News: The Future of Mayhem: Update

That is probably gonna get changed by a lot. No annihilation rewards, no mob drop tokens, shortened length, unless vendor item prices get cut by a decimal, the assault rewards will be increased by a huge ammount, probably both for 1st time completition and both for repeating.
Probably the same for defense / survival as well.
That's the thing. Doing same thing over and over again is incredibly boring, unless the instance is actually a lot dynamic every time you enter it. It will get boring once the novelty wears off. Even RDI gets boring after 20+ times.
Then it will only be people who can do same thing over and over again for the M token and maybe MU from mobs.

In the summer assault there wasn't a lot of dynamic changes to it in every stage.
It all came down to some rng with buffs and to have biggest armor/hp and dps in the end.

I would like something that adapts to your avatar skills and gear so you have a challenge that is based on your dps and overall hp. So each stage is challenging but in different ways.

This would theoretically allow everyone to complete each stage and the rewards would be scaled to your level/cycle ability. Provided you do everything right for each dynamic stage that changes everything.

I still think they should give ample time for people to do it like 1 month and total instance time allowed 2 weeks or smt.
 
- Ex: LP120 Perf 500k Mtoken or 200k New-Mtokens (*note numbers are place holder to convey my point, not to reflect value on the item itself)
- The rationale behind this is that Mtokens will be significantly harder to acquire (as they should be), but it will take many years to gather the amounts needed at current weapon prices.

so what u say here is that if me or any other players that have i.e. 430k Mtokens already, worked hard and hoped for a better outcome, not pulling anything in rush (like others or u, included just to get something out of the vendor and monetize it as fast as possible) has to wait another several years to be added to already other years so far to pull something from vendor... like the lp12- at 500k (70k gap to fill)

while the new M-Tokens flood the present market leaving everyone who waited far behind and hoping to pull somehting in couple years ahead...

where who knows if...

and why not, a new kind of MTKN will be added just to compensate whatever some are seeing at a brand new flood and unbalanced of M-Token market...

is what i understand then...


then idk, maybe some like me included are really worth to be called fools if not worse

because we waited to pull something for us and not to monetize it asp.
 
so what u say here is that if me or any other players that have i.e. 430k Mtokens already, worked hard and hoped for a better outcome, not pulling anything in rush (like others or u, included just to get something out of the vendor and monetize it as fast as possible) has to wait another several years to be added to already other years so far to pull something from vendor... like the lp12- at 500k (70k gap to fill)

while the new M-Tokens flood the present market leaving everyone who waited far behind and hoping to pull somehting in couple years ahead...

where who knows if...

and why not, a new kind of MTKN will be added just to compensate whatever some are seeing at a brand new flood and unbalanced of M-Token market...

is what i understand then...


then idk, maybe some like me included are really worth to be called fools if not worse

because we waited to pull something for us and not to monetize it asp.

As I looked at this problem, I tried to look at it objectively. I have many friends who have been saving tokens for awhile and have a very large stockpile. By all means, I do not want them or anyone else to get screwed in this process. However, I'm trying to look at the mayhem system...1..2..3 years down the line and what I think would be a good approach for the game as a whole and not just myself or my friends.

The reality is this. Between Resource Mayhem and Macro-Hunting, there is an abundance of Mtokens out in the game right now. So much so that I'd be willing to bet that at minimum the next two vendor refreshes, all items worth a damn (and some not) will be cleared out within minutes if not seconds of being refreshed.

Based on the information provided by MA thus far, it appears as though the amount of mtokens one can get per mayhem will be significantly reduced. Where as a "normal" mayhem, one could clear upwards of 40k mtokens or during xmas mayhem 120k+ Mtokens. Now, a player may only be able to clear ~5-10k or so based on the 'Active Gameplay' mechanics implemented by MA.

Under the new mechanics, lets say a person can now get 10k mtokens per normal mayhem and lets say 30k mtokens during xmas mayhem...That's approx 60k mtokens per year (Easter - 10k, Summer - 10k, HW -10k and Xmas - 30k ) LP120 Perf is 480k Mtokens currently. That means it would take almost 8 years to get enough tokens to pull the LP120 Perf. (Again, loose numbers, but its the concept that I'm trying to get across)

The reality is, unless MA significantly adjusts rewards (Which, lets be real here...how has that been over the last few years), the current vendor price on items is not realistic.

The idea that I pitched, while not perfect, would help the game in the long run. Again, I'm not saying to render Mtokens useless, but restricting them to what items are currently in the vendor while also adding a decreased value in the New M-Token (knowing that it will take years to gather enough to pull the item) and then making it so that any new items added to the vendor from this point forward can only be purchased with the New M-Token.

