Further to this for readers with a 'passing interest' in the future of Ancient Greece shares:
I still haven't seen a list of actual reuirements to get the blasted crafting mission chain done, but it is still apparently pretty(very?) costly in tt terms at higher levels when making temple pillars and fountains and whatnot, even if the mus will now come down drastically. AND, unlike hunting and mining, the loots have got nowhere to go except stuck in these structures that people can only put down on the six estates that were sold (unless a medium plot and above on Caly etc can maybe fit in the ornamental fountain (quite big)) - or a pillar or two as a joke on a small plot? This means that while the other two missions may not cost too much (assuming 90%) returns, the crafting will cost quite a bit in 'withheld mats'.
Anyway, it makes it look like the next stage of the 'trap' - people who will want to do the shade missions now that it is 'cheaper', without realising how expensive it actually still is! If anyone wishes to publicise details, please do...
On the up side, it means that even the new flood of quartz crystals and onyx may still command a reasonable mu in comparison to the amount dropped, so potentially my comment about the 'room for only one player' on certain mobs is now obsolete, meaning actually an improvement of sorts. However, I'd still feel this is based on a fallacy (of suckers like myself still slowly doing the gorgon missions), considering that the shade can now be spawned as many times as any people who have finished the mission desire, without further costs except 20k sweat.
This means that the value of holding this ability is also dropping dropping dropping. Maybe there should be a convention that anybody entering a shade spawn should ask in chat who spawned it and hand over at least 2k sweat (or equivalent) depending on firepower level. I guess I'd be at 5 peds per entry or so.. hm - that might be a fairish contribution system moving forward... even if only 10 people enter an event. Another suggestion is on another thread about a percentage of whatever fang value players get, but that is more random...
AND apparently there will be more changes made again in September. If anyone has the text of what the dev wrote in local chat a couple of days ago at the 'test' event, it'd be nice to know here too...
I still haven't seen a list of actual reuirements to get the blasted crafting mission chain done, but it is still apparently pretty(very?) costly in tt terms at higher levels when making temple pillars and fountains and whatnot, even if the mus will now come down drastically. AND, unlike hunting and mining, the loots have got nowhere to go except stuck in these structures that people can only put down on the six estates that were sold (unless a medium plot and above on Caly etc can maybe fit in the ornamental fountain (quite big)) - or a pillar or two as a joke on a small plot? This means that while the other two missions may not cost too much (assuming 90%) returns, the crafting will cost quite a bit in 'withheld mats'.
Anyway, it makes it look like the next stage of the 'trap' - people who will want to do the shade missions now that it is 'cheaper', without realising how expensive it actually still is! If anyone wishes to publicise details, please do...
On the up side, it means that even the new flood of quartz crystals and onyx may still command a reasonable mu in comparison to the amount dropped, so potentially my comment about the 'room for only one player' on certain mobs is now obsolete, meaning actually an improvement of sorts. However, I'd still feel this is based on a fallacy (of suckers like myself still slowly doing the gorgon missions), considering that the shade can now be spawned as many times as any people who have finished the mission desire, without further costs except 20k sweat.
This means that the value of holding this ability is also dropping dropping dropping. Maybe there should be a convention that anybody entering a shade spawn should ask in chat who spawned it and hand over at least 2k sweat (or equivalent) depending on firepower level. I guess I'd be at 5 peds per entry or so.. hm - that might be a fairish contribution system moving forward... even if only 10 people enter an event. Another suggestion is on another thread about a percentage of whatever fang value players get, but that is more random...
AND apparently there will be more changes made again in September. If anyone has the text of what the dev wrote in local chat a couple of days ago at the 'test' event, it'd be nice to know here too...