Legends
Elite
- Joined
- Dec 31, 2006
- Posts
- 2,971
- Location
- Twin Peaks mall, 2nd floor
- Society
- Dirty Dingos
- Avatar Name
- Inherent Marxus Legends
When I started playing Entropia, I was also playing EVE Online, and in EVE, the way the game is built, is with each different activity path comes a different type of gameplay experience. For example you have a very elaborate PvP element pitting fleets of ships against one another in EVE, which revolves mostly around the Real-Time Strategy type of gameplay. Then you also have a lot of very sophisticated PVE content, solo and teams, which they capitalise on to weave lore and storylines through in an interesting way and which often offers you the opportunity to focus on specific roles you might prefer to play (the 'R' in MMORPG). Then, you have Industry which revolves mostly around arbitrage, which combined with the transport contract system adds more depth to trading in EVE. Also, you have a beautiful Exploration "side" activity where PVE gameplay collides with PvP quite a bit. Another interesting activity in EVE involves what I believe is called "Construction and Management Simulation" type of gameplay, where you have to build something with limited resources and manage it to keep it producing at optimum levels. This type of gameplay is tucked away in the Planetary Interaction system of EVE Online
TL;DR: EVE Online is an MMORPG that offers all kinds of different types of gameplay within it; Role Playing, PVE, PvP, Trading, even Management Similation...
So for some reason when I came to Entropia, I actually expected it to be designed in a very similar way where different profession paths offered different types of gameplay, I mean that's what made the most sense to me; why would every profession feel the same? So I kind of expected Mining to be sort of like "Battleship" where you're blindly trying to find resources through trial and error and keeping track so you can find "veins" or patterns and follow them. Intuitively, that is what I thought it probably would be. But after doing a test and finding out that's not what it's about at all, I was very disappointed and never really mined again.
TL;DR: I always thought Entropia should also offer different kinds of gameplay within the different profession paths, similar to how EVE Online does.
I never really started Crafting until I actually had a reason to, so I don't really remember what I was expecting, but I can tell you, I definitely expected that acheiving a higher Rate of Success would be possible, versus the current cap of somewhere around 42%. That was very disappointing to say the least. In hindsight, I still feel like Crafting as a profession is not intuitive either. And so in the end, all 3 professions are very similar at their core; there's a lot of cycling (grinding) and a lot of math involved, there's tt returns and markup, and all 3 of them sort of have their own pocket of specialized knowledge which can to some extent be leveraged in order to be 'more' successful at it. And of course MindArk tries their best to make Skills relevant within each one, to add to that success, but skills mostly act as a barrier to entry in most cases; you have to have the requesite skills to click this BP, or to use this weapon, or to mine at this depth. You could theoretically still do it, but if you have 2 brain cells you can rub together to make 1 point of IQ, and can read english, you're not going to do that, it would be too costly.
TL;DR: But it doesn't, actually all 3 professions are quite generic.
So I find myself thinking that Crafting needs to offer a more engaging type of gameplay and be somewhat fun to do, it's just too boring the way it is now. And Mining needs to make more sense and be more dynamic and interesting as a profession, it has no depth right now, pun intended.
Crafting is the profession I am most familiar with and over the many years I have been doing it, I have been thinking about different ways to expand and/or improve it, without necessarily changing the way it currently works completely. Today I decided to make the Crafting profession the subject of my next Poll. And below you will find some ideas to make Crafting in Entropia more immerssive, more fun, and more rewarding to participate in.
What Changes/Improvements to Crafting would you like most?
1. Clean up the profession and address broken content
a) Several old blueprints still floating around the game that have ingredients on them that are impossible to get now. This can be very frustrating for someone who is unaware of this issue and buys one of these BPs only to realize later it's useless. I for one have learned the hard way to check the list of ingredients first before buying a blueprint.
b) Merge all residues into one: All crafting residues' mu has been within 1-2% of each other for almost a decade now, I think it's time we just ditch the old concept and merge them all into just 1 residue to simplify things and make it a little more consistent.
c) Technician BPs still droping while Crafting; either remove from Technician or remove from loot pool.
