Not entirely relevant but I think I got my first SOOTO ever tonight. Mining strongboxes count, right? I'm not using the loot window. I went to check what I had at a service center and two boxes. Not a lot of PED but awesome!
TBF though I had quit my run about 2/3 the way to my target because I was bored...
Also tonight was one of the first times I mined PVP4 and was like "what's with all the lysterium?". I wasn't seeing any miners and assumed most would be shooting - but maybe I was following someone. Or just capped
Whatever though TT+ cycling this depo for now. And strongbox MV if I want it.
Anyways ...
1. excavating is to limit speed of supply
2. crafting cycle of the machine is to limt supply (1000 click per hour) of made items
3. hunt waves is to limit supply of certain items artificially creating Markup via shortage (tier items as an example)
1. It really seems this way. Although to be clear it limits speed of distribution, it doesn't regulate supply.
2. I feel it actually saves some people from losing too much PED off wave. In any case, there is another system to regulate supply.
(Imagine the crafter that comes on and does 1000 autoclicks in 2 minutes. At a bad time ...)
3. Also here the waves appear to be regulating distribution, not supply. There are plenty of supporting data for mindark adding/trickling items into the drop tables, which are then distributed via the wave system. A recent example:
Since I plan to hunt more than just vixens, I want to share the other mobs I have hunted and the profits I have gained from such. Most recently I was hunting Jolly Lurkers (10hp seasonal mob on cyrene) Total loot 1296.32 PED Total spent 1304.94 PED Returns 99.34 % Globals 2 HoFs 0 Rare items...
www.planetcalypsoforum.com
Back through the list?
if we remove excavating time we will ahve an instant flood of Dclass /L5 amping spree that flood the market of useless items (mining fillers, lysterium and oil) that will collapse to TT
Right but no change to the amount of pyrite/igni/whatever hitting the market each day. If there weren't enough people mining to hit caps, we would hardly be aware of them.
if we remove crafting cycle we will ahve istant craft of whatever flooding all market from one crafting team (they will just click all clickable)
This just isn't going to happen. The "partial success" mechanism exists to allow TT balance regardless of any cap/allowance on items. I hold that the turnover rate is actually protecting the majority of crafters here. Globals and TT losses in crafting have very little effect on what reaches the market.
I like the idea for SI upgrades on armor. With caps also please. So that instead of one person having as much armor as a mothership, we end up with most UL armors in the game getting upgraded over time. Either way, it would be an interesting change to the game and the markets.
EP can go away, but people will most likely be sorry. It's here for a reason and if high turnover crafter/gamblers have to click real BPs again we'll get back in the other boat which is too much markup for hunters and miners to be effective. Ditching EPI - EPIII would be helpful, causing them to skill up at least one particular crafting tree. You don't actually want crafters cycling massive amounts of PED burning all the oils and basic mats out of the economy. Once they're just autoclicking tens or hundreds of K each day they need to be in a separate loop.
What's the dpp when Ar-Matrix is costing 200% + across the board?
There are several good ideas floating around for this, though. My latest favorite is just yanking nanocubes and letting us refine stuff into them. All kinds of stuff. This puts markup back onto the high turnover loop and discourages "gambling" without just wrecking a different part of the system. Alternatively they could let us refine stuff down to residue.
This would help consume TT or near-TT resources, clean up some junk, and actually possibly still lower MU on (L) items. Moving the MV from res to core mats would mean fluctuations in core mats would have less (required) impact on market prices.
then experimenting... allow some "mineral upgarde path of extractors" to make them faster (more resource sinking)
game can not simply "give more".. need "sink poed to give more" like upgrading angel armor, or viceroy and so on.
I think speeding up extraction is fine - as long as, like a crafter, you're willing to focus on your TT returns and not depend on chasing MU. As you noted above, faster mining is just going to lead directly to more junk.
100% about the sinking issue, though. There are plenty of ways to get players to sink PED. They've shifted a lot around through the years and some things have been more successful than others, but it's really, definitely not the same ecosystem from a decade ago.
Anyways there's another book. Sorry it was more engaging than mining PVP4 watching daikiba globals