...In case you didn't notice on longer runs the volatility was reduced quite a bit(for example 10k clicks of EP I on Caly as a test bed).
in case you didn't notice, i was talking about volatility in 1+k click runs, not 10+k clicks... the volatility got increase a lot there..
never did i have runs of 1-4k clicks and ended up with 80% return before they started "reducing the volatility"
The issue is that on higher TT blueprints things are still wildly variable, not enough materials are returned(instead we get nanocubes?), and the click cost to residue compensation ratio(TT of end item over input click value) isn't enough to compensate for the loss factors we face crafting.
We need less variability and higher success rate on (L) blueprints that can only have short amounts of runs done on them, on high cost blueprints, and well...in general. Too many people are losing incredible amounts of money in very short amounts of time on higher craft cost things, when instead crafting should be focusing on burning up all of the resources in the economy, not inflicting yet another loss on us...
it has to be reduced on everything, just imagine, a new player comes into the game, decides to become a crafter, depos 200 PED. Buys QR 100 BSM BP, buys as many materials as he can, gets 75% TT-return....
good first impression isn't it?
And for us older players it isn't fun to get shit return run after shit return run for a long time either...
I mean, waiting to get hof to get to 95ish% return... waiting 20k clicks, 50k clicks, 100k clicks, 250k clicks and at 400k clicks it may finally happen (true story btw)....
doing 1k click run, getting 80% return, so click more, because multis should happen to get good return, and then you keep waiting for them to appear.. hours, days, weeks...
they should just up the near successes, so that 1k click runs result in at least 90% return, then it would be fine.