2. Most boring profession - Make Crafting into active gameplay that is engaging & fun to do
You just stand there and watch as the machine rolls the dice for you every 4 seconds, sometimes for hours at a time. You have nothing to do but maybe browse the auction and socialize. I wish MA would figure out a way to make Crafting more fun and engaging as a profession, maybe introduce different types of machines for different things that can be operated simultaneously... Think "Construction and Management Simulation" type of gameplay where you have to setup an assembly line and intermittently come back and manage it to keep it optimized. I can imagine seperate modules having to be connected and calibrated; modules for your input materials, modules for your outputs. You could link several Component crafting machines together to make for example Simple 1/2/3/4 components; one machine feeds the other one and so on and so forth. Once your line is setup, it can be in operation for as long as the modules still have raw ingredients in them, but once 1 ingredient runs out, crafting stops. Different machines would have different output capacities and different capabilities.
Optimization of an assembly line would be an on-going thing, a long-term work in progress where different modules could each be upgraded over time, making the line more efficient. This way different Crafters could branch off and specialize and distance themselves from a casual crafter by investing in better equipment that provide better margins for what they want to specialize in.
This assembly line would have to be setup at an Estate you own which by itself would give Estates and Land Plots more utility.
Output from this production line might be a bit lower, for example it may produce components at approximately 60% the rate that current Construction Machines do. But the advantage is that production continues even if you leave to go do something else or log out, using time as a resource. And so the cost of it all represents the costs of specializing, and freeing your avatar to go do other things.
In a Crafting system such as this, you aren't standing there watching an interface and doing nothing. When you are using the interface, you are doing something; you're optimizing the setup, you're calibrating, analyzing the results, etc... When you're done, you can close the interface and go do something else while construction continues.
However the existing crafting machines would continue to be available to keep crafting accessible to everyone, and as an alternative in the event faster production is ever required. But you have to stand there while your items are being made, and these old machines, though fast, would not be as efficient as these more advanced assembly lines.
3. Remove loot waves in Crafting - make it a fixed percent chance
It can be really painful sometimes to go cycle 10k ped on Gizmo 8 hoping to find valuable BPs if you never hit a wave of BP drops. Sure eventually it will even out but that can take a long time (weeks or months) to happen and so it requires a very large bankroll, timing and too much luck really.
4. Improve the UI and other quality of life improvements
a) The UI could be improved a lot. For example, show me, at the crafting machine, the BPs I have which are boosted.
b) Make the ingredients searchable as well, for example, I could type "Narca" in the search bar and all the BPs that use Narcanisum would be shown.
c) Right now I need 4x Limited Blueprint books to fit all the ArMatrix weapon BPs, and 6x Limited Blueprint books to fit all the AP plate BPs, why not introduce some better books that would fit all this in them, or 100 slot Limited BP books?
d) I would also like to see a better "Statistics" window. Add % fails and % near success to it. Provide fields where mu of each ingredient can be added. Calculate for me what I need to sell the crafted goods for to break even on that run.
5. Make Crafting more intuitive
The first thing that comes to mind is the "Success Rate", most people assume if it says 90%, then I should be having 9 successes every 10 clicks. They are confused/disappointed when they look at results and only have ~40%. This is not intuitive. Also, increasing skills beyond a certain point does not affect results, which is also counter-intuitive. Fix Crafting so it feels more intuitive to people.
6. Make the Crafting profession itself more interesting and Dynamic as you level
After a while, the Crafting profession lacks variety and is just the same thing, no matter how high up the levels you go it's always the same formula; unlock a BP, max it, craft the item for profit, rinse and repeat (even blueprint fishing with Gizmos pretty much works like this). Arbitrage resources costs against cost of crafted components or items, it gets really boring after a while... There should be some new and interesting things to work on eventually as you come up the levels. Some new content or activity to unlock as you go.
7. Introduce some features to provide guidance to new Crafters
a) Tutoring: give an incentive for veteran Crafters to help and tutor up-and-coming Crafters (similar to mentoring system maybe). It can be daunting for new crafters to figure it all out on their own so MA should facilitate the coming together of old Crafters with new Crafters.
b) Tutorial: similar to how there is a tutorial at Thule that shows someone how to hunt and mine, make a Tutorial for Crafting which is Optional but can be started or revisited at any time, for people that want to try out Crafting. Teach people how Crafting works in this Tutorial, not just "click this button" kind of thing.
8. Expand the new "blueprint economy"
a) Gizmos gave us a whole new "blueprint economy" in the form of valuable limited blueprints that people can "fish" for at the crafting machine and then sell. But there are still some planets that don't have a functioning "blueprint economy" yet like Ark and RT. Also part of this could be to introduce some new limited blueprints to fish for, like for example new ArMatrix MindForce chips.
b) This could also include new Gizmos for Vehicles, Furniture and Tools too: We have Gizmos for Armor, Weapons and Attachments but not for Vehicles, Furniture and Tools. Personaly I don't think we are at the point where we need these yet but I guess some people would like to go "fishing" in those categories as well.
