Rocket192
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 - Nov 16, 2012
 
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 - Sean Rocket Connors
 
If MA was again checked for gambling, I think it would be hard for them to explain the explosives BP![]()
Just this.... That will be all.

If MA was again checked for gambling, I think it would be hard for them to explain the explosives BP![]()

Overall I think this is genius strategy, it undermines the credibility of 90-95% of the old players, and increases the level of trust of new ones.
I wish MA could make more effort on regulation markup on some resources and increase the supply when the markup is a bit too high for a long period of time and at the same time decrease it a bit if the markup is close too zero for a long time. A bit of intervention and regulation and balancing is good for the game I think.
Big, regular 5 digit HoFs, with 75% returns for everybody else, are NOT a bad thing.

MA want to get a lot of new players who will earn a little on each other, and then they want to remove the small number of players who earn a lot of money (enough for a good life IRL) on all others. That is correct. Absolutely no reason to give possibility for 100 people to earn $100,000. It is better to divide these $100 thousand to 10 thousand people. Less possibility to withdraw all money (10k of poor players can do less withdrawals, than 100 rich), thereby achieving several goals:
1. Increase the number of poor players (more profit for MA)
2. Increase in turnover (more profit for MA). 1000 of poor players can do bigger turnover than 10 rich players.
3. Increase in deposits (100 x $5-20 deposits instead of 3 x $100-200) with a simultaneous decrease in the probability of withdraw.
4. Reduction in the MU of UL things - this is extremely important in this strategy, as in this case, the money simply will be removed from MU and stay in MA (Your item was TT+1000 a year ago, now it is TT+300, 700 PED just stay in MA)
Overall I think this is genius strategy, it undermines the credibility of 90-95% of the old players, and increases the level of trust of new ones. In this strategy older players should not be taken into account because they have already paid to MA everything they could. MA need to decrease possibilities of withdrawals for them, with decreasing of MU for all 'invested' items. It works.
Maybe you wonder why I write this - as old player. But it seems to me, that this strategy is 100% correct, although it displeases too many old players. Cost to play will be less for new players. But by increasing their quantity, MA will earn more, than they can earn from little quantity of old players.
Generally the rule 'number of players' works for everyone.
It is better to sell 200 units of F-101 than one Terramaster 8.
Think about it. You can think that this is apocalypse, but for me and many others it is a new hope.
Yeah, they are.
Unlike the real world, where as long as we are alive we are forced to engage the system, this is a fantasy world.
If you dont like the system you can log out.
Crazy swings and blatant unfairness encourage people not to try harder, but to try somewhere else.
Any evidence?
Does the game have more or less activity than in say 2010?
Its hard to say for certain, but to me it seemed that economic activity at the AH, the banks, the forum and p2p trading were all down in 2013 when I returned, from 2010 when I left.
Any evidence?
Does the game have more or less activity than in say 2010?
Its hard to say for certain, but to me it seemed that economic activity at the AH, the banks, the forum and p2p trading were all down in 2013 when I returned, from 2010 when I left.
If there's no possibility of gaining something, from playing, would new players be attracted to the game?
...lots of numbers...and things...
Out Of Topic
Just want to point out this......this also affects mining mu and "extinguishes" (almost?) any chance of players looking to "recover from the red" and thereby "incentivising" them to deposit even more.
That's the "feeling" that I'm getting from these recent changes.
Duh. It only makes sense for them to motivate players who are online to spend. Servers cost money to run. Players who spend while on them are 'good for the game' so to speak. Not different now than back in 2006...If you ask me...the only "probable" motive that MA has in implementing these recent changes is to facilitate the spending of peds. To make it "easier" for you to use up your peds and reduce their "contingent liability" (as per in their annual report).
Recent changes cause that 1 usd per hour to actually be lower than that for some, but more than that for others... It's a balancing act.* What is the average cost to play EU for an hour? average cost per month?
MindArk's business plan states that we aim for a cost of 1 USD per hour.
Makes hunts last longer, true, but also makes you end up with less crap - i.e. stuff that may have markup over 100% but that you'd probably TT anyways since the cost to sell it on auction or to others is too much of a damn hassle for the small pec amounts you have across the board on each... and this way you at least get 1% for it instead of just 100% as you would have before.Shrapnel in hunting? This is just to make your hunts last longer and with you ending up with even less disposable peds than before it was implemented.
What's wrong with allowing crafters the ability to actually play the game without having to pay markup? Hunters and Miners have had that ability since the very first TT was first opened. Why should the other major profession in game have to rely on increasing the ped value of other players 100% of the time every single day logged in? Yes, trading still exists in game. It's not like explosives are THE ONLY blueprint left in game. It may seem like it from time to time, but look around. Folks are crafting other things too. If nothing else, look at how many UL grenade launchers are in game and what the eco is on them... Who do you think is looting all of those L grenade launchers - hunters usually... All these explosives give those hunters looting those guns markup while the crafters are only getting lousy 101%-102% on the explosives to load those guns... Crafters have always been 'gamblers' from time to time... but anyone searching for loots of big mobs or digging deeper in to the ground to find loot are too.... How much markup did the hunting HOF guys pay on the ammo used to get those hofs?Explosive BP? Caters for the "gambling" players looking to hit high HOFs (without having to pay any MU...plus no "down time"...continuous spending).
This just comes across as you sounding like a miner who is now grumbling a bit since it's harder for you to move your stackables than it was before as demand for them is now a bit lower... (for you that may actually increase your markup as daily auction listings for your stacks will go down, leaving you the ability to later be able to price it with higher markup later when the market is ready? - look to long term gains/losses instead of to daily losses. There are reasons the markup history screens show monthly/yearly and not just daily prices...)And coincidentally, this also affects mining mu and "extinguishes" (almost?) any chance of players looking to "recover from the red" and thereby "incentivising" them to deposit even more.
	I get what you are saying but I just don't beleive it would provide adequate incentive. I had a disciple who left here after a week when he figured out he makes more money in another game.
You concept relies on gameplay to be the main draw, which we all know it isn't. And how long can people stand there skilling some random bullshit useless profession before their brain tells them "hmm, this is rather pointless really isn't it"...
	Show me difference with EUYes, I know, beer or whiskey and easychair
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	Also, off topic but, seeing the hunter hof board spammed with shared flute, and the manufacturing board spammed with explosive bp... Just.. I don't like it... somehow
Big, regular 5 digit HoFs, with 75% returns for everybody else, are NOT a bad thing. The game was growing players when things were like that, not losing them.
Big, regular 5 digit HoFs, with 75% returns for everybody else, are NOT a bad thing. The game was growing players when things were like that, not losing them.
 but it doesn't happen quite as often as it used to (if at all). No good making it cheaper to play if it's then becomes boring as hell. And brutally honest if MA hadn't made the ped grab after the introduction of L Sib and had kept them at similar / slightly lower prices than the UL stuff they wouldn't have let the game get as expensive as they had and they wouldn't have needed to do half the crap they've done since to counter it.Honest answer on the direction of EU
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