The fact of the matter is this. There are more UL loot 2.0 weapons in the games than active players willing to invest in them. If we do not make adjustments, to the reward system, then as a result of macro hunting mayhems and Resource Mayhem, the Mayhem vendor will be cleaned out almost instantly for years to come. It will also make it semi pointless for new players to invest into mayhem.

This would also allow for new items to be added to the vendor that won't be pulled in seconds and give people a goal. One that allows everyone to start off on the same playing field under the 'Actice play' mindset that MA is trying to move mayhem towards. It would also reduce the flood we are feeling on UL items.

Again, there is no good solution for the situation we are in...MA really screwed the pooch on this one and let the problem go on for far too long before they addressed it. As a result, we now have a serious problem that needs to be addressed. While they are taken steps in the right direction, as of right now it feels like another knee jerk reaction vs an actual well throughout plan.
 
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so what u say here is that if me or any other players that have i.e. 430k Mtokens already, worked hard and hoped for a better outcome, not pulling anything in rush (like others or u, included just to get something out of the vendor and monetize it as fast as possible) has to wait another several years to be added to already other years so far to pull something from vendor... like the lp12- at 500k (70k gap to fill)

while the new M-Tokens flood the present market leaving everyone who waited far behind and hoping to pull somehting in couple years ahead...

where who knows if...

and why not, a new kind of MTKN will be added just to compensate whatever some are seeing at a brand new flood and unbalanced of M-Token market...

is what i understand then...


then idk, maybe some like me included are really worth to be called fools if not worse

because we waited to pull something for us and not to monetize it asp.

He's trying to think of the health of the game longterm. The situation sucks all around.

1. Would you rather spend your tokens on an UL gun (but so does everyone else with the 100 million tokens out there) and then all your items you own devalue by 90% just so you can pull an UL item for the sake of pulling one?.. which is also almost impossible to sell now for shit prices...

2. Or would you rather all your items increase in value over next 2-3 years plus become actually sellable again. While you're able to recoup ped for the old tokens you're holding thru pills etc. and work towards a gun in a vendor with the new tokens where you can actually pull and sell without worrying 300 bots waiting constantly for refresh of the good stuff to clear it out instantly?

It sucks that MA didn't control the flow of tokens good. It sucks that they still to this day havnt controlled botting that's helping to kill the economy. It sucks that they never lowered RMs token reward a good bit to = hunting rate/cost. But this would be best fix so entire game doesn't get totally screwed. Just shouldn't have been a problem in the first place. At least they are being smart about it now somewhat by promoting active gameplay. Just wish they would fix crafting and botting so game could fully come back to life.
 
As I looked at this problem, I tried to look at it objectively. I have many friends who have been saving tokens for awhile and have a very large stockpile. By all means, I do not want them or anyone else to get screwed in this process. However, I'm trying to look at the mayhem system...1..2..3 years down the line and what I think would be a good approach for the game as a whole and not just myself or my friends.

The reality is this. Between Resource Mayhem and Macro-Hunting, there is an abundance of Mtokens out in the game right now. So much so that I'd be willing to bet that at minimum the next two vendor refreshes, all items worth a damn (and some not) will be cleared out within minutes if not seconds of being refreshed.

Based on the information provided by MA thus far, it appears as though the amount of mtokens one can get per mayhem will be significantly reduced. Where as a "normal" mayhem, one could clear upwards of 40k mtokens or during xmas mayhem 120k+ Mtokens. Now, a player may only be able to clear ~5-10k or so based on the 'Active Gameplay' mechanics implemented by MA.

Under the new mechanics, lets say a person can now get 10k mtokens per normal mayhem and lets say 30k mtokens during xmas mayhem...That's approx 60k mtokens per year (Easter - 10k, Summer - 10k, HW -10k and Xmas - 30k ) LP120 Perf is 480k Mtokens currently. That means it would take almost 8 years to get enough tokens to pull the LP120 Perf. (Again, loose numbers, but its the concept that I'm trying to get across)

The reality is, unless MA significantly adjusts rewards (Which, lets be real here...how has that been over the last few years), the current vendor price on items is not realistic.

The idea that I pitched, while not perfect, would help the game in the long run. Again, I'm not saying to render Mtokens useless, but restricting them to what items are currently in the vendor while also adding a decreased value in the New M-Token (knowing that it will take years to gather enough to pull the item) and then making it so that any new items added to the vendor from this point forward can only be purchased with the New M-Token.

The fact of the matter is this. There are more UL loot 2.0 weapons in the games than active players willing to invest in them. If we do not make adjustments, to the reward system, then as a result of macro hunting mayhems and Resource Mayhem, the Mayhem vendor will be cleaned out almost instantly for years to come. It will also make it semi pointless for new players to invest into mayhem.

