafting would be any different :laugh:
Same shit everywhere, MA usually taking 20% and if you're thinking there would be a "payback period", then you're mistaken.
 
Spoken like vehicle, weapon, attachment and other stuff crafting would be any different :laugh:
Same shit everywhere, MA usually taking 20% and if you're thinking there would be a "payback period", then you're mistaken.

Rare print crafting sucks due to very high volatility, getting 4-5 fails or 1-2 success on 15 click Quad print sure sucks ass, but it will even out to reasonable level.

I have over 1mil cycled in vehicle and weapon crafting alone and they both are on + side with MU.

I have over 300 clicks in Quads and while it's -TT, it's +on MU/profit side.

Component and blueprint crafting is not so good, but over 2 mil cycled I'm sitting at -13k ped from crafting total. Selling all blueprints and skills would move to pretty nice + side.

I been tracking every click since 2015.

Out of top 100 crafters, there are maybe 5 that got there with crafting and I'm sure they are doing very well. Rest are slot machine addicts mindlessly clicking EP or whatever was hot on old days.
 
Rare print crafting sucks due to very high volatility, getting 4-5 fails or 1-2 success on 15 click Quad print sure sucks ass, but it will even out to reasonable level.

I wasn't solely talking about rare blueprints.. it's the same shit everywhere, regardless if it's L or QR 100 UL BP...

yesterday i decided to give it another try, 503 clicks - 78,5% TT-return, why does it have to be that bad?

My worst was even a little over 4k clicks with about 80% TT-return and no, there was no hof at the end for making up for that very long bad run, just a tiny global.
 
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Hey look, something new, Alukat complaining about how bad crafting in Entropia is!

Maybe ask Piotr, Alina, Hammer, Koter, Buzz and Auktuma how bad crafting for MU is and how terrible their losses are on all these 80% runs that everyone supposedly gets.

Or maybe just get off the forums and game if all you're going to do is be negative.

I mean honestly, you're replying to a dude who's probably one of the more negative people on this forum and even he's showing you there is light at the end of the crafting tunnel if you actually do it properly.
 
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