The economy of EU is based off of resource flow, with a healthy flow being resources being hunters/miners loot resources who sell to crafters which return items to market.
Right now, we are plagued by problems, which stem from three major parts: Volatility/variability, low and inaccurate chance of success, and (L) armor/guns being dropped in hunting(only super rare UL things should)
The 33% chance of success introduces a 3x multiplier to all input costs...mindark's take and markup fees paid alike, turning math of mindarks's 5-10% take into 15-30% over the course of 3 tries at max skills, as it does markup, crushing what crafters can pay, and blowing crafting's cost wide out of the water.
This is also using data from 10k run clicks as the averages.
On the other hand volatility further increases this, where if you do 30 clicks and wind up with 3-5 successes, your effective costs paid to create a single item are doubled.
If you were to dramatically lower the losses on just the crafting system, the entire rest of the game would spring into life as markup would be restored.
Will we see a total redesign of the crafting side of things this year, and will it dramatically reduces the losses and volatility on higher TT blueprints, and how do you plan on going about this? We have seem great changes as of late in the usage of components and proper dilution of higher markup items with lower markup things(ores/nanocubes), where do you plan on going in the next 6-9 months and will planet partners be involved??
The armatrix stuff improved health of the economy, but everyone needs a share and we need interplanetary trade improved badly.
Right now, we are plagued by problems, which stem from three major parts: Volatility/variability, low and inaccurate chance of success, and (L) armor/guns being dropped in hunting(only super rare UL things should)
The 33% chance of success introduces a 3x multiplier to all input costs...mindark's take and markup fees paid alike, turning math of mindarks's 5-10% take into 15-30% over the course of 3 tries at max skills, as it does markup, crushing what crafters can pay, and blowing crafting's cost wide out of the water.
This is also using data from 10k run clicks as the averages.
On the other hand volatility further increases this, where if you do 30 clicks and wind up with 3-5 successes, your effective costs paid to create a single item are doubled.
If you were to dramatically lower the losses on just the crafting system, the entire rest of the game would spring into life as markup would be restored.
Will we see a total redesign of the crafting side of things this year, and will it dramatically reduces the losses and volatility on higher TT blueprints, and how do you plan on going about this? We have seem great changes as of late in the usage of components and proper dilution of higher markup items with lower markup things(ores/nanocubes), where do you plan on going in the next 6-9 months and will planet partners be involved??
The armatrix stuff improved health of the economy, but everyone needs a share and we need interplanetary trade improved badly.