Suggestion: Refine anything into nanocubes, remove them from TT

Adding 2 PEC on an item that costs 1 PED TT
Its not 2 pec to get from widget 1-4. See previous post

The [Empty Enhancer Component] in the TT is meant as a fodder and does not control anything, if the MU of the mats skyrocket, or if it falls down sharply, empty enhancer comps are still gonna cost the same, that's not meant to control MU, but to increase your cycle.
That's not true and a mechanic of about any rpg, mmo, action rpg or whatever that is multiplayer.
If there mu on a TT item, that only mean that if dianthus or related enhancer mat goes too high as well no one will buy. With a TT mat it limit the impact of other MU which may skyrocket at any time and helping the crafter make goods the hunter can afford. If everything is at 400% MU, the only thing that will reduce it's creation cost is res at 103% as you sell the remaining res at a bigger margin and lose on other mats finding a middle ground. Which as we seen on many craft, end up not being enough to warrant a craft which create many useless bps. We dont need them all useless. Stabilizer. There will never be mu on ammo, nano or probes for this exact reason.
 
So I opened the wiki to check some BPS and I can say that you're totally wrong about the alot more part. Here, take a look at this: http://www.entropiawiki.com/Info.aspx?chart=Blueprint&id=3262 this is Component Widget 4 Blueprint, total cost per click 1.00 PED TT and about 1.23 PED with MU. The TT includes 70 PEC of nanocubes @103% that's 0.721, so an extra 2 PEC, is that "ALOT"?? Same goes here, here and everywhere else, unless there's something I'm missing.
Component widget 4 burns 70% of its cost in nanocubes (60% including Near Success), I stand by my wording.

Again you claim that the 3% increase to the markup of nanocubes is so miniscule that crafters shouldn't even worry about it. But do you realise that it's that same 3% that you are championing for to be added to your hunting loot. I could just use your exact bad argument on you.
Every 1 ped click of a Widget 4, I will only pay an extra 2 pec in markup
Well for every 1 ped ammo you cycle, say you get 30% junk loot, you barely get an extra pec. Is that "ALOT"??

Please don't criticise me for nickel and diming when all you have is pennies.
 
What about simply changing Explosive Projectiles BP to use Shrapnel and leaving the rest as is?
 
Or maybe a modified explosive projectile bp and now change anything
 
So I got a brilliant idea on this friday evening.

I saw multiple threads on this forum where poeple said that they cycle a lot and have to TT too much stuff because it's impossible to sell due low demand and low markup. I think most of us, me included, TTed stuff for 100% whereas that could've been sold if there were more demand/less of it on auction.

The solution is simple. For that we would need to remove nanocubes from the trade terminal and create a tool (preferably craftable L) or special terminal to refine anything we don't need into nanocubes and sell them. For this to work nanocubes would need to become auctionable of course.

This way you don't have to TT anything anymore because nanocubes are used in many blueprints, not only for crafting explosives. The downside is that nanocubes will have markup, but I don't think it'll go over 103-105% due to the sheer amount of stuff that is being sold to the trade terminal or auctioned for less than that.

What do you guys think?
with your ideea would be going like this: a player want to craft ep4 worth of 5k, he doesnt have any mats to refine so he needs to shoot, mine to get them, loose time, and then start to craft. todays method is, deposit, craft, end of story.
 
with your ideea would be going like this: a player want to craft ep4 worth of 5k, he doesnt have any mats to refine so he needs to shoot, mine to get them, loose time, and then start to craft. todays method is, deposit, craft, end of story.

That is where the auction comes in? :scratch:

You're reasoning is like a hunter wants to hunt but doesn't have a big enough gun, so he goes mining for the materials to craft one, then needs to craft the materials to make the gun before he can hunt.
 
That is where the auction comes in? :scratch:

You're reasoning is like a hunter wants to hunt but doesn't have a big enough gun, so he goes mining for the materials to craft one, then needs to craft the materials to make the gun before he can hunt.
why dont you go to mine for the weapon cells you use? and then sell them to auction and then go hunt.
 
with your ideea would be going like this: a player want to craft ep4 worth of 5k, he doesnt have any mats to refine so he needs to shoot, mine to get them, loose time, and then start to craft. todays method is, deposit, craft, end of story.
God forbid a player actually have to play the game to play!! Use a bit of rational thinking to find the best cheap bp to craft etc...

