Jennson
Elite
- Joined
- May 22, 2009
- Posts
- 2,942
- Location
- Germany
- Society
- The Ministry
- Avatar Name
- Jennson Laudi Marakomm
Why is it a bad thing ores were ( almost ) taken away from certain mobs ?
Yes ( yet again ) i am writing about the recent changes on Drone and Argonaut loot and taken away the MU of those mobs. We have no official statment until now + a semi-official one via ingame pm from Kim towards a community member, which states this is not a bug, but an intentional change. -> source
O.K. let's see what the effect was and is now.
A few days ago Drones and Argos dropped around 20-30% of their loot as ores. Iron on Argos and Gazzurdite on Drones.
For the Drone hunters Gazz were the only reason which made Drones worth hunting as the remaining drop were mostly Robot components ( almost TT food ), (L) Armor like bear and Aurora ( almost TT food ), LR41 ( at least some MU on it, but the droprate was low enogh to play no significant role in MU compared to PEDs cycled on them. The rare ESIs ( 2 for me in 3 years should say enough ) are neglectable in the big picture. The generic loot like Tiering components etc - well i won't comment on that.
Argo hunters had iron fluctuating between 105 and 110 % MU on average over the last 2 years, A CB19 around the same MU now and then and i was lucky to loot a Nemesis helmet.
With (L) gear i was able to break even on them most of the time and i invested in some lowish UL gear and had a break even point when iron was >= 106%. Those optimazations to these
MOBs costed me around 15k PED in total and ofc the profit does not pay it, but the feeling to come out after a month of hunting saying i made a small profit was even worth
to purchase those.
To make it easy to break-even on that mob ( or at least have a mob cheap to hunt ), combined with good untaxed spawns made those mob very popular for some groups of hunters.
1. The grinders: Those hunted for small MU and aim for small profit on MU. They tend to invest in some gear which they want to utilize. Those are mostly medium level hunter who want to skill up to aim for bigger mobs in the future.
2. The higher-level medium hunters who need to stretch their playtime due to losses on bigger mobs
3. The newcomer after leveling on smaller mobs who can hunt a mob now which globals fairly often compared to mobs they hunted earlier with a mission that gives a nice skillboost as a bonus. The newcomer go to Argo mostly because they are recommended by older players as cheap-to-skill-up-mobs.
4. The iron-mission collector who collects as many missions as possible to collect the skill reward ( mostly high level player like Dan ).
All those factors made them to quite popular mobs in EU with a good amount of hunters going for them. And at least people from groups 1-3 i assume will reduce their activity on those mobs drastically.
What is the problem when those mhunters decide to go to different mobs ?
I for example went to Arkadia for some weeks to hunt Tiarak dropping a considerable amount of Tiarak hide ( 180% ~20-25% of their loot ). Also all the other loot was fairly easy sellable on Arkadia - except the items which came back a few times from Arkadia auc, but were sold on Caly easily. Still i lost around 1000 peds in 8 weeks hunting them.
Why ?
-There are no proper untaxed spawns. With the taxrate you sacrifice 5% TT of your loot which is considerably
-The big Tiarak spawn is a nice spawn, but contains a lot of prowlers and stalkers. My gear on them means high defensive cost + Teleportaion, because crits send me to revive 1-2 times per run ( only 155 hp )
Let's apply the situation to the hunter on Caly. How many mobs do we have that have such a MU and are suitable for low-medium hunter? Hmmm....
Okay let's give it another try - as this is a mostly in tailoring needed resource we can assume the demand for the hides is very limited. What would the MU of the hides be if every grinder moves over to hunt a mob like Tiarak ?
We have a few mobs on Caly who still have a MU making it worth to hunt them like Bristlehogs and Mollisk - let's lookout for a decent untaxed spawn ... ahhh wait.
Anyway and that is THE MOST concerning part. All those mobs together produce less globals TOGETHER as it used to be on Argo alone. As an indicator of hunting activity imagine the hunters hinting now Argo and drones move over to those mobs. How much MU do you think will remain on those ? Especially this point cannot be pointed out often enough, because this is the part which affects every hunter hunting mobs on the same level. And as it is balanced now hunting MU for low and medium level hunters is
well i would not say non-existant, but not far away from it either.
Well i guess a few of those who want to look for MU on mobs will move over to mining, but as i think they won't become heavy amped miner they propably won't affect your mining market anyway, but who knows...
Those who appreciate the change are mostly miners, because - their argument - mobs should not drop ores. Imho a very slim argument, because imho their is no reason why a mob should not pick-up ores. Anyway miners can collect steady MU. I mined 2010 and last year for almost 6 months and during that time my average MU was around 123% and that was with
noobish mining skills < 20 ghighest mining profession mining combined ore & enmatter. So despite the discussion how easy it is to profit in mining or not - it is definitly easier to collect markup in mining opposed to hunting period. So this creates even more unbalanced in hunting MU vs. Mining MU. And please forget about dropping so nice items in hunting - in fact for 97% of the hunters 97% of their hunting time the stuff that drops are wools & oils. And the very few who really get a nice item you can count them on 2 hands each year in between several thousand players.
Well it was promised the removed / reduced ores will be replaced by something new to cover the MU - then i have to ask why remove it and then put something which may have MU or not in 1 month, 6 months, 24 months ( as we know what soon means in MA terms ) or VU 23.7. Why not create demand for stuff first, release components for it, so people can test it and check wehter it is something useful which will actually be crafted and AFTER that replace the loots ?
Instead of making other mobs worth hunting again by replacing THEIR loot first by something making those mobs worth to hunt, and so the situation with overhunting those 2 will regulate automatically ? If only MAs goal was to treat their customers ( or well the customers of their customers to not quibble over this point ) like customers AND in addition to that communicate also with them - instead of kicking their (our) butts over and over again.