This would also allow for new items to be added to the vendor that won't be pulled in seconds and give people a goal. One that allows everyone to start off on the same playing field under the 'Actice play' mindset that MA is trying to move mayhem towards. It would also reduce the flood we are feeling on UL items.

Again, there is no good solution for the situation we are in...MA really screwed the pooch on this one and let the problem go on for far too long before they addressed it. As a result, we now have a serious problem that needs to be addressed. While they are taken steps in the right direction, as of right now it feels like another knee jerk reaction vs an actual well throughout plan.
rather then taking choice away from players and forcing them to spent on old stuff when they have clearly saved for years for a big new upgrade down the line just to 'fix' something into the future with the very real risk that it will get screwed up again once a few years have past i think the easiest way is just to add variety to the vendor - not just weapons but as we already suggested many times all kinda of estate/tools/vehicles/deeds/modules/etc things that can be there once not for the purpose of restock but for the purpose of giving players an opportunity that doesnt directly interfere with the existing economy and add a significant token sink to the vendor that can deplete vastly more then the existing number of tokens.
if someone wants to spent a million mtokens on a castle somewhere or 2 million on a space station or 500k on an ul warp drive or 3 million to own a jumpgate let them have that choice rather then telling them that they cant spent their 700k tokens on new stuff because mindark lacks the creativity to put something usefull or fancy on the trader that isnt inflated.
 
rather then taking choice away from players and forcing them to spent on old stuff when they have clearly saved for years for a big new upgrade down the line just to 'fix' something into the future with the very real risk that it will get screwed up again once a few years have past i think the easiest way is just to add variety to the vendor - not just weapons but as we already suggested many times all kinda of estate/tools/vehicles/deeds/modules/etc things that can be there once not for the purpose of restock but for the purpose of giving players an opportunity that doesnt directly interfere with the existing economy and add a significant token sink to the vendor that can deplete vastly more then the existing number of tokens.
if someone wants to spent a million mtokens on a castle somewhere or 2 million on a space station or 500k on an ul warp drive or 3 million to own a jumpgate let them have that choice rather then telling them that they cant spent their 700k tokens on new stuff because mindark lacks the creativity to put something usefull or fancy on the trader that isnt inflated.


Adding a variety should still be done, Personally, I would love to see more mining stuff, I would love to see (L) blueprints that would allow crafters to craft (L) versions of Mayhems weapons (with similar cycle break rate of Armatrixs, not the exceptional weapons), vehicles, clothing, scanners, refiners, auxiliary mindforce chips like sync, TP chips, etc. So many options...but I do stand strong still that it should be on a New Mtoken system.

Using the prices that you suggested, we are talking approx 8-9 years of grinding under the new system (as we know it) to even have a shot at the cheapest item you listed.

I think as a community we have forgotten now many mtokens was 'normal' for a player to acquire during mayhem under active game play.

At the end of the day the problem is this. The current Mtoken costs are reflected on old mayhem token drop rates in which players could get upwards of ~250k Mtokens in a single year vs (again, based on the information we have) ~60k mtokens throughout the course of the year. If this problem is not address, then we are further decreasing the incentive for people to partake in Mayhems. Furthermore, I'm all for a 'goal' but there is a huge difference between a 2 year goal and an 8 year goal when we are talking vendor pulls.

Edit: Really want to state that by no means do I think this is the best solution. I'm sure there is something better - but I do think that this is an issue that needs to be considered for the better of the game.
 
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then idk, maybe some like me included are really worth to be called fools if not worse
No I don't think it's anything crazy like that, but Mindark does have a history, and straight up said during twen event, first come first serve. They want these events, item restocks to have FOMO.

Here's a little story, I looted a rare mayhem token a few days after I said I was never doing mayhem again. It angered me, but I knew i only needed a few more tokens to pull a Azuro Adjusted. As I'm talking about pulling the weapon on stream, I was called crazy for not "doing more mayhem" "saving reg tokens for sb-90 adj, maybe you'll get another rare". But that didn't matter. I knew that I had already profited even without a rare token pull during my mayhem time, and that anything else was icing on the cake.
The goal is/has and always will be to profit playing this game. And when I have guaranteed profit in front of me I take it.

I'd still not even be 1/5th of the way to pulling a sb-90 adj.
Sb-90 Adjusted can't even sell for 10k now on the auction house.

Instead back well over a year ago now, I pulled and sold the azuro adjusted for 5050ped.
I would have lost ped while grinding for more tokens and never even had a guarantee to pull ANYTHING if I kept waiting.

And good thing, right after I pulled the azuro, others pulled the last few. Restocks happened less and less etc.