Much easier to just deposit and leave it on auto click. Makes sense!

Change EPs bp to drop robot component residue. Lets see how many would still craft it blindly!
 
Change EPs bp to drop robot component residue. Lets see how many would still craft it blindly!
While I did find this really funny and rather accurate. d-class is a good sink for this.
I would.. But you are right.
 
While I did find this really funny and rather accurate. d-class is a good sink for this.
I would.. But you are right.

Is it? last time I questioned about that BP using robot res. I got a no joy for an answer. Seems Vixen gears didnt count as robot comps. to allow for it. Could be wrong, just the answer I got. If so it´s a bug as it should count.

This touches the point of all this threads.

If the premise of EP bps is allowing a set of players to play without having to bother gathering resources. Then make it that it does not impact all the other players economy.

On a macroscopic level what we need is a simple rule that works with what exists already:

All residues comes from burning loot (animal/robot/ores/enamatter/etc). Nanos, survey probes only get returned as consumed or halfsucess getback.

@My|MindArk Can we expect something to be done about this inbalance before UE5? It is one of the most debated topics and it keeps a lot of us us from being promoters of the game.
 
Is it? last time I questioned about that BP using robot res. I got a no joy for an answer.
Really doubt it was changed but it is possible. I dont hunt much comp residues droppers on RT. Mostly on cyrene.
Could be worth a support ticket because anything using robot parts should allow the residue. They are RT specifics but are still robot part. Vixens are cyborgs sure, but by definition it mean some part or organic and other robotic parts. Vixen GEAR is clearly not organic. Could also be a balance thing the same way those 10-50 hp cyborg vixen give animal looter unlike the robot that they should.(would be too good I suppose)

If the premise of EP bps is allowing a set of players to play without having to bother gathering resources.
The whole EP subject is there to cover what other activities had since release but was lacking into crafting. A way to go at TT and buy gun+ammo or finder+probes and move on with your life without needing interactions with others to play.
You still need to buy the EP bp to someone to get started and the fact that you stand in front of a machine to actively do nothing doesnt change the reason that it the purpose it serve. Now you dont need a reason to craft guns, amp, armor or whatever because of a market in order to get a few skill points.

Without going much further into it and the many other reasons they exist, this is the purpose of recycles as well.
Recycles use 2 resources. EP1 and a relative resource relatively easy to find in quantity for someone willing to click the recycle level instead of bothering with auction.

EPRec 1: A enmatter miner spend less per hour and end with lot of extra oil he can convert into shrap. For that kind of miner, 55p+- for mining shrap is well worth it and the energy residues usually fetch more than oil anyway

EPRec 2: A hunter who shoot in the 1000 hp range will find lot of adrenal. A thing often bothersome to sell. At the cost of a adrenal hunter, a recycle 2 is well in the acceptable range of shrap crafting with a cost of +-110p

EPRec 3: A ore miner that mine a lot will get ton of lyst to a point that it's just bothersome to sell in some months of the year. Each time that happen you see more recycler use that BP. Regardless, for those who get a lot of lyst, it's a good justification to turn it into shrap dreaming of a rarer ore.

EPrec 4: Similar to the EPrec2 but bigger and more gambling.

In the end, some people dont like to camp 300 auctions to be play enabled and rather limit to a few fields to simplify and RNG more. I know a lot of players who have nightmares about selling on the auction house. It's not hard or complicated but they prefer to take a flare gun and end themselves rather than have to use it. Same reason sometime a player just buy all the X and end up raising MU a lot. If that player wanted, he could of done that over months and paid way less. Time has value to some players. Lot of bad can be said about the direct mechanics as people stand and it look a lot more like just autoplay in a casino but from a resource management and skill growth it was needed to even it out with other professions.(I love training engineering)
 
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