Sometimes I get the impressions they simply don't know their own game and foremost players.
rant over
BR
Yes ( yet again ) i am writing about the recent changes on Drone and Argonaut loot and taken away the MU of those mobs. We have no official statment until now + a semi-official one via ingame pm from Kim towards a community member, which states this is not a bug, but an intentional change. -> source
O.K. let's see what the effect was and is now.
A few days ago Drones and Argos dropped around 20-30% of their loot as ores. Iron on Argos and Gazzurdite on Drones.
For the Drone hunters Gazz were the only reason which made Drones worth hunting as the remaining drop were mostly Robot components ( almost TT food ), (L) Armor like bear and Aurora ( almost TT food ), LR41 ( at least some MU on it, but the droprate was low enogh to play no significant role in MU compared to PEDs cycled on them. The rare ESIs ( 2 for me in 3 years should say enough ) are neglectable in the big picture. The generic loot like Tiering components etc - well i won't comment on that.
Argo hunters had iron fluctuating between 105 and 110 % MU on average over the last 2 years, A CB19 around the same MU now and then and i was lucky to loot a Nemesis helmet.
With (L) gear i was able to break even on them most of the time and i invested in some lowish UL gear and had a break even point when iron was >= 106%. Those optimazations to these
MOBs costed me around 15k PED in total and ofc the profit does not pay it, but the feeling to come out after a month of hunting saying i made a small profit was even worth
to purchase those.
To make it easy to break-even on that mob ( or at least have a mob cheap to hunt ), combined with good untaxed spawns made those mob very popular for some groups of hunters.
1. The grinders: Those hunted for small MU and aim for small profit on MU. They tend to invest in some gear which they want to utilize. Those are mostly medium level hunter who want to skill up to aim for bigger mobs in the future.
2. The higher-level medium hunters who need to stretch their playtime due to losses on bigger mobs
3. The newcomer after leveling on smaller mobs who can hunt a mob now which globals fairly often compared to mobs they hunted earlier with a mission that gives a nice skillboost as a bonus. The newcomer go to Argo mostly because they are recommended by older players as cheap-to-skill-up-mobs.
4. The iron-mission collector who collects as many missions as possible to collect the skill reward ( mostly high level player like Dan ).
All those factors made them to quite popular mobs in EU with a good amount of hunters going for them. And at least people from groups 1-3 i assume will reduce their activity on those mobs drastically.
What is the problem when those mhunters decide to go to different mobs ?
I for example went to Arkadia for some weeks to hunt Tiarak dropping a considerable amount of Tiarak hide ( 180% ~20-25% of their loot ). Also all the other loot was fairly easy sellable on Arkadia - except the items which came back a few times from Arkadia auc, but were sold on Caly easily. Still i lost around 1000 peds in 8 weeks hunting them.
Why ?
-There are no proper untaxed spawns. With the taxrate you sacrifice 5% TT of your loot which is considerably
-The big Tiarak spawn is a nice spawn, but contains a lot of prowlers and stalkers. My gear on them means high defensive cost + Teleportaion, because crits send me to revive 1-2 times per run ( only 155 hp )
Let's apply the situation to the hunter on Caly. How many mobs do we have that have such a MU and are suitable for low-medium hunter? Hmmm....
Okay let's give it another try - as this is a mostly in tailoring needed resource we can assume the demand for the hides is very limited. What would the MU of the hides be if every grinder moves over to hunt a mob like Tiarak ?
We have a few mobs on Caly who still have a MU making it worth to hunt them like Bristlehogs and Mollisk - let's lookout for a decent untaxed spawn ... ahhh wait.
Anyway and that is THE MOST concerning part. All those mobs together produce less globals TOGETHER as it used to be on Argo alone. As an indicator of hunting activity imagine the hunters hinting now Argo and drones move over to those mobs. How much MU do you think will remain on those ? Especially this point cannot be pointed out often enough, because this is the part which affects every hunter hunting mobs on the same level. And as it is balanced now hunting MU for low and medium level hunters is
well i would not say non-existant, but not far away from it either.
Well i guess a few of those who want to look for MU on mobs will move over to mining, but as i think they won't become heavy amped miner they propably won't affect your mining market anyway, but who knows...
Those who appreciate the change are mostly miners, because - their argument - mobs should not drop ores. Imho a very slim argument, because imho their is no reason why a mob should not pick-up ores. Anyway miners can collect steady MU. I mined 2010 and last year for almost 6 months and during that time my average MU was around 123% and that was with
noobish mining skills < 20 ghighest mining profession mining combined ore & enmatter. So despite the discussion how easy it is to profit in mining or not - it is definitly easier to collect markup in mining opposed to hunting period. So this creates even more unbalanced in hunting MU vs. Mining MU. And please forget about dropping so nice items in hunting - in fact for 97% of the hunters 97% of their hunting time the stuff that drops are wools & oils. And the very few who really get a nice item you can count them on 2 hands each year in between several thousand players.
Well it was promised the removed / reduced ores will be replaced by something new to cover the MU - then i have to ask why remove it and then put something which may have MU or not in 1 month, 6 months, 24 months ( as we know what soon means in MA terms ) or VU 23.7. Why not create demand for stuff first, release components for it, so people can test it and check wehter it is something useful which will actually be crafted and AFTER that replace the loots ?
Instead of making other mobs worth hunting again by replacing THEIR loot first by something making those mobs worth to hunt, and so the situation with overhunting those 2 will regulate automatically ? If only MAs goal was to treat their customers ( or well the customers of their customers to not quibble over this point ) like customers AND in addition to that communicate also with them - instead of kicking their (our) butts over and over again.
Sometimes I get the impressions they simply don't know their own game and foremost players.
rant over
BR
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