Reduce the tt value of all items

Darkaner

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Keiser Darkaner Söze
Here's a crazy idea I got.

A few days ago when browsing the auction, I spotted a hideous piece of clothing called "Squared pants" with the full tt of 254 peds. That's $25 + markup for a piece of ugly virtual clothing. One must ask, who thought of this and why? My guess is: someone at MA who at the time thought people would have unlimited funds forever. Someone not bearing in mind that after good times comes bad times.

And when you think of it this is what EU is like in every aspect, designed for people with unlimited funds and patience. The only problem is that no such people exist in real life. I think it is very obvious that EU was created during the dot-com bubble and developed further during the good times we've had lately. No one at MA even considered an irl economy crash and how the EU economy would suffer from it.

MA's solution to the problem is temporary skill bonuses and item hunt events. Both these things are born out of desperation and will in the end only ruin the economy. Skills have no tt value, which means money in the bank for MA but lowered avatar value for us. Pretty much the same goes for the high end armor parts, they are only valuable because of the markup. But with 1000's of "rare" armor pieces and a crashed RL economy, these items will also eventually become worthless.

So my idea is: Lower the tt value of everything in game. Guns, armor, tools, clothes etc. Give the leftover peds to our accounts. This will give an instant boost to the economy without ruining it and also make items more attractive to own.

A popular term these days when it comes to online gaming is "Micro transactions". It means that many people spend low amounts of money to improve their avatars. EU works the other way, a small group of people spend high amounts of money. I would love to see MA move towards the micro transaction theory and give up the "Most exensive online game" image.
 
But I just finished sending support cases asking MA to raise TT values of certain items :cry:
 
Ther is weapons at like 8/10k TT what the hell was the guy making them thinking ?

Now for example even if someone want to buy nice weapon he like he may not do so becose he will put 1000 us dollars in TT, i mean i know im hesitating to buy gun just becose the tt was 5k peds while the price of 8k was appeling to me.
 
just thinking of it makes me shiver.
You really think it would be a benefit if we need to run to the repair terminal every few minutes ?
Or need to buy a gun every hour ?
There are times when I am not near a repair terminal for a day or two.
 
just thinking of it makes me shiver.
You really think it would be a benefit if we need to run to the repair terminal every few minutes ?
Or need to buy a gun every hour ?
There are times when I am not near a repair terminal for a day or two.

yeah i think items at like 150 up to 300 peds TT is alredy alot but comon 10000 peds TT :scratch2:
mayby ther is even items whith more TT...
 
So my idea is: Lower the tt value of everything in game. Guns, armor, tools, clothes etc. Give the leftover peds to our accounts. This will give an instant boost to the economy without ruining it and also make items more attractive to own.

actually, this would only make guns, armor and stuff break earlier, therefore making them not-as-good since you have to repair them more often? :scratch2:

well some could actually have lower tt value without suffering too much :D


and clothes are just stupid, why would they need huge tt value? that one I can agree on without exceptions :rolleyes:
 
I think its nice idea, as it changes for easier items getting. BUT HAVE U TOUGHT ABOUT SWEATING???
Sweating value then lowers so low, that it is totally pointless (I fear :( :eek: )
and looking for fruits would be same low as well.
MA should give a small starter amount of money (10-15 ped) or even better Avatars own clothes rather than that beginner charred colonist jumpsuit.
Just think it story wise: In last few years all the colonist got fragged in space and lost their clothes. Then their given some sort of an clothes that need heavy repair. This gives hope for a clean but not for an positive start.
 
yeah i think items at like 150 up to 300 peds TT is alredy alot but comon 10000 peds TT :scratch2:
mayby ther is even items whith more TT...

The gun with the highest tt value (when fully repaired) is according to entropedia the Isis BL 1800, with a top tt value of 32672PED... this means you can shoot 178966 times with it before it breaks :silly2:
 
MA should give a small starter amount of money (10-15 ped)

yeah until everyone has made 100 accounts each, traded the money to one single account and then withdrawn it, leaving MA drained for all cash they have :rolleyes:
 
its a horrible idea for all practical items where i need tt value to cover decay - lower decay means shorter hunts/mining runs etc.

however in the case of clothes, its probably the primary reason i dont bother with them much, they are competely unnecessary anyway, so why should i sink more ped into an item then i spend on the real world item?
 
The gun with the highest tt value (when fully repaired) is according to entropedia the Isis BL 1800, with a top tt value of 32672PED... this means you can shoot 178966 times with it before it breaks :silly2:

:eek::eek::eek::eek::eek::eek::eek::eek:

See that so wrong how many ppl are going to buy something at + when to start you need to give 32672 PED's.
That is wrong :broke:
 
The older cloths have lower tt and thats great because it doesnt take 250ped just to make them look right. The good thing for the game is the high tt ties money up in the game.

