Do you know what give value to items ? Loss. While the MU tell the story of the DEMAND, that same DEMAND exist only because anyone who would simply casual for clicking some would lose more and not get to average return. Who would pay if its easy to get ?
Price is determined by price of components + accounting for expected loss of production. Nothing new here.
Who buys metal residue? Its easy to get... yet everyone needs it. MU is demand vs offer not just demand. Oil in RL? not that expensive compared to gold...
If that is sabotage, then I want Universal ammo and Probes out of the TT and become MU items that only crafters can produce. It is only normal balance to give even footing to each professions.
Shrapnel? Im all in for your idea, altough i got your sarcarsm...
Not all professions are born equal. Some are there to produce loot, the other one to use it up. You know this is not an issue.
Will destroy any value of any items because people will rather skill and get it themselves turning EU in a near single player game. MU exist only because you need to cycle too much(time) and/or too little(usually terrible return). If you could find pyrite as much as you can click to drop probes, it would have a MU lower than blausariam.
With loot 2.0 this becomes irrelevant. To much to little, its the same as using a finisher or not. It balances out... All that matters to avoid risk of ruin is tuning the ped/instance loot to your BR.
BR/avaliability of item/time is what "makes" the MU.
Yet China production and economy made its place in the world because it work the very other way. Asia workers have wages of lesser value which allow sell of items for cheaper and stimulated the economy. To compare, what you are saying is we should move back products to USA to pay workers 10 times more in order to create the same material at 5 times the price. This does not make any economical logic. There enough stagnation in inventory. We dont need more stagnation in inventory.
Dude using child labour I could be competitive as well in the world economy to EXPORT goods. thats how they made their bucks. Where do you export to in Entropia the goods your underpaid workers produce? Useless comparision unless you use gamblers as the world market...
If you believe my suggestion produces more stagnation read again. It is supposed to do exactly the opposite. Almost complete cleanup of generic population inventory and maximum ped cycle for everyone.
at 105%-120% you are paid to play or everything has so much MU that your needed value to do activity simply get higher giving you the chances at bigger loss because muscle oil and such will always be sold at a loss considering how easy it is to get yourself. It does not equate to more profit. A gun worth 170% vs 135% because the mats became more expensive does not make a land owner get more money for TT value spent or a hunter get more value out of taxes because that MU item will show 5% less. 5% less of an item worth 120-4000% MU is not 5% loss. Loss of the MU will raise it to 6% + auction fee at 120%. It just raise the total shuffle cost to play the same thing. You will still sell muscle oil at a loss because if a 1000p stack can be sold for 120% as the Eye oil, then simple conductor 1 become 150%. Then crafter buy his mats, craft a gun and ask you 35% more for the gun. Profit will remain the same with more invested. A terribe situation to climb in. Skilling will become way more costly because its based on TT spent.
On a LA taxed 5%, RTP becomes 90% magic number becomes 115%. I avoid LAs like the plague cause its impossible to get near that in current conditions. So do many others, thats where LAs lose their tt cycled in them. 2%cave sap in 1000ped and 70%oil is not comparable to i.e Oyester Island pre 2014. 45/45 Belkar120%/Niksarium150% and 10% lyst. You could mine punys or you could invest up to a META amp, paying MU to save you time and potentially give you a tower of good MU. LA had a shitload of movement.
Im not saying that lyst/eye oil etc will go up to 110%. Im saying there should be many ways for people to sell it at a lost or transform it in breakeven or near materials at a risk, "having to play it". Thats the premise of the game. The more you transform your loot (play) the more you stand to gain... Not TT 90% of it (always an option) at a worst loss than 102% or 105%. These add up and help players money last more and it forces player to trade or produce something for the economy to turn it around (high turnover cycling for everyone)
In my humble opinion those 5% are lost in EP crafting and to many unL items. If to many players produce MU coming only from TT economy will unbalance/stall. That should be logic. Fix those links and economy will move again.
The MU that is needed currently by unL users from economy in enhancers currently is what? 1/1000th of total ped cycle at 300%.
Some pills that come from boxes that are hunted mostly by hunter on unL weapons.
A bit of nutrio for the reload pet and thats it.
If we don´t win from the house and there is no pocket of MU to be wagered by players in high turnover cycles this becomes close to second life, paid entertainment, not an RCE game.
Next time you try refute all my points Im perfectly good with that and encourage you to do so. But please for each refute bring an idea to the table. Not just cancelling and negativity.