9. Free up my Avatar to go and do something else while my items are being made
MindArk has stated that they plan to make world Exploration a major part of Entropia Universe in Unreal. Crafting, in its current iteration, pins the Avatar at the machine during the whole time which is really non-optimum and which, unless changed, will mean that UE5 will mostly just benefit Miners and Hunters since they are the ones out there exploring the world. Change the crafting system in EU so it's like 'Industry' in EVE Online so things can be crafted in the background using time as a resource, while an Avatar is doing something else. There is a huge downside to this however, professional Crafters would find that their output has been severally reduced in this new crafting system as compared to right now, because this kind of construction system is designed to encourage everyone to do it as opposed to being a profession that certain players can choose to focus on exclusively, so that would completely turn Crafting over on its head for our professional Crafters. Which is why I proposed #2 above, which is sort of a hybrid between what we have now and this.
10. Specialized/Better Crafting Machines that are Privately owned
In any profession, a player should be able to invest in better tools in order to become more proficient in their activity and improve their results (returns). For Crafters, that could be better Construction Machines. There could be Machines that combine multiple QR100 BPs in order to return a greater Rate of Success (aka the Omegaton CraftMeister Mk.I), Machines that allow an Avatar to walk away while Crafting continues in the background, Machines with higher output, Machines with Buffs, Machines for blueprint fishing and Machines which increase residue production by returning only residue in near successes. You could have Tiers on these in the same way that weapons have Tiers, so you can add Enhancers and make the machine better for what you are using it for. Suddenly, people who are serious about Crafting have something they can invest in to improve their results and gain an advantage over others who aren't prepared to invest. Sort of Loot 2.0 tools for Crafting, in a way.
11. Introduce Events and Prizes for Crafters
As a professional Crafter, you have to split your time between being stuck at the crafting machine and participating in Mayhem, which is sort of pointless. Crafters should have their own Events where they can also win prizes. When you think about it, they can and do turnover just as much PED as pro hunters do sometimes; Gizmo 8 is almost 5k PED/hour turnover.
12. New Blueprint Attachments
a) QR Booster attachments that add 5-15 points to your BP's current QR, and boost the rate of increase.
b) A BP attachment that increases the machine Success Rate (avg tt returned) on non-SIB Metal, Mechanical or Electronic BP by 1-2%. Attaching it to a BP would cost some small amount of decay but would thereafter provide you slightly better tt returns while using it at the Crafting machine.
13. Upgrade missions for Crafters
For instance, it should be possible to visit any Technician and upgrade your QR100 component BPs to Adj, Imp, Mod, Aug and Perf. Example: your Basic Sheet Metal BP reaches QR100, you go to the Technician and have it upgraded to a Basic Sheet Metal Blueprint Adjusted which now starts at QR 1.0 again. Once you have it up at QR100, you can bring it back and have it upgraded to the Improved version, and so on. Benefits of the upgraded BPs could be as follows:
Basic Sheet Metal blueprint: 1 Narcanisum Ingot - 1 Alicenies Gel = 100% Basic Sheet Metal produced per click
BSM BP Adjusted: 1 Narcanisum + 1 Alicenies + 0.034 Shrapnel = 110% Basic Sheet Metal produced per click + 5% Skill gain buff
BSM BP Improved: 1 Narcanisum + 1 Alicenies + 0.068 Shrapnel = 120% Basic Sheet Metal produced per click + 10% Skill gain buff
BSM BP Modified: 1 Narcanisum + 1 Alicenies + 0.119 Shrapnel = 135% Basic Sheet Metal produced per click + 15% Skill gain buff
BSM BP Augmented: 1 Narcanisum + 1 Alicenies + 0.204 Shrapnel = 160% Basic Sheet Metal produced per click + 20% Skill gain buff
BSM BP Perfected: 1 Narcanisum + 1 Alicenies + 0.34 Shrapnel = 200% Basic Sheet Metal produced per click + 30% Skill gain buff
In case the above is confusing let me explain. If my memory serves, BSM bp gets you about 9 plates per success. If you increase the tt of input mats, you will get more plates per success. For example, if you add 0.17 PED of Shrap, you increase the tt of the input mats by 50%. meaning that on a success, you will get approximately 50% more plates. So what these upgraded BPs do is produce components at a much faster rate then the regular BP, at a reduced cost since the added ingredient has very little mu.
