Ammo and Probe buffs

Bones

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What would be the impact of a new blueprint to make buffed ammo which uses:

  • 1 Vibrant Sweat
  • 2 pec Shrapnel
What would be the impact of a new blueprint to make buffed mining probes which uses:

  • 1 Vibrant Sweat
  • 5 pec Shrapnel
Buffs for ammo could be .5% added crit or another number which gives balance for MA and hunter.

Buffs for mining probe could be .5% added chance to find SOTO or other. I am a worse miner than I am a hunter so I'm not sure what would be appropriate.


As with Explosives blueprints there could be multiple level versions.

Explosives blueprints have shown to be very popular with crafters and I am sure they wouldn't mind another option to click if given the chance.

I feel this would create an expanded market for shrapnel , adding some markup back into hunting.
It would also create markup for a crafted item instead of just throwing it all back into the trade terminal.
Sweat would gain added market stability.
Buffs would drive production.

Would this idea help crafters , sweaters , hunters and miners?

I have thought about this alot and also ran it by NEVERDIE and was told by him that PP are not allowed to make ammo bp's , but that doesn't mean MA can't implement this idea if they find it worthy.

Please discuss pros and cons
 
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why so complicated? we cant even switch normal ammo and universal ammo when carrying both... adding a third or more options wouldnt help this issue.
just let em make what is already there. skill pills. alchemist profession. use lots of low MU mats to create skill pills like 1 hour 0,2% crit, 0,4% crit etc. pp.
 
why so complicated? we cant even switch normal ammo and universal ammo when carrying both... adding a third or more options wouldnt help this issue.
just let em make what is already there. skill pills. alchemist profession. use lots of low MU mats to create skill pills like 1 hour 0,2% crit, 0,4% crit etc. pp.

lol. or just buy boxes like others are doing?
 
why so complicated? we cant even switch normal ammo and universal ammo when carrying both... adding a third or more options wouldnt help this issue.
just let em make what is already there. skill pills. alchemist profession. use lots of low MU mats to create skill pills like 1 hour 0,2% crit, 0,4% crit etc. pp.

My Shrapnel values don't seem to be quite right here , my intent is to keep it as close to Explosives BP as possible.


As far as being too complicated , shrapnel has a set value of 100 to 1 already for ranged weapons. Melee hunters might find a more stable marketplace for shrapnel.

I don't think your idea of making an Alchemy profession is a bad one , but its not quite the same outcome I'm looking for.
 
lol. or just buy boxes like others are doing?

Boxes don't add any value to the economy other than their deposit value from what I can see.

Hunters , Crafters , Miners , Sweaters all add to the economy by cycling the deposited funds , which gives MA profit and players a product to purchase.
 
If this would result in crafters consuming resources rather than shit from the TT then I'm all for it.

Hell, make a 50 ped/click bp for it for all i care.. so long as it doesn't use TT mats.
 
New ideas are interesting I wont deny, although let's be realistic to the "consequences" of added buffs.

Every time a buff is added, amp, ring, cloak, this extra that extra, then the consequence is almost certain that MA counter that plus with a reduction of return.

I refuse to accept the system will allow long term benefit. or any benefit for that matter.
So what's created is a system where you need to pay for something that you didn't have to use before to get the "same return".

I actually believe this buff road MA are running down has gone too far now. The equipment requirement has become ridiculous. What happened to get armour, gun and ammo and shoot?

What's the message? If you don't have 'all' the toys, and "all" the add-ons don't bother?

ok I slightly deviated from my first two sentences, although it all matters.

Rick
 
Every time a buff is added, amp, ring, cloak, this extra that extra, then the consequence is almost certain that MA counter that plus with a reduction of return.


Rick

Unfortunately those items only benefit MA on the initial purchase , whereas a consumable item would create a constant cycle.

I agree there seems to be a flood of buff items these last few years , not all are created equal in their usefulness.
 
Boxes don't add any value to the economy other than their deposit value from what I can see.
Maybe boxes are helping MA for their Cashflow... but ey.. who cares MA?!?
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Hunters , Crafters , Miners , Sweaters all add to the economy by cycling the deposited funds , which gives MA profit and players a product to purchase.
Of Course. At all the Sweaters do. Special that ones with multiple accounts. MA will pay their next electricity bill with all the sweat. I'm full on your side to support this game-cancer to raise the sweat Price back to 2 PED. Ah lets make it 20 PED. It should be useful to sweat Mobs...

There are already craftable boosts in game. Also this clicks requiring a lot of different ressources. Skill pills you can get with hunting/mining/crafting too already (daily token). So no need for any of this bullshit i think?!?

Ammo with buffs? WTF!
 
Just a general reminder that boxes purchased from MA does not directly generate revenue for MA....

It's like trading $100 cash for $100 chips at a casino... the casino does not mak $100 unless you go and lose it gambling.

Boxes do stimulate cycling I think though.. MA makes their revenue off of cash cycled (which they take a decay cut out of). Hence the reasoning behind boxes, shrapnel, and ep4 bps...