I expect some of these high tt weapons to be kinda affordable after some of the TT is burnt off of them.
 
:eek::eek::eek::eek::eek::eek::eek::eek:

See that so wrong how many ppl are going to buy something at + when to start you need to give 32672 PED's.
That is wrong :broke:

When you buy a house, no matter what happens a certain amount of it will allways have some value. Those high TT weapons are very eco compared to the (L) variants, there must be a reason for the people to deposit that much.
Also do not forget, that most probably the one that looted it within an ATH also sold it and instead of filling the rest up with oils he has most in one single gun.

As for clothes, the ones that buy them want them no matter what and the others who don't, do not bother anyway :D
 
I got better idea than the last one.

We lower only certain clothing types price and sell bland clothing that can be heavily modified. And by that giving everyone a chance at getting unique and better money flow.

For example an Colonist clothing could be made prettier by adding colour stripes or patterns. And price ranges on the skill( beginners can only colour with 5 different and with 2 patterns by 0-5 peds while a Advanced person can do more than that at 50+ peds).

I just hope that idea hasnt been already, as I HAVE BEEN HERE ONLY FOR A MONTH. :ahh: :D :rolleyes: :ahh:
 
yeah until everyone has made 100 accounts each, traded the money to one single account and then withdrawn it, leaving MA drained for all cash they have :rolleyes:

But How would be that possible, when making account with someone else`s name than yourself. That would easily cause trouble more than the game is worth for. :scratch2:

Lets just say that with highly limited beginning we couldnt show our dreams.
And later when you are a pro then u could see how much u changed form initial plans. Or something like that.
 
just thinking of it makes me shiver.
You really think it would be a benefit if we need to run to the repair terminal every few minutes ?
Or need to buy a gun every hour ?
There are times when I am not near a repair terminal for a day or two.

Maybe introduce a portable repair terminal that decays a bit for every use?

I think its nice idea, as it changes for easier items getting. BUT HAVE U TOUGHT ABOUT SWEATING???
Sweating value then lowers so low, that it is totally pointless (I fear :( :eek: )
and looking for fruits would be same low as well.

No, haven't thought about sweating and fruits.. :ahh: But their tt value is insignificant anyway right? So I guess it doesn't matter? Hmm.. :scratch2:
 
If you think like that, Darkener, then its getting really dark in here :eek: :D :silly2:

If it IS low meaning then Ive found the REASON why there are so few newbies: They just dont get the meaning or find it pointless to start with sweating and buying the low equipment when u can simply waste money for the best stuff.

For some weird way they find it expensive to play this one rather than other Play and pay games. And actually Pay and play games arent able to give something back like wealth or lessons for better economy.
and after playing those several years they find out that they lost more money to it than in a casino or to smoking. In here we can keep it easily under control when we pay( when we want something) and when get back( selling).
They wont find it good enough to tangle themshelves with it.
Ive tried this and I have a feeling its worth it.
 
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If you think like that, Darkener, then its getting really dark in here :eek: :D :silly2:

If it IS low meaning then Ive found the REASON why there are so few newbies: They just dont get the meaning or find it pointless to start with sweating and buying the low equipment when u can simply waste money for the best stuff.

For some weird way they find it expensive to play this one rather than other Play and pay games. And actually Pay and play games arent able to give something back like wealth or lessons for better economy.

If you put a piece of sweat in the trade terminal, it's worth something like 0.0001 peds. Basicly, sweat only have a markup value and what it costs wont change even if you change the tt value to 0.00001. :)
 
Fruits only use is to feed pets and the majority of pets were used for advertising which I think MA had decided to ban. Just like the hanger rentals.

I got better idea than the last one.

We lower only certain clothing types price and sell bland clothing that can be heavily modified. And by that giving everyone a chance at getting unique and better money flow.

For example an Colonist clothing could be made prettier by adding colour stripes or patterns. And price ranges on the skill( beginners can only colour with 5 different and with 2 patterns by 0-5 peds while a Advanced person can do more than that at 50+ peds).

I just hope that idea hasnt been already, as I HAVE BEEN HERE ONLY FOR A MONTH.

only problem being is that it would devalue the high end items. Charging for a skill level already occurs with the chances of a successful attempt being.

Not sure what the current limitations on colouring / texturising are but it used to be the low skilled could only use certain colours / skins. The highly skilled colourers could use very low quantities of paint to get a good result and you only needed 1 skin while crafting an item to apply it. There was a recent post by someone who calculated the amount of skins required to cover an item of clothing and it worked out to nearly 20k!