This is just an example, exact balancing and costs for upgrades are obviously up to MA to figure out.
14. Dead-end profession - Don't waste MA resources on Crafting - focus on Hunting/Mining instead
Crafting is fine the way it is. Crafters are making money doing it otherwise they wouldn't do it and that's the way it should be so don't waste any time trying to change it or make it better, the time and resources will be better spent working on actual professions like Hunting and Mining.
15. I don't care
--
Notes:
1. You can select as many as you want
2. Your votes are public
3. You can change your votes later if you realize you made a mistake
4. This Poll will never close
TL;DR: EVE Online is an MMORPG that offers all kinds of different types of gameplay within it; Role Playing, PVE, PvP, Trading, even Management Similation...
So for some reason when I came to Entropia, I actually expected it to be designed in a very similar way where different profession paths offered different types of gameplay, I mean that's what made the most sense to me; why would every profession feel the same? So I kind of expected Mining to be sort of like "Battleship" where you're blindly trying to find resources through trial and error and keeping track so you can find "veins" or patterns and follow them. Intuitively, that is what I thought it probably would be. But after doing a test and finding out that's not what it's about at all, I was very disappointed and never really mined again.
TL;DR: I always thought Entropia should also offer different kinds of gameplay within the different profession paths, similar to how EVE Online does.
I never really started Crafting until I actually had a reason to, so I don't really remember what I was expecting, but I can tell you, I definitely expected that acheiving a higher Rate of Success would be possible, versus the current cap of somewhere around 42%. That was very disappointing to say the least. In hindsight, I still feel like Crafting as a profession is not intuitive either. And so in the end, all 3 professions are very similar at their core; there's a lot of cycling (grinding) and a lot of math involved, there's tt returns and markup, and all 3 of them sort of have their own pocket of specialized knowledge which can to some extent be leveraged in order to be 'more' successful at it. And of course MindArk tries their best to make Skills relevant within each one, to add to that success, but skills mostly act as a barrier to entry in most cases; you have to have the requesite skills to click this BP, or to use this weapon, or to mine at this depth. You could theoretically still do it, but if you have 2 brain cells you can rub together to make 1 point of IQ, and can read english, you're not going to do that, it would be too costly.
TL;DR: But it doesn't, actually all 3 professions are quite generic.
So I find myself thinking that Crafting needs to offer a more engaging type of gameplay and be somewhat fun to do, it's just too boring the way it is now. And Mining needs to make more sense and be more dynamic and interesting as a profession, it has no depth right now, pun intended.
Crafting is the profession I am most familiar with and over the many years I have been doing it, I have been thinking about different ways to expand and/or improve it, without necessarily changing the way it currently works completely. Today I decided to make the Crafting profession the subject of my next Poll. And below you will find some ideas to make Crafting in Entropia more immerssive, more fun, and more rewarding to participate in.
What Changes/Improvements to Crafting would you like most?
1. Clean up the profession and address broken content
a) Several old blueprints still floating around the game that have ingredients on them that are impossible to get now. This can be very frustrating for someone who is unaware of this issue and buys one of these BPs only to realize later it's useless. I for one have learned the hard way to check the list of ingredients first before buying a blueprint.
b) Merge all residues into one: All crafting residues' mu has been within 1-2% of each other for almost a decade now, I think it's time we just ditch the old concept and merge them all into just 1 residue to simplify things and make it a little more consistent.
c) Technician BPs still droping while Crafting; either remove from Technician or remove from loot pool.
2. Most boring profession - Make Crafting into active gameplay that is engaging & fun to do
You just stand there and watch as the machine rolls the dice for you every 4 seconds, sometimes for hours at a time. You have nothing to do but maybe browse the auction and socialize. I wish MA would figure out a way to make Crafting more fun and engaging as a profession, maybe introduce different types of machines for different things that can be operated simultaneously... Think "Construction and Management Simulation" type of gameplay where you have to setup an assembly line and intermittently come back and manage it to keep it optimized. I can imagine seperate modules having to be connected and calibrated; modules for your input materials, modules for your outputs. You could link several Component crafting machines together to make for example Simple 1/2/3/4 components; one machine feeds the other one and so on and so forth. Once your line is setup, it can be in operation for as long as the modules still have raw ingredients in them, but once 1 ingredient runs out, crafting stops. Different machines would have different output capacities and different capabilities.
