UL gear & volatility

Alukat123

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Son Alukat Goku
Q1: UL gear

are there currently plans to make UL gear far more rare or to make them stop droping entirely and remove old UL gear (by merging 3 UL items into a better f.e.) to make the economy grow?
 
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For obvious reasons, we cannot comment on any plans relating to the availability of specific items or classes of items.

We can say however that we do have several exciting ideas in the works that should have a positive impact on the economy.
 
For obvious reasons, we cannot comment on any plans relating to the availability of specific items or classes of items.

We can say however that we do have several exciting ideas in the works that should have a positive impact on the economy.

The economy is what makes this game survivable, the reason there is so much turmoil among hunters is because on average, their effective markup, the markup in which they can sell everything including the shrapnel they get back on cycling x amount of ped, is worse than other professions.

In mining, the worst markups can be managed to be above 110% average, meaning 10% TT loss is fair. Miners can sustain this long term, and pay to skill in the shorter term while targeting shallow but higher markup areas.

Crafting, markup can be managed as it is getting better and gamblers aren't flooding the output market anymore. There's ped to be earned.

Hunting, we get fleeced typically and many people put too much reliance in low volume markets on some planets as a way to say things are better than they are. Those markets are often based off novelty value instead of utility value, meaning people who just want to have something nice are driving the entire market, versus people actually having a use for the items. That's bad.
If you hunt a shrapnel mob you are getting bent over the barrel and screwed hard, however.

The average effective markup for the hunter has to rise, which we still remain to see much improvement on. Adding more utility value to existing systems like texturing and coloring to allow us various quality of life improvements could improve this area, though.
Our estates' items and property could also help boost these things like auction slots and auction duration/fees, generating a utility value to estates as well as items made for them. This could help set up for future plots being valuable based on their utility value instead of novelty value.

Pretty much everything needs more utility and less novelty value. Then, make money off of us cycling peds on said utility features.
 
For obvious reasons, we cannot comment on any plans relating to the availability of specific items or classes of items.

We can say however that we do have several exciting ideas in the works that should have a positive impact on the economy.

Okay, but, please don't pump out more new BPs & items, just tweak the existing unused ones, like shear, bulltac etc.
 
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