The real reason why we've got high value clothing was because in 2007 MA decided to make everything look shit because tailors made items of low tt value in high quantities so everyone looked exactly the same no matter what the tt level, so MA nerfed it by adding the condition to the clothing which forced tailors to switch to high quality, low quantity making the costs higher.

Because the items had to be repaired by the tailor to make them look good it forced their costs up so they made fewer.
 
And by that the simply made the traders lost their good edge at this. It should be given back as it would be more helpful.
And actually it didnt work, beacause there are still more and more beginners to medium people with same broken or repaired colonist clothes. Its like a Yellow jumpsuit party. :laugh:
Few get rid of those and walk around in naturality as they can.
And others are wearing armour most of time as that is one of the ways of Uniqueness.
IT would be better to give that cheap clothes buying ability, so that that many similar looking would make unique clothed avatars shining. :) :wtg:
 
Well I think MA has these high TT values to keep as much peds ingame as possible.
This is the reason why the new repairable items have high TT values, and the L ones have low TT value...

This way MA tries to reduce markup on items, and keeps more peds stucked ingame.

I don't know if it would help the economy if MA would reduce the extreme tt values of certain items ingame. I rather think it would increase withdrawels, and that's something MA wouldn't like too much in these "crisis" times. :silly2:

So I doubt they are willing to consider it.
 
Well I think MA has these high TT values to keep as much peds ingame as possible.
This is the reason why the new repairable items have high TT values, and the L ones have low TT value...

This way MA tries to reduce markup on items, and keeps more peds stucked ingame.

I don't know if it would help the economy if MA would reduce the extreme tt values of certain items ingame. I rather think it would increase withdrawels, and that's something MA wouldn't like too much in these "crisis" times. :silly2:

So I doubt they are willing to consider it.

I never understood why MA would want peds to be "stuck". Wouldn't it be better for them if we spent them on decay? Honestly, would you cash out an extra 1000 peds or have fun with them in game?
 
Trapping the TT in game might be one of the few things keeping the game afloat as far as i know, but I wouldn't mind seeing lower tt on items. Nice post.
 
I never understood why MA would want peds to be "stuck". Wouldn't it be better for them if we spent them on decay? Honestly, would you cash out an extra 1000 peds or have fun with them in game?

Well, MA doesn't make their money from decay. The income is Deposits - Witdrawels (roughly). The more peds are stuck ingame, the less peds can be withdrawn.

And I'm not an average player, so i cannot say what i would do, if i had a 30k ped tt gun and MA would reduce it to 1k, for sure i would withdraw the 29k ;).
 
Well, MA doesn't make their money from decay. The income is Deposits - Witdrawels (roughly). The more peds are stuck ingame, the less peds can be withdrawn.

And I'm not an average player, so i cannot say what i would do, if i had a 30k ped tt gun and MA would reduce it to 1k, for sure i would withdraw the 29k ;).

If the money decays it is gone forever, if it's stuck it is a time bomb... I know what I would choose. But I also know that me and MA almost never have the same opinion on how to do things. :)
 
Well, MA doesn't make their money from decay. The income is Deposits - Witdrawels (roughly). The more peds are stuck ingame, the less peds can be withdrawn.

And I'm not an average player, so i cannot say what i would do, if i had a 30k ped tt gun and MA would reduce it to 1k, for sure i would withdraw the 29k ;).

Not much logic on that one, if i buy it im the one giving you peds so you can widrow it.

And i bet many weapons of this kind went to TT so ppl took the peds...
 
:eek::eek::eek::eek::eek::eek::eek::eek:

See that so wrong how many ppl are going to buy something at + when to start you need to give 32672 PED's.
That is wrong :broke:

Hey don't worry. "The participants set the values" :laugh:
 
Here's a crazy idea I got.

Yes it's crazy....

But It makes some sence regarding clothes since they behave different than other items if not fully repaired.

But don't forget what materails was used when crafting that piece of clothing with high TT. And a high TT on an item keeps it being rare. And some people actually are willing to pay to get a rare piece to put on. On the other side if you craft one with loww TT and would like to see how it looks and even ty to sell it, you need to lock many PEDs in it just to be able to do soo... I find it hard to decide, keep it or lower. If I had the choice I would take away the stupid rule for repairing clothes to keep the looks of them.
 
But It makes some sence regarding clothes since they behave different than other items if not fully repaired.

actually, it makes sense with a high tt value on clothes too, if you look at it this way:

the crafter wants to get tt value back from materials if he makes clothing, high tt clothes helps with that, in a way :)
 
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