My point being, in a game like this, I have the belief that when you have a chance to guarantee profit, you take it. Because I'd have easily been down thousands and thousands of ped at this point with nothing to show for it.


I'm not saying this is what happened to others, but the fact the Mindark has been so hellbent on making things first come first serve, I think it'd be silly not to look at the pattern they've showed for years and not believe that to continue to be the case until stated AND SHOWN otherwise by them.

People took a higher risk, for a higher reward. It worked out for some and it didn't work out for others.

You took a risk, it didn't work it. It happens.
 
This can only be the end of a meeting "How to lower CLD payouts to 1 or less?"
I believe assault is the least liked format for mayhem by non constant pills players.
First introducing resource mayhem making it rain tokens and now removing tokens from creatures.
And shortening the mayhem to 2 weeks. If I remember right people stopped playing summer mayhem after a week.
Before I was able to see logic in most changes, but this and the space mining is something I don't understand.
 
Adding a variety should still be done, Personally, I would love to see more mining stuff, I would love to see (L) blueprints that would allow crafters to craft (L) versions of Mayhems weapons (with similar cycle break rate of Armatrixs, not the exceptional weapons), vehicles, clothing, scanners, refiners, auxiliary mindforce chips like sync, TP chips, etc. So many options...but I do stand strong still that it should be on a New Mtoken system.

Using the prices that you suggested, we are talking approx 8-9 years of grinding under the new system (as we know it) to even have a shot at the cheapest item you listed.

I think as a community we have forgotten now many mtokens was 'normal' for a player to acquire during mayhem under active game play.

At the end of the day the problem is this. The current Mtoken costs are reflected on old mayhem token drop rates in which players could get upwards of ~250k Mtokens in a single year vs (again, based on the information we have) ~60k mtokens throughout the course of the year. If this problem is not address, then we are further decreasing the incentive for people to partake in Mayhems. Furthermore, I'm all for a 'goal' but there is a huge difference between a 2 year goal and an 8 year goal when we are talking vendor pulls.

Edit: Really want to state that by no means do I think this is the best solution. I'm sure there is something better - but I do think that this is an issue that needs to be considered for the better of the game.
i have not forgotten how hard it is to save up tokens, with about 320k of them saved over 5 years - waiting for the one nice pull in the future while prices got corrected up and up and only restocks of non-upgrades for resale were available - as i said such ticket items are just examples and some a clearly meant to take many years and or deplete existing stocks not all ticketitems have to be prices to be achievable within a year of the new system some things can very well take years as long as mindark doesnt restart inflation and or messes with tokens along the line. not everything listed on a vendor has to be achievable either - the cool thing about choice is that some ticket items may indeed take a decade to save and most players will just spent tokens and something that takes less time/effort but that doesnt mean that the option to save for something specific longterm shouldnt be there just like with weapons there is nothing wrong with putting weapons that need level 400, 800, hell put lvl32000 weapons out there ssomething crazy that no right minded person will think able to achieve but put the option out there for someone to go nuts with it as a longterm project.
 
This can only be the end of a meeting "How to lower CLD payouts to 1 or less?"
I believe assault is the least liked format for mayhem by non constant pills players.
First introducing resource mayhem making it rain tokens and now removing tokens from creatures.
And shortening the mayhem to 2 weeks. If I remember right people stopped playing summer mayhem after a week.
Before I was able to see logic in most changes, but this and the space mining is something I don't understand.

Space mining using same ores with no new sink while taking away demand is def shit. But the only reason no one did the new assault format is because who would do it for a few tokens knowing every1 has millions and can't pull anything. I'm a miner and noob hunter with shit hunting gear and if MA said they are making a new token and active gameplay from here on out for tokens I'd even hunt it and I don't do mayhems ever. The odds will be in the favor of people actually playing the game and not 600 Alts at a bot farm. So the tokens would hold value. I do agree where I'd say probly not the best format ever from the little I know of it and seeing it. But they got to do something and for some reason they'd rather do this than just make a statement announcing permission to bot and alt days are over and we are going to send AI after you to catch you and keep your 50-200k ped guns. Everyone would stop then and economy/players would be flooding back like a tsunami. Maybe they'll think of a better version.


not just weapons but as we already suggested many times all kinda of estate/tools/vehicles/deeds/modules/etc things that can be there once not for the purpose of restock but for the purpose of giving players an opportunity that doesnt directly interfere with the existing economy and add a significant token sink to the vendor that can deplete vastly more then the existing number of tokens.

That's a good idea, hopefully they'll listen. (And not do preamped finders/amps to hurt crafting/eceonomy but instead excavators + refiners if anything mining at all)
 
No I don't think it's anything crazy like that, but Mindark does have a history, and straight up said during twen event, first come first serve. They want these events, item restocks to have FOMO.

