Stop UL Drops in Hunting

I know it might be not most popular idea but I would say:
stop dropping UL gear at all for a year or so, until we have much much more players.

As of now, since TEN event or so, there is a flood of UL items, with much more dropping that people buying.
This result in big price drops and resulting drop of confidence of buyers/investors. Why would somebody spend money on upgrade if they lost most of value on current gear?
 
Like it is now it drop way to much UL
 
There will come a time when MA will have to come up with a recycling mechanism.
Some sort of reward to break down items into skills, deeds.... something in order to balance out what is becoming a growing and clear imbalance.

Many people assume incorrectly about other professions, UL consistent drops does no-one any good in the end.
In many cases, it hurts players who don't know how to make the most of that particular UL weapon...perhaps to MA's benefit.

And also reduces regular every hunt returns that could have markup if needed for crafting.

Crafting is a fairly stagnant profession. The only profits you might make is with rare, high qr BP's. Which like hunting gear, takes investment.

The saturation even on the rare items is high, a small group of players own 100% of many items in this game, allowing full market control and manipulation.
Working very similar to a real world criminal enterprise level of manipulation and control....but that's the real world....and an entirely different discussion. Perhaps they are the reason MA keeps UL drops away from crafting now.

It was nice when we were getting UL crafted ultra rare (L) 1 click bps...but for some reason that has disappeared in favor of UL loot many times the drop rate it had been via hunting.


I sure hope they have a full plan in action regarding balance...loot balance is critical, it could break the game...has broken many many games, and be impossible to fix if it got out of control.
 
I'm not sure regular hunting should have UL drop rates adjusted, I'm almost to commando (naturally) and have only looted a smuggler fap-6 last year and a kinetic attack chip I last week. I think that's a good rate.

Where the balance goes out of whack for crafters and miners is event UL drops.
If most of the UL prizes and drops in events were changed to crafter or miner UL items that drop while crafting or mining rather than hunting in an event the balance would be much better.

This would also solve the "All the event prizes go to the same ubers with gun X" whining threads.
 
1. the fundamental issue has been and remains the same old - user base is too small for the virtual world with the crapload of items floating around, limited and unlimited. instead of stopping UL drops, increase the player-base.
2. miners can (could?) find UL amps right. treasure hunters (subset of miners) can loot all kinds of items right. crafters can loot (L) blueprints which produces UL items right. so who is spitting which way here? nonsense. balancing is all that is needed.
 
AFAIC we have enough BP's with limiters, whether it be L bp scarcity (see: Tau) or UL bp scarcity (see: dante evil) or ingredient scarcity (see: The 30 adj, imp, mod, fnder amp bp's that I have that use alien bio gel whose mu makes clicking impossible, or the gun bps on rt that can't be clicked because some ingredients never dropped, or the other 40 UL weapon bps I have for guns on caly that never get clicked because its too much of a pain to get the ingredients, just like the 300 L ones for guns on caly too that I have)

No sense making more extremely hard to use bp's. I already have 190 books full of shit I can't click.

Just balance stuff better. I agree. The boat needs to stop being rocked, or it will sink.
 
There will come a time when MA will have to come up with a recycling mechanism.

Such as refining A101, A102, A103 to make adjusted, improved and modified laser amps for example? ;)

They did come up with a recycling mechanism - tiering originally involved using an identical item (which you risked losing) but it caused riots when inevitably some were 'recycled'.
 
Why not just keep the UL stuff at low level for new players but adjusted to make it efficient and then make the L stuff for the high end where there's more possibility of MU.

New players would find it easier to get started as they'd be plenty of equipment rand the established players then have a choice to stay low level or go into the crafted L stuff.
 
Implement a system similar to transmuting and Imbuing in other games or allow items to be smashed into residue or both. Problem solved. Good day. *drops mic*
 
Why not just keep the UL stuff at low level for new players but adjusted to make it efficient and then make the L stuff for the high end where there's more possibility of MU.

New players would find it easier to get started as they'd be plenty of equipment rand the established players then have a choice to stay low level or go into the crafted L stuff.

Actually what MA did is exact opposite.
They removed UL gear from TT across all Planets but they allow rain of UL gear for mid+ levels....
 
Actually what MA did is exact opposite.
They removed UL gear from TT across all Planets but they allow rain of UL gear for mid+ levels....

I must not be mid level yet. I've still never seen an UL item drop (level 32 blp hit, 16 pyro). There is not much for a beginner to look forward to be able to loot for the first 2-4 years.
 
Implement a system similar to transmuting and Imbuing in other games or allow items to be smashed into residue or both. Problem solved. Good day. *drops mic*

Smashing tt item shit loot into res is a great idea, actually. The only people that like high mu on res is gamble crafters...lowering the res cost (by letting us destroy stupid items that drop too much like neoscion, low mu chips, or crafting loot like jester d1 etc...basically anything with like 103 or less mu) makes more items worth crafting and selling, and will help out hunters more with better prices for L gear. Honestly, destroying items for res and making res tt food would help this game way more than hurt it.
 