Optimization of an assembly line would be an on-going thing, a long-term work in progress where different modules could each be upgraded over time, making the line more efficient. This way different Crafters could branch off and specialize and distance themselves from a casual crafter by investing in better equipment that provide better margins for what they want to specialize in.
This assembly line would have to be setup at an Estate you own which by itself would give Estates and Land Plots more utility.
Output from this production line might be a bit lower, for example it may produce components at approximately 60% the rate that current Construction Machines do. But the advantage is that production continues even if you leave to go do something else or log out, using time as a resource. And so the cost of it all represents the costs of specializing, and freeing your avatar to go do other things.
In a Crafting system such as this, you aren't standing there watching an interface and doing nothing. When you are using the interface, you are doing something; you're optimizing the setup, you're calibrating, analyzing the results, etc... When you're done, you can close the interface and go do something else while construction continues.
However the existing crafting machines would continue to be available to keep crafting accessible to everyone, and as an alternative in the event faster production is ever required. But you have to stand there while your items are being made, and these old machines, though fast, would not be as efficient as these more advanced assembly lines.
3. Remove loot waves in Crafting - make it a fixed percent chance
It can be really painful sometimes to go cycle 10k ped on Gizmo 8 hoping to find valuable BPs if you never hit a wave of BP drops. Sure eventually it will even out but that can take a long time (weeks or months) to happen and so it requires a very large bankroll, timing and too much luck really.
4. Improve the UI and other quality of life improvements
a) The UI could be improved a lot. For example, show me, at the crafting machine, the BPs I have which are boosted.
b) Make the ingredients searchable as well, for example, I could type "Narca" in the search bar and all the BPs that use Narcanisum would be shown.
c) Right now I need 4x Limited Blueprint books to fit all the ArMatrix weapon BPs, and 6x Limited Blueprint books to fit all the AP plate BPs, why not introduce some better books that would fit all this in them, or 100 slot Limited BP books?
d) I would also like to see a better "Statistics" window. Add % fails and % near success to it. Provide fields where mu of each ingredient can be added. Calculate for me what I need to sell the crafted goods for to break even on that run.
5. Make Crafting more intuitive
The first thing that comes to mind is the "Success Rate", most people assume if it says 90%, then I should be having 9 successes every 10 clicks. They are confused/disappointed when they look at results and only have ~40%. This is not intuitive. Also, increasing skills beyond a certain point does not affect results, which is also counter-intuitive. Fix Crafting so it feels more intuitive to people.
6. Make the Crafting profession itself more interesting and Dynamic as you level
After a while, the Crafting profession lacks variety and is just the same thing, no matter how high up the levels you go it's always the same formula; unlock a BP, max it, craft the item for profit, rinse and repeat (even blueprint fishing with Gizmos pretty much works like this). Arbitrage resources costs against cost of crafted components or items, it gets really boring after a while... There should be some new and interesting things to work on eventually as you come up the levels. Some new content or activity to unlock as you go.
7. Introduce some features to provide guidance to new Crafters
a) Tutoring: give an incentive for veteran Crafters to help and tutor up-and-coming Crafters (similar to mentoring system maybe). It can be daunting for new crafters to figure it all out on their own so MA should facilitate the coming together of old Crafters with new Crafters.
b) Tutorial: similar to how there is a tutorial at Thule that shows someone how to hunt and mine, make a Tutorial for Crafting which is Optional but can be started or revisited at any time, for people that want to try out Crafting. Teach people how Crafting works in this Tutorial, not just "click this button" kind of thing.
8. Expand the new "blueprint economy"
a) Gizmos gave us a whole new "blueprint economy" in the form of valuable limited blueprints that people can "fish" for at the crafting machine and then sell. But there are still some planets that don't have a functioning "blueprint economy" yet like Ark and RT. Also part of this could be to introduce some new limited blueprints to fish for, like for example new ArMatrix MindForce chips.
b) This could also include new Gizmos for Vehicles, Furniture and Tools too: We have Gizmos for Armor, Weapons and Attachments but not for Vehicles, Furniture and Tools. Personaly I don't think we are at the point where we need these yet but I guess some people would like to go "fishing" in those categories as well.
9. Free up my Avatar to go and do something else while my items are being made
MindArk has stated that they plan to make world Exploration a major part of Entropia Universe in Unreal. Crafting, in its current iteration, pins the Avatar at the machine during the whole time which is really non-optimum and which, unless changed, will mean that UE5 will mostly just benefit Miners and Hunters since they are the ones out there exploring the world. Change the crafting system in EU so it's like 'Industry' in EVE Online so things can be crafted in the background using time as a resource, while an Avatar is doing something else. There is a huge downside to this however, professional Crafters would find that their output has been severally reduced in this new crafting system as compared to right now, because this kind of construction system is designed to encourage everyone to do it as opposed to being a profession that certain players can choose to focus on exclusively, so that would completely turn Crafting over on its head for our professional Crafters. Which is why I proposed #2 above, which is sort of a hybrid between what we have now and this.