Here's a little story, I looted a rare mayhem token a few days after I said I was never doing mayhem again. It angered me, but I knew i only needed a few more tokens to pull a Azuro Adjusted. As I'm talking about pulling the weapon on stream, I was called crazy for not "doing more mayhem" "saving reg tokens for sb-90 adj, maybe you'll get another rare". But that didn't matter. I knew that I had already profited even without a rare token pull during my mayhem time, and that anything else was icing on the cake.
The goal is/has and always will be to profit playing this game. And when I have guaranteed profit in front of me I take it.

I'd still not even be 1/5th of the way to pulling a sb-90 adj.
Sb-90 Adjusted can't even sell for 10k now on the auction house.

Instead back well over a year ago now, I pulled and sold the azuro adjusted for 5050ped.
I would have lost ped while grinding for more tokens and never even had a guarantee to pull ANYTHING if I kept waiting.

And good thing, right after I pulled the azuro, others pulled the last few. Restocks happened less and less etc.


My point being, in a game like this, I have the belief that when you have a chance to guarantee profit, you take it. Because I'd have easily been down thousands and thousands of ped at this point with nothing to show for it.


I'm not saying this is what happened to others, but the fact the Mindark has been so hellbent on making things first come first serve, I think it'd be silly not to look at the pattern they've showed for years and not believe that to continue to be the case until stated AND SHOWN otherwise by them.

People took a higher risk, for a higher reward. It worked out for some and it didn't work out for others.

You took a risk, it didn't work it. It happens.
Same story mate. 👍

Consider it being best decision i made during last year lol.
 
This can only be the end of a meeting "How to lower CLD payouts to 1 or less?"
I believe assault is the least liked format for mayhem by non constant pills players.
First introducing resource mayhem making it rain tokens and now removing tokens from creatures.
And shortening the mayhem to 2 weeks. If I remember right people stopped playing summer mayhem after a week.
Before I was able to see logic in most changes, but this and the space mining is something I don't understand.
Pure downfall after Summer Migration. 👍
 
As stated multiple times in here...Its not a fix if theres nothing to pull and they continue to just bottleneck and add 1 item here and there with a 30sec window to pull it ... id love to spend my tokens....if there was something to spend them on that would be great
 
This is a good update. But for one thing, you should NOT be adding more Unl weapons for 1-2 years because the market has been oversaturated with them. Until the population expands 1-2 x more after the Unreal 5 then you can consider adding weapons.

Do not add Unl mining gear either, again market is too small to handle more unlimited mining gear as well

As JBK said, add more variety, since you are expanding to space, maybe add various spaceships for various activities. Add upgrade parts to current existing weapons. Add limited BP for various things so it will also stimulate the economy. You can be creative about it. This way the token holders and items will not get yet again eff'd in the butt another time.

One good example of item to add is like the Spina armor, it costs a lot of items to craft and it in turn stimulates the economy. Again MA it's your job to be creative in this department.
 
as i always said and i never did otherwise asa a life principle for myself
"Don't build your happiness on the misfortune of others."
and so far i was able to stand tall whenever i had to look back to my footsteps

not accusing anyone or such but if i made any suggestions always i tried to be so neutral that anyone should get a fair treatment or in case i saw unfairness i tried to sugges a correction either if was in my dissadvantage, fair is fair, period

and in this case fair is far from it, that is why i said
1. were 2x RM and every time u could gather by compleating the mission up to 30k and 1 rare so total 60k and 2 rares
2. if is to be kept as they are i can only accept what supposed to be the mission itself and not te repeated process
3. if is to lose the tokens gathered from RM so be it, i dont mind

but
1. if ZZ or JBK or anyone (public info) who collected slowly points to be somewhere and now the suggestion is to nerf them is not near fair however u look at it
2. if u have 200k minimum from regular mayhem by now and u are half way or passed 50% to something, u already lost if nerfed
so, as i m looking at this problem is: where is fair in this?

