lethal
Prowler
- Joined
- Nov 3, 2015
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- lethal jewgirl saint
I've been thinking about some ways that hunting could potentially head in a progressive direction while having majority positive impacts on current investors or the current economy. What I thought of was this.
Idea 1- New limited weapons that need to be crafted to maximize materials needed/ incentivize maximum hunting:
Have enemies such as vanguards for example drop new components used to craft limited weapons with significant dps and average/ below average dpp/eff. For example, a 450 dps gun with 2.5 dpp and 50% EFF. It should take a fairly large amount of cycle to make these. For example, 3-4x what it would take to gather the materials for an armatrix gun of the same tt. Don't make the guns last super long or anything, have them similar to armatrix breakrate/ cycle. These guns should not have crazy profession requirements. Mid level players should be able to use them. Also, make these weapons unable to damage other players, they should just be pve weapons. These should also not have extremely high tt so that players who like low total investment weapons will still want them. I.e. 150-300 ped TT.
Benefits: Add new toys that aren't gated too hard by level so it's a reasonable goal for every player.
They don't directly compete with existing limited items since they will be inherently more expensive because of more cycle needed to make them on top of being less efficient at generating loot
They will have significant appeal to players who wish to cycle much more ped while doing the hunting profession regardless of the state of the economy (should always retain desirability and markup)
They add a markup source to the hunting profession that previously didn't exist (the more spread out hunters are chasing different forms of markup, the more markup rises in other needed areas. A good example for this is when mayhem happens, animal oil prices rise because less hunters are available to fill demand. More resource sinks with demand that are more spread out in hunting have a compounting effect.)
Players with the most economic hunting gear will have the most advantage in gathering components, so it will add more purpose to current gear.
Will add additional value to items like limited crit scopes and sights as they will scale better with a higher dps weapon.
Idea 2- New solo instance that take significantly more dps and pairs with these new weapons.
Have new solo instances where a kitted out mod nano with buffs would barely beat the enemies regen. This essentially makes the extremely high dps limited weapons function as keys to doing the instance on top of their base desirability. The benefit still leans towards players with gear as they'll have crit chance/ crit damage advantage if they choose to do the instance with the guns as well as the previously stated advantage in gathering materials should they choose to sell the guns. These instances should have reasonable defensive requirements that can be met by mid- high level players with limited gear. The purpose is not to make an instance exclusive to top level players, but to add more markup and incentive in the hunting profession overall through the introduction of new limited weapons. Also, no one should be able to reasonably solo the instance using any currently existing unlimited weapons. Loot that's unique to this instance should include slightly more powerful limited weapons with low dpp and eff than the ones used to beat the instance (only dropping enough so roughly 1/3rd of instances could be done with guns acquired from the instance. Basically occasionally get a free, better key), strong consumables like neurostim modified, and possibly items for a really powerful armor upgrade chain along with whatever else will be desirable with minimal negative impact on the economy. The instance should also take a reasonable amount of time to complete. We need more players who have a life and jobs to put in money, but still have the desire to play. So probably between 30-45 minutes for one instance run.
Benefits: New, fairly easy to generate content to add interesting gameplay and stimulate hunting. (Mostly just tweaking numbers on existing gameplay elements.)
Added incentive and fallback usefulness for new weapons. The very high dps weapons will have dual purposes making markup revolving around generating them more long lasting and higher demand overall.
Huge HOF potential and fun. (Simple enough, getting big HOFs and globals is fun and is bound to happen in this case.)
Content that appeals more heavily to whales. Hunting is a pretty fun profession, but a lot of whales feel excluded due to the unreasonable profession requirements needed to cycle an amount of money that feels meaningful to them. That's why a lot of people in this category decide to gamble craft most of the time instead of hunt even though hunting is more engaging. (When I say whale, I'm talking about players who like to spend money in exchange for fun, and are willing to spend more than your average player for that fun, not those who are trying to invest with a main goal of gaining PED.)
Opens the gate to scaling up the hunting profession and adding more high end content that's still reasonably accessable to a large amount of players.