And profitable for the pp too. It could use an item shredder (L). Decay is what pays the bills.
 
I think MA should first start by fixing crafting ...

  • we have useless bps (or at least useless in quantities crafted) that are clicked simply to get other, limited blueprints
  • we have crafted items which invariably suck compared to looted
  • items crafted from L bps that come from excessive dummy item crafting anyways cost far beyond utility
  • there are completely absurd monopolies which can't possibly be unknown to MA, yet they continue to not introduce L BPs to mitigate the situation.
  • There is really no point in having crafting skills or doing any crafting unless you also have the money to buy into expensive blueprints or one of the cartels, as you can't always get the components even.
  • Most of the time, MA and PP don't seem to have a clue how to design blueprints or how a blueprint affects the overall market or the viability of the item.

This is not the first time I have said this.

How crafting should be:
  • successful craft of a "normal" item from a limited BP should on average give a limited BP for the item alongside item, modulo more rare drops giving multi-click BPs or higher level BPs.
  • drops of UL BPs should be rare and valuable, but not exclusionary
  • starting from level 1 BPs, you should be able to build a tree of all existing BPs of the kind
  • it should be possible to go back from an item to its BP, destroying the item in progress
  • there should not be UL BPs of unlimited items, ever, and existing should be removed
  • when some BP becomes deprecated, it should be formally and publicly announced by MA
  • every craftable BP should take into account the availability of similar items and residue needed and be balanced accordingly

And then, sure, change hunting in favor of crafting. As it will actually be a profession, not mainly stupid crap that gamblers do.
 
Mining and Crafting are secondary and tertiary to Hunting. The entire EU economy revolves around Hunting...

Didn't use to be that way. Remember, oh so long ago when Hunting/Mining/Crafting were well designed in a Rock/Paper/Scissors type of synergy?

  • Hunting loot went mostly to clothing industry
  • Mining loot was used to craft mining and hunting gear?

MA moved away from that a bit too much, IMHO. True, the clothing industry can no longer cover all the hunting loot, so hunting loot must be moved more into crafting. Not completely, but more.

Here is a better idea: Let's turn off ALL loot for hunters, except Nova Fragments and the odd Dung find here and there. Certainly that will improve the game.

OK that's just a troll response, mate. :( I'll all for disagreeing and folks offering other ideas instead of mine, that's great. But comments like that? Ugh. :bs:
 
What the idea brings about is rather a gambling element to the structure wherein the rare part looted will obviously be lower priced then the ul item counterpart and as such more people get to have a share of the pie. So what would earlier be a 15-20k ped gun would now become a 5k ped/part where the crafter takes a chance to see if he is lucky enough to get a success out of the click. I think most of the hunters would rather see a 1% chance of looting a 20k ped gun rather then a 4% chance of looting 5k ped parts.

No idea why you think its linear...

On the average you get for example 1 small mushroom in 1000k-2000k marcimex kills. Thats 0.1% and you would need 75 for an little better than adj. FAP item. So if you grind them to the end you could be done in 1 year. Thats on a personal scale (means everyone could do it)

Faps like that drop once a year - system wide. Your personal chance of looting???

I go even with 0.1% chance for parts. But the jackpot loots should stay - nice to have atlast a VERY small chance of something big while grinding for big...
 
Actually what MA did is exact opposite.
They removed UL gear from TT across all Planets but they allow rain of UL gear for mid+ levels....

Where are these UL guns you speak of? I consider myself a mid-lvl player (lvl45 laser sniper) and I have never looted an UL gun.
 
One of the big problems is that the players felt in the old times that when MA ( planet Calypso ) put upp a Event it was because the needed fast money.

Then there was a change because MA ( planet Calypso ) did a introduction of various Events all the time we soon had Events for four years in a row and not just on special occasions, and then they changed their focus on the ability of the chanse to be able to have a chanse for the players to loot good ul-items from normal hunting and put it to the Events.

The logical outcome should be that it has become more expensive to have a chanse to be able for the players to have a ability for loot good ul-items, and the new message is dont do normal hunting only our Events Because the normal hunting is only for skill development but If you want a Chanse You have to do ours Events.

If we now look at the proposal to remove all ul-items So You Have No Chanse or ability to loot any ul-items so many players will reduce their activity here or to stop playing this game because most in here with money is gamblers even if MA always say that the game is not a casino, it is the common denominator here in the game.

:twocents:
 
As Oleg says, this is already being done on a small scale.

Those who oppose this idea in this thread: Be honest, how many of you hunt for Slime (or shrooms), even though you can't loot those adj/imp items directly?

Haven't read past this post so far, and will continue to read all the way through, but wanted to comment on this:
Your singling out unique upgrade paths for a 2 Faps and a few amps, but want ALL (UL) weapons and I suppose all (UL) items (why stop at weapons) to be removed from loot. Now, be honest, does that seem fair to hunters?
 
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