Where as a "normal" mayhem, one could clear upwards of 40k mtokens or during xmas mayhem 120k+ Mtokens. Now, a player may only be able to clear ~5-10k or so based on the 'Active Gameplay' mechanics implemented by MA.
- i did not used my tokens collected on the old mayhem system, i kept them as they were, hoping for the best and if my dear friend DocH would not loaned me his gear based on trust and only my +rep, winning my respect for life, i would not had the necessary tokens to make my first pull which was based on the exact concept ZZ and JBK and others worked so hard, to be there at the right time and the right moment, exactly there ..... and that is a powerfull mix of hope and strategy.
- what whould u call if a player not fortuned enough would spend so much ped using 1.0 gear because he was not so lucky as i was or because is the only thing he can afford but yet he worked his way up to achieve better, paid dearly using apoor 1.0 gear and now all of a suddan is changed, all his tokens are nerfed?
- based on the previous dps peoples could collect less than 20k/week at a regular mayhem, yet they worked to gather as much as they could and now after they finally found a way to gear up better and fight more for a better outcome and hope for getting even, u suggest to nerf their achievement how is this fair?
- 20k mtokens/ week is the result of better gear and not because mayhem is unbalanced and MA tried to adjust this every time by correcting the price at NPC, that is why the vendors needed to be adjusted; has nothing to do with the system because the dps increased exponential from the exact items some managed to pull cause those items were the prize they fought for and they could find in vendor, u fight for a better item and after u have it u lose the advantage cause is pointless to have it because is no use of that item anymore, how is this fair?

He's trying to think of the health of the game longterm. The situation sucks all around.

1. Would you rather spend your tokens on an UL gun (but so does everyone else with the 100 million tokens out there) and then all your items you own devalue by 90% just so you can pull an UL item for the sake of pulling one?.. which is also almost impossible to sell now for shit prices...

2. Or would you rather all your items increase in value over next 2-3 years plus become actually sellable again. While you're able to recoup ped for the old tokens you're holding thru pills etc. and work towards a gun in a vendor with the new tokens where you can actually pull and sell without worrying 300 bots waiting constantly for refresh of the good stuff to clear it out instantly?
i m thinking at the game health aswell but to keep an item valuable is not about DPS only, is not Black and White, could be so much colorful and fair on the way towards those who need it

in my opinion ? based on this u could never know what is next and u have to take a good leap of faith to pull something or wait, quite exciting
- increasing DPS creates the flood of more tokens cause everyone hoped for better dps, but if new items have better effects than DPS then u keep DPS and rise importance for something else
- from LP100 EFF 85 if u grow to lp100 EFF 90 is one thing but from LP100 115 DPS to LP100 140DPS is only natural to see 20k Mtokens/ week in any mayhem
- is one thing LP100 at same DPS 115 but with 75/min RELOAD or 60/min RELOAD same EFF of 85 and another if LP100 is DPS 115 with 75/min RELOAD and a LP100 with DPS 115 at 75/min reload with 5% CRIT Buff inlcuded on same basic outcome that never changes the amount of Mtokens collected/week

it's not a dick contest who has the better DPS:
- the buffs u get from one item to the next one has same importance if not more than DPS and the buffs can be a picked from a wide range of possibilities over the time, improving the gameplay that is not always about DPS,
- buffs are dpp, dps, eff, reload, focus blow, increase critical, evade, range yet we have... more DPS for more than 20k Mtokens/ week at mayhem
- that is why i said burn all 1.0 items into a pile of shrapnel used for somehitng new, refreshing all old data of items, cutting clean a new generation of items and create memories of what was once 1.0
- give chance to advance by removing something old and create something new on a specific platform that works based on lose-lose and win-win

- recycling is amazing and worth a test for some data, or let say the test wont hurt anyone
- rings worth to be recicled into rings, weapons into weapons and armors into armors, tools and othermisc items also
- more reasons for more VU's, give the AI a job to make some new designs of items
 
Again, there is no good solution for the situation we are in...
More ways to use the tokens and less weapons in the vendor for a while would be a better way going forward, rather then trying to shield from the number of tokens introduced by MA in the game in the past few years.
It is difficult to to start from scratch with a new type of token, knowing your old stash of tokens get destroyed somehow. Most people were holing for something or were in the process of working towards something, it would mean punishing the active playerbase if new token would replace old tokens. It would be just like triton shares on top of sinking nti shares.
 
I had a big wall of text ready with constructive criticism, ideas and suggestions and just deleted it.

I refuse to participate in this debate until Mindark actually listens to us, I'm done wasting my time here.

Bye.
 
I had a big wall of text ready with constructive criticism, ideas and suggestions and just deleted it.

I refuse to participate in this debate until Mindark actually listens to us, I'm done wasting my time here.

Bye.
i think they are listening in their own way, at least they read the suggestions as i noticed
 
More ways to use the tokens and less weapons in the vendor for a while would be a better way going forward, rather then trying to shield from the number of tokens introduced by MA in the game in the past few years.
It is difficult to to start from scratch with a new type of token, knowing your old stash of tokens get destroyed somehow. Most people were holing for something or were in the process of working towards something, it would mean punishing the active playerbase if new token would replace old tokens. It would be just like triton shares on top of sinking nti shares.
I argee ragarding more ways to use tokens but also more different weapons. I grinded myself mtokens to get weapon and now I should be satisfied e.g. with amp or armor or whatever. Why to exclude more weapons?
 
