detritus2.0
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- Joined
- Apr 18, 2025
- Posts
- 142
- Avatar Name
- Detritus the Troll
I understand your logic, I really do. But you also have to look at the people coming into the game, how many are going to be an eve, mess, image. There are going to be a lot of players coming into the game wanting to buy a bunch of limited weapons/amps/armors so on, that creates a more flourishing economy.
Right, but those players don't just create more demand, they also create more supply. What are they doing with all these weaps/amps/armors they are buying? Increasing the resource supply. The problem is that the items that are consumed through normal play don't exert enough relative pressure on the supply gained through normal play. In other words, the production of items used needs to require more resources than it currently does, or inversely the amount of resources gained through normal activities needs to be reduced.
People are talking about high markups, and that was mainly me yesterday. I was crafting Gizmo 8 and got frustrated. The reason for the high prices isn't "bad player habits"—it's the drop rates.
I was seeing maybe 2-3 blueprint drops per thousand clicks. Of course, you'll get plenty of low-value (L) BPs, but anything useful is incredibly rare. This is the real reason for high markups. It's not some "lesson" players are failing; it's a direct result of supply being choked by the game.
This is a catch-22 for MA. Everyone wants higher MU loots but it's scarcity that creates MU. You want oil's to average 110% instead of 102%? Then we need to loot a lot more shrap and a lot less oils. But nobody wants that, they want to have their cake and eat it too. Those rare BP drops have high value because they are rare. You want them to drop more often? Fine, but then value will drop as well.
The whole economy is incredibly difficult to balance, especially across professions. Hunters don't want to pay 120% for a gun, but they want to be able to sell the resources used to make the gun for 118%. Something's gotta give.