I put a lot of thought and effort into this post as a long time player and avid economy examiner, so please vote in the poll or discuss
Idea 1- New limited weapons that need to be crafted to maximize materials needed/ incentivize maximum hunting:
Have enemies such as vanguards for example drop new components used to craft limited weapons with significant dps and average/ below average dpp/eff. For example, a 450 dps gun with 2.5 dpp and 50% EFF. It should take a fairly large amount of cycle to make these. For example, 3-4x what it would take to gather the materials for an armatrix gun of the same tt. Don't make the guns last super long or anything, have them similar to armatrix breakrate/ cycle. These guns should not have crazy profession requirements. Mid level players should be able to use them. Also, make these weapons unable to damage other players, they should just be pve weapons. These should also not have extremely high tt so that players who like low total investment weapons will still want them. I.e. 150-300 ped TT.
Benefits: Add new toys that aren't gated too hard by level so it's a reasonable goal for every player.
They don't directly compete with existing limited items since they will be inherently more expensive because of more cycle needed to make them on top of being less efficient at generating loot
They will have significant appeal to players who wish to cycle much more ped while doing the hunting profession regardless of the state of the economy (should always retain desirability and markup)
They add a markup source to the hunting profession that previously didn't exist (the more spread out hunters are chasing different forms of markup, the more markup rises in other needed areas. A good example for this is when mayhem happens, animal oil prices rise because less hunters are available to fill demand. More resource sinks with demand that are more spread out in hunting have a compounting effect.)
Players with the most economic hunting gear will have the most advantage in gathering components, so it will add more purpose to current gear.
Will add additional value to items like limited crit scopes and sights as they will scale better with a higher dps weapon.
Idea 2- New solo instance that take significantly more dps and pairs with these new weapons.
Have new solo instances where a kitted out mod nano with buffs would barely beat the enemies regen. This essentially makes the extremely high dps limited weapons function as keys to doing the instance on top of their base desirability. The benefit still leans towards players with gear as they'll have crit chance/ crit damage advantage if they choose to do the instance with the guns as well as the previously stated advantage in gathering materials should they choose to sell the guns. These instances should have reasonable defensive requirements that can be met by mid- high level players with limited gear. The purpose is not to make an instance exclusive to top level players, but to add more markup and incentive in the hunting profession overall through the introduction of new limited weapons. Also, no one should be able to reasonably solo the instance using any currently existing unlimited weapons. Loot that's unique to this instance should include slightly more powerful limited weapons with low dpp and eff than the ones used to beat the instance (only dropping enough so roughly 1/3rd of instances could be done with guns acquired from the instance. Basically occasionally get a free, better key), strong consumables like neurostim modified, and possibly items for a really powerful armor upgrade chain along with whatever else will be desirable with minimal negative impact on the economy. The instance should also take a reasonable amount of time to complete. We need more players who have a life and jobs to put in money, but still have the desire to play. So probably between 30-45 minutes for one instance run.
Benefits: New, fairly easy to generate content to add interesting gameplay and stimulate hunting. (Mostly just tweaking numbers on existing gameplay elements.)
Added incentive and fallback usefulness for new weapons. The very high dps weapons will have dual purposes making markup revolving around generating them more long lasting and higher demand overall.
Huge HOF potential and fun. (Simple enough, getting big HOFs and globals is fun and is bound to happen in this case.)
Content that appeals more heavily to whales. Hunting is a pretty fun profession, but a lot of whales feel excluded due to the unreasonable profession requirements needed to cycle an amount of money that feels meaningful to them. That's why a lot of people in this category decide to gamble craft most of the time instead of hunt even though hunting is more engaging. (When I say whale, I'm talking about players who like to spend money in exchange for fun, and are willing to spend more than your average player for that fun, not those who are trying to invest with a main goal of gaining PED.)
Opens the gate to scaling up the hunting profession and adding more high end content that's still reasonably accessable to a large amount of players.
I put a lot of thought and effort into this post as a long time player and avid economy examiner, so please vote in the poll or discuss
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