I argee ragarding more ways to use tokens but also more different weapons. I grinded myself mtokens to get weapon and now I should be satisfied e.g. with amp or armor or whatever. Why to exclude more weapons?
You're right. More new ways to use tokens and less new weapons - that's what I was thinking but it was before coffee kicked in :D
 
You're right. More new ways to use tokens and less new weapons - that's what I was thinking but it was before coffee kicked in :D
more variety is heavily needed and there should always be enough stock on the vendor that anyone who has tokens is tempted to spent them and not hold on to them but there also always have to be some longterm temptations out there to motivate players to stick with iron self discipline, not take the quick reward and work towards some gems years down the road and theses 'treasures' need to be visible and pullable on the vendor even if noone may be able to afford them for years to come.
It is the hardest thing for me to understand why in a universe were everything is virtual the people able to 'sell' whatever virtual stuff they want cant find the time and creativity to continuously work on that 'treasure' box that will motivate their customer base and drive market prices. It does not take much work to adjust some numbers to build a progressive weaponseries for a lvlrange 200-2000 for all weapontypes to last the game for the next 2 decades or to place some generic space stations in the void that could be owned for the right price of tokens/rare tokens and peds, to have not just the small L stuff variety but also the big ticket shocker items, maybe even tradeable estate tokens that can be pulled from the vendor and then used on a different vendor to purchase the most rare things that need team/soc/community effort such a second step would also create a baseline mtoken valueation in return.

I see alot of players who currently have topoftheline gear/weapons suggest that we dont need more/better weapons atm but i think thats wrong and unfair to the playerbase, the thing that drives our economy is progress and way to long has mindark poured gear/weapons into the ever same lvlrange crashing the market instead of spreading the gear far beyond current playerlevels, things that noone can use yet, things that people have to skill for again, things that may be tradet based on expectations of how something will perform once someone can use it, things that will be tradet to hold on to for a long time to come before actually being put to use - we need the fancy fantasy items that drive players dreams and motivations and we should not give in to stagnation which will only destroy market value further. The next stage of gear makes the previous one necessary to get there, it creates longterm value as more and more people trade items to progress.

One more thing - if the vendor had plenty of variety stock of things more attractive then the next weapon then that also would support weaponprices of existing weapons in circulation.
 
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Why not make UNREAL MAYHEM TOKENS and all items in vendors can be bought only with them, giving an unfair advantage to the people that exploited resource mayhem doesn't make any sense.
 
Load up the vendor with weapons gear whatever and set no limit, let people pull what they want and the market will adjust accordingly. Seems the people hoarding 2-3 sets of extra gear are more worried of further item depreciation than simply allowing everyone else who worked and invested to make a item pull only to be beaten every time by poor supply and vendor campers.
 
Just track the few people that pulled over xxxk token in the RM and didnt pulled an item yet, is probably not so many people. Convert the extra tokens ( over the xxxk) into the new RM token and make it interesting for them. Then bring on new generation of items or do a large refill so people dont feel scammed with tokens sleeping since years. And then make mayhem real competition so people HAVE to invest in better gear if they want a good reward. If everyone can win the same amount of tokens with any stuff, then the market will remain down.
 
Just track the few people that pulled over xxxk token in the RM and didnt pulled an item yet, is probably not so many people. Convert the extra tokens ( over the xxxk) into the new RM token and make it interesting for them. Then bring on new generation of items or do a large refill so people dont feel scammed with tokens sleeping since years. And then make mayhem real competition so people HAVE to invest in better gear if they want a good reward. If everyone can win the same amount of tokens with any stuff, then the market will remain down.
Very very good helena @Ludvig|MindArk
 
Load up the vendor with weapons gear whatever and set no limit

do a large refill

There's more guns than players right now this would literally crash ALL prices in game to nothing... prices are so low already with a limited supply and vendor empty that what you're suggesting would be a death sentence to the game. The big holders of tokens don't want a gun for personal use not even 10% of players want something for personal use just to sell and dump immediately. So this is beyond crazy idea. Any other order than this will screw this game up so MA gotta be real careful..

1. Raise MU on mats to get people wanting to cycle (new bps whatever + would bring more players back)

2. Make mayhem (or something else) worth while to upgrade gear to kill big supply of gear already out there for sale.

3. Then release items from vendor... (preferably create the new items like estates, LAs, shops, clothes, Bps etc. and release that stuff first to kill off a lot of tokens. Then after a few weeks once people spent tokens from being sick of waiting and wanting to cash in add a couple guns, # amount depending on health of game/economy.
 