10. Specialized/Better Crafting Machines that are Privately owned
In any profession, a player should be able to invest in better tools in order to become more proficient in their activity and improve their results (returns). For Crafters, that could be better Construction Machines. There could be Machines that combine multiple QR100 BPs in order to return a greater Rate of Success (aka the Omegaton CraftMeister Mk.I), Machines that allow an Avatar to walk away while Crafting continues in the background, Machines with higher output, Machines with Buffs, Machines for blueprint fishing and Machines which increase residue production by returning only residue in near successes. You could have Tiers on these in the same way that weapons have Tiers, so you can add Enhancers and make the machine better for what you are using it for. Suddenly, people who are serious about Crafting have something they can invest in to improve their results and gain an advantage over others who aren't prepared to invest. Sort of Loot 2.0 tools for Crafting, in a way.
11. Introduce Events and Prizes for Crafters
As a professional Crafter, you have to split your time between being stuck at the crafting machine and participating in Mayhem, which is sort of pointless. Crafters should have their own Events where they can also win prizes. When you think about it, they can and do turnover just as much PED as pro hunters do sometimes; Gizmo 8 is almost 5k PED/hour turnover.
12. New Blueprint Attachments
a) QR Booster attachments that add 5-15 points to your BP's current QR, and boost the rate of increase.
b) A BP attachment that increases the machine Success Rate (avg tt returned) on non-SIB Metal, Mechanical or Electronic BP by 1-2%. Attaching it to a BP would cost some small amount of decay but would thereafter provide you slightly better tt returns while using it at the Crafting machine.
13. Upgrade missions for Crafters
For instance, it should be possible to visit any Technician and upgrade your QR100 component BPs to Adj, Imp, Mod, Aug and Perf. Example: your Basic Sheet Metal BP reaches QR100, you go to the Technician and have it upgraded to a Basic Sheet Metal Blueprint Adjusted which now starts at QR 1.0 again. Once you have it up at QR100, you can bring it back and have it upgraded to the Improved version, and so on. Benefits of the upgraded BPs could be as follows:
Basic Sheet Metal blueprint: 1 Narcanisum Ingot - 1 Alicenies Gel = 100% Basic Sheet Metal produced per click
BSM BP Adjusted: 1 Narcanisum + 1 Alicenies + 0.034 Shrapnel = 110% Basic Sheet Metal produced per click + 5% Skill gain buff
BSM BP Improved: 1 Narcanisum + 1 Alicenies + 0.068 Shrapnel = 120% Basic Sheet Metal produced per click + 10% Skill gain buff
BSM BP Modified: 1 Narcanisum + 1 Alicenies + 0.119 Shrapnel = 135% Basic Sheet Metal produced per click + 15% Skill gain buff
BSM BP Augmented: 1 Narcanisum + 1 Alicenies + 0.204 Shrapnel = 160% Basic Sheet Metal produced per click + 20% Skill gain buff
BSM BP Perfected: 1 Narcanisum + 1 Alicenies + 0.34 Shrapnel = 200% Basic Sheet Metal produced per click + 30% Skill gain buff
In case the above is confusing let me explain. If my memory serves, BSM bp gets you about 9 plates per success. If you increase the tt of input mats, you will get more plates per success. For example, if you add 0.17 PED of Shrap, you increase the tt of the input mats by 50%. meaning that on a success, you will get approximately 50% more plates. So what these upgraded BPs do is produce components at a much faster rate then the regular BP, at a reduced cost since the added ingredient has very little mu.
This is just an example, exact balancing and costs for upgrades are obviously up to MA to figure out.
14. Dead-end profession - Don't waste MA resources on Crafting - focus on Hunting/Mining instead
Crafting is fine the way it is. Crafters are making money doing it otherwise they wouldn't do it and that's the way it should be so don't waste any time trying to change it or make it better, the time and resources will be better spent working on actual professions like Hunting and Mining.
15. I don't care
--
Notes:
1. You can select as many as you want
2. Your votes are public
3. You can change your votes later if you realize you made a mistake
4. This Poll will never close
Last edited: