Its rather simple...
Over the long term, Quantity and Condition will theoretically provide "equal" TT returns. Quantity results in more successes, but smaller successes (and near successes). Condition results in less successes, but much larger successes (and near successes). Although, the larger successes are made up of more components (up to a certain # of components) or a higher conditioned item, and then the rest will be residue (Or less residue used to complete the item to max TT in the case of item crafting).
This means that Quantity crafting will give you more component-heavy results, or more of the items you are trying to craft. While Condition will make your (supposedly equal TT) results very residue-based.
So if you are crafting anything with more MU than the residue you are looting, then you will want to be on full quantity all the time. For components you are TT'ing, you might want to go to condition if you are doing a large enough run for the TT of the return to even out, because then you at least get MU on the additional residue.
Hope this helps.
-Omega
He is on the right track, though points to consider.
The crafting machine works with TT values only to produce the TT returns, yet loot outcomes are based on your overall contribution to economic flow ...
(paying markups & LA-tax amongst other things out to others throughout your participation across all spheres of activity, see end of post for more info on this)
... so you will need to consider the markups involved with materials your using.
Large crafting hofs and very large globals consist of a residue component and a gems component, moreso the gems in very large hofs which sell for 0% markup.
So if your low skilled, take a balanced approach to moving towards condition, don't just go for condition lol, you will need a lot of ped to support the highly sporadic returns if you do.
Getting the balance right is very important if your looking to become a successful crafter in Entropia Universe.
Here is a breakdown to your approach you will need to consider.
A. Is Red to Orange-Yellow for you ?
If your looking to produce less product and skill faster this is for you.
Or if your here to use Entropia as a cheap frills mechanism at potentially great short term expense (ie. Gambling) then this setting is also for you.
- Potential of very nice recipe drops can be found here, higher than the recipe level of the item your crafting, usually of higher market value and are your primary cost offset.
- Faster rate of Profession level skilling and BP QR
- Low quantity of successful production of product is made here with moderate to higher or full TT values on each successful outcome.
- Residue makes up a small portion of the HoF/Global, Gems makes up the majority of the HoF/Global at 0% markup.
End result, your ped is consumed primarily into the form of skills & BP QR and with less returned product or residue to sell in an attempt to break even or profit. If your lucky you will however receive a nice BP.
B. Is Yellow moderately tinged with green for you ?
If your looking to progress your profession levels at a moderately even rate with a moderately even return on product and residue without too many gems, then Yellowie-Green is for you.
-Potential of good quality and value recipes can be found here, usually of or just above the current item recipe level being crafted.
- Moderate rate of Profession level skilling and raising BP QR
- Moderate quantity of successful production of product is made here with moderate TT values on each successful outcome
- Large globals and small HoFs are primarily residue, the rare occassional drop of a gem will occur at 0% sale markup.
End Result, your ped consumption is balanced in skills, QR and product/residue return, this is the *best setting for progressing with produced items of value* to sell to break-even or close to breaking even.
C. Is green as the grassy green hills for you ?
If your looking for a higher rate of product return with a slightly slower rate of profession level and BP QR skilling, then green is for you.
- You won't find any gems here, well once in a blue moon when the system generates a unexpected return event.
- Product is guaranteed over the long-haul (1-in-3 clicks guarantees product) to be at the highest return rate for your skill level and BP QR level.
- Greater quantity of successful production of product is made here with lower TT values on each successful outcome
- Profession level and QR skill at a slightly slower rate.
- Residue is returned at a rate by the system in an attempt to assist in balancing markups paid for resources (within reason)
-
Naturally this is the setting to use for best rate of success on very high valued product requiring very high markup resources, using residue as a filler if the item is (L)imited.
End Result, less ped is consumed in skilling your profession level and BP QR, more is returned in the form of product and residue offset. Gems are extremely unlikely on this setting
A note on residue and loot outcomes.
The return rate and the rate at which you skill at in profession level and BP QR will be different for everyone depending on the choices you make along with the contributions you have made to flow of the economy.
Residue is allocated by the system in such a way as to level out the cost of your participation experience, it is balanced between the sale value of the product being produced, the skills acquired & BP QR increases produced in the manufacturing process.
The system does treat everyone fairly and does balance out the costs based upon markups paid out to others within reason (promoting economic flow) for those whom take a consistent approach to participation/spend rate.
Blueprint (L) drops.
These only occur from level 2 crafted recipes and up for end-products and textures.
Hope that helps with any of the missing gaps
Cheers and good luck,
Sparkz