There's more guns than players right now this would literally crash ALL prices in game to nothing... prices are so low already with a limited supply and vendor empty that what you're suggesting would be a death sentence to the game. The big holders of tokens don't want a gun for personal use not even 10% of players want something for personal use just to sell and dump immediately. So this is beyond crazy idea. Any other order than this will screw this game up so MA gotta be real careful..

1. Raise MU on mats to get people wanting to cycle (new bps whatever + would bring more players back)

2. Make mayhem (or something else) worth while to upgrade gear to kill big supply of gear already out there for sale.

3. Then release items from vendor... (preferably create the new items like estates, LAs, shops, clothes, Bps etc. and release that stuff first to kill off a lot of tokens. Then after a few weeks once people spent tokens from being sick of waiting and wanting to cash in add a couple guns, # amount depending on health of game/economy.
While i hope that the vendor mainly will be stocked with stuff and if weapons in lvlranges that havent been on it before i do think that most players are smart when it comes to spending something they saved for a long time.
Just like with the summer migration mission gun rewards where most players would compare mu of the rewards they could get and then choose either the gun they would use themselfs or the one which they could sell for the most.
So i have to doubt that if the vendor was really stacked to the brink that players would be so dumb to pull the stuff that is already excessively in circulation - im pretty sure mindark could trust players to pull what would retain the best value and therefor even if lowlevel things were stocked alot most players would try for a rewarding pull not one that would crash the market further.
Also the reason many ubers who already have the best gear try to pull for sales is simply the lack of upgrades, but in the new mayhem format better gear can actually bee more rewarding and if things in a higher lvlrange were available im pretty sure most players would pull for personal use and sell what they already have instead - as it should be. this would be good for the market and trades in general.
 
While i hope that the vendor mainly will be stocked with stuff and if weapons in lvlranges that havent been on it before i do think that most players are smart when it comes to spending something they saved for a long time.
Just like with the summer migration mission gun rewards where most players would compare mu of the rewards they could get and then choose either the gun they would use themselfs or the one which they could sell for the most.
So i have to doubt that if the vendor was really stacked to the brink that players would be so dumb to pull the stuff that is already excessively in circulation - im pretty sure mindark could trust players to pull what would retain the best value and therefor even if lowlevel things were stocked alot most players would try for a rewarding pull not one that would crash the market further.
Also the reason many ubers who already have the best gear try to pull for sales is simply the lack of upgrades, but in the new mayhem format better gear can actually bee more rewarding and if things in a higher lvlrange were available im pretty sure most players would pull for personal use and sell what they already have instead - as it should be. this would be good for the market and trades in general.
If that were true, markets wouldn’t constantly crash due to oversupply from poor player decisions. History repeatedly shows that players often go for short-term gains over long-term value

You hope they wouldn’t, but reality suggests otherwise. Every time new stock enters the game, players rush to grab what they think they can flip quickly, not necessarily what has lasting value.

Yet, time and time again, markets do crash. So either players aren’t as smart as you think, or your entire argument is based on wishful thinking

Ubers selling has historically been more profitable than keeping. If better gear were available, it wouldn’t magically stop them from trying to maximize profit. The argument that this would suddenly stabilize the market is laughable
 
If that were true, markets wouldn’t constantly crash due to oversupply from poor player decisions. History repeatedly shows that players often go for short-term gains over long-term value

You hope they wouldn’t, but reality suggests otherwise. Every time new stock enters the game, players rush to grab what they think they can flip quickly, not necessarily what has lasting value.

Yet, time and time again, markets do crash. So either players aren’t as smart as you think, or your entire argument is based on wishful thinking

Ubers selling has historically been more profitable than keeping. If better gear were available, it wouldn’t magically stop them from trying to maximize profit. The argument that this would suddenly stabilize the market is laughable
so your argument in an rce game is that the people playing rce are to stupid to be trusted and hence we cant have nice things ?
im sorry but if players want to make poor economic decisions they can do so all over entropia and a limited vendor wont stop them

but if a vendor did have some limitless stocks reachable within a single event then the impatient players would take those rewards and marketprices would reflect that (graduatly less if enough variety) while the more mid and longterm rewards that required planning and dedication would still retain their value even if the stock wasnt limited simply because those players who made it there would choose carefully.
 
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so your argument in an rce game is that the people playing rce are to stupid to be trusted and hence we cant have nice things ?
im sorry but if players want to make poor economic decisions they can do so all over entropia and a limited vendor wont stop them

but if a vendor did have some limitless stocks reachable within a single event then the impatient players would take those rewards and marketprices would reflect that (graduatly less if enough variety) while the more mid and longterm rewards that required planning and dedication would still retain their value even if the stock wasnt limited simply because those players who made it there would choose carefully.
Oh wow, groundbreaking take
you basically just rephrased your original flawed assumption and hoped it would sound smarter the second time around.
 
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