JohnCapital
Slayer
- Joined
- Jul 19, 2006
- Posts
- 9,857
- Location
- Colorado
- Society
- Freelancer
- Avatar Name
- John Teacher Capital
Sometimes the truth is so simple it's either invisible, or hurts too much to admit it.
So many folks complain about bad hunting (or mining) loot, but almost no one is complaining about the real problem. We speak about average TT returns, improving eco, etc. etc. blah, blah....
But here's a plain simple truth: No one would care if TT returns were a steady 50% return, if all loot sold for over 200% MU. But why would that happen? Let's explore the truth about hunting loot.
Note: For this, we will discuss only stackable hunting loot, not items. While items are nice, the true weakness in loot is the market for stackables.
We want to sell our stackable hunting loot. So who are our customers? Other hunters? No. Miners? No. Only crafters want our hides, wools, oils, etc. They are our only source. If no crafters buys certain stackables, even resellers would avoid them. No crafter buys they don't want, and they only want things they can use. That means they only want the materials needed to click their blueprints.
So what blueprints are they clicking, and more importantly, why?
There's only 5 reasons to craft:
Reason #4 dies quickly, based on every single long term test ever publicly done.
Reason #5 is another short term reason. One that does not account for enough clicked materials over the long run.
So in the end, the only reason crafters are willing to buy your stackable loot and click it away is: Make/loot items to sell.
It doesn't really matter what these items are, so long as they fit one criteria: Players are willing to buy them. Clothes, enhancers, amps, guns, armor, tents, etc., etc. Where demand lay, clicks will follow and by extension, so will the loot you wish to sell.
So let's look at a lot of the currently looted stackables and see if they are used to make items that might sell.
Lack of useful items to craft -> lack of reasons to buy something -> low MU -> poor overall returns -> complaints -> unhappy customers
Make more BPs using the items already ingame in fun, exciting ways. Yes (L) items are fine if customers can justify buying them. (Read: What benefit?)
Want to improve hunting (and mining)? Increase demand in crafted items and make those items use what's already looted.
So many folks complain about bad hunting (or mining) loot, but almost no one is complaining about the real problem. We speak about average TT returns, improving eco, etc. etc. blah, blah....
But here's a plain simple truth: No one would care if TT returns were a steady 50% return, if all loot sold for over 200% MU. But why would that happen? Let's explore the truth about hunting loot.
Note: For this, we will discuss only stackable hunting loot, not items. While items are nice, the true weakness in loot is the market for stackables.
We want to sell our stackable hunting loot. So who are our customers? Other hunters? No. Miners? No. Only crafters want our hides, wools, oils, etc. They are our only source. If no crafters buys certain stackables, even resellers would avoid them. No crafter buys they don't want, and they only want things they can use. That means they only want the materials needed to click their blueprints.
So what blueprints are they clicking, and more importantly, why?
There's only 5 reasons to craft:
- Make/loot items to sell
- Loot other blueprints
- Increase crafting skills
- Try to make more TT than you spend
- To burn away materials
Reason #4 dies quickly, based on every single long term test ever publicly done.
Reason #5 is another short term reason. One that does not account for enough clicked materials over the long run.
So in the end, the only reason crafters are willing to buy your stackable loot and click it away is: Make/loot items to sell.
It doesn't really matter what these items are, so long as they fit one criteria: Players are willing to buy them. Clothes, enhancers, amps, guns, armor, tents, etc., etc. Where demand lay, clicks will follow and by extension, so will the loot you wish to sell.
So let's look at a lot of the currently looted stackables and see if they are used to make items that might sell.
- Oils: Lots of uses and often leading to wanted items. However, they're also high qty. so MU stays low.
- Hides/Wools: Mostly clothing. Very low demand these days for various reasons. (In short: Too much supply, poor/old selection, too expensive) a few armors requiring hides were tried, but didn't sell.
- Extractors: Only make textures for clothing, vehicles, etc. And each extractor is used for only a very small # of specific textures. Only interest in vehicles are keeping these items even semi-wanted.
- Skins: See extractors.
- Paint: Painting/texturing is a sub-sect of crafting. Generally relies on colorable items made, such as clothing, vehicles. One(two?) colorable lootable armors have been tried, but the market for those are lacking.
- Makeup: Most folks would rather loot ammo.
- Components: Basic/advanced/enhanced sensors, processors, memories, etc. Each are used for only a handful of specific BPs. Often only 4 or 5 and out of those, most the items aren't wanted. So each of those rely on one BP that may only need 5 or 10 per click.
- Alien/robot parts: See components
Lack of useful items to craft -> lack of reasons to buy something -> low MU -> poor overall returns -> complaints -> unhappy customers
Make more BPs using the items already ingame in fun, exciting ways. Yes (L) items are fine if customers can justify buying them. (Read: What benefit?)
Want to improve hunting (and mining)? Increase demand in crafted items and make those items use what's already looted.