BPs such as described by the OP aren't a bad idea from MA perspective, but may be unnecessary since people already remortgage their homes to craft ep4.
 
why does everything always have to consume sweat? if ur trying to raise the value of sweat, just stop, the noobs will just tank it again and again cuz they will always undercut each other forever more

why not use the hundreds of totally useless robot parts?
 
why does everything always have to consume sweat? if ur trying to raise the value of sweat, just stop, the noobs will just tank it again and again cuz they will always undercut each other forever more

why not use the hundreds of totally useless robot parts?

+rep...

sweating is a waste.. you'd make more money by turning off your computer instead of sweating and depositing the electricity savings.
 
why does everything always have to consume sweat? if ur trying to raise the value of sweat, just stop, the noobs will just tank it again and again cuz they will always undercut each other forever more

why not use the hundreds of totally useless robot parts?

Everything doesn't have to consume sweat , but this idea I am proposing is one that does as well as shrapnel.

If you read what I wrote you will see my proposal suggests it will help stabilize the market for sweat which I believe helps in the retention of new players long enough to get some of them to deposit.

As far as using "useless robot parts" , please send me a link when you find a suitable way to incorporate those into your ideas.

+rep...

sweating is a waste.. you'd make more money by turning off your computer instead of sweating and depositing the electricity savings.

Believe or not there are many people that sweat that also deposit to play this game , myself included.

The argument that playing this game should somehow balance out your utility expenditures , has been thrown around for years as an excuse why others should not enjoy sweating , is total nonsense.
 
why does everything always have to consume sweat? if ur trying to raise the value of sweat, just stop, the noobs will just tank it again and again cuz they will always undercut each other forever more

why not use the hundreds of totally useless robot parts?

This. And I'm a sweater, not the one that has uber contacts,but the average one. And there are hundred more like me and they all want to sell sweat. Just look at the sweat poll. There is no way sweat market can be stabilised without some incredible drastic change, because over the years there has been accumulated too much.

Believe or not there are many people that sweat that also deposit to play this game , myself included.

The argument that playing this game should somehow balance out your utility expenditures , has been thrown around for years as an excuse why others should not enjoy sweating , is total nonsense.

You are not helping sweaters by sweating yourself btw. I have noticed that more mid lvl players started sweating. You sweat, you dont buy, simple as that.
 
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Just bring sweat caps back or make it soul bound... ammo+PROBE=Anal probe¿
 
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why so complicated? we cant even switch normal ammo and universal ammo when carrying both... adding a third or more options wouldnt help this issue.
just let em make what is already there. skill pills. alchemist profession. use lots of low MU mats to create skill pills like 1 hour 0,2% crit, 0,4% crit etc. pp.

Actually you can change with just a little effort. If have a vehicle just open the inventory and put which ever ammo you don't want to use in storage of the vehicle. You can also use storage boxes which I like better because you can open and close them while doing something else.
 
Actually you can change with just a little effort. If have a vehicle just open the inventory and put which ever ammo you don't want to use in storage of the vehicle. You can also use storage boxes which I like better because you can open and close them while doing something else.

yeah but that doesnt help it when i wanne track my ammo spend shooting (universal) while also tracking how much ammo i spend for healing (takes also universal ammo on regen chips...) id like to switch the heal chip to sME and the gun to universal.
 
yeah but that doesnt help it when i wanne track my ammo spend shooting (universal) while also tracking how much ammo i spend for healing (takes also universal ammo on regen chips...) id like to switch the heal chip to sME and the gun to universal.

I see what you are saying. <removed> I think that most players go through the same stage you are in, I know I did, that is tracking everything to see what makes a difference. Here is some advice some will disagree and tell you so and go on and on. Enjoy the game and if keeping books it part of the fun for you that is even better. I prefer to play with very little booking because in the end it makes absolutely no difference because you can not predict random occurrences and that is basically what this game is, random. That is to say it is not completely but enough. Its like saying that you can pull the handle one way or another on a slot machine and that makes a difference if you figure out exactly how to pull the handle. Just won't happen.

To those who disagree fire away but do not forget facts and proof to support your nay saying.
 
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1. Sweaters would get excited for a few hours;
2. More people than usual would sweat for a few days;
3. The improved ammo would settle, within a few days, to the price that makes it exactly as eco as regular ammo;
4. The sweat price would remain precisely where it was before.

Increasing demand for an infinite and freely available resource will not increase that resource's price. Never. No, really, never. Doesn't matter how many times it's tried or suggested. Never.
 
1. Sweaters would get excited for a few hours;
2. More people than usual would sweat for a few days;
3. The improved ammo would settle, within a few days, to the price that makes it exactly as eco as regular ammo;
4. The sweat price would remain precisely where it was before.

Increasing demand for an infinite and freely available resource will not increase that resource's price. Never. No, really, never. Doesn't matter how many times it's tried or suggested. Never.

1. Sweaters , hunters , crafters , would all be excited for a few hours , some would be excited for longer.

2. I agree , people that don't usually sweat would collect sweat themselves at first to avoid paying for it from another player. Eventually most would realize this is not for them and buy from other players , or simply buy the finished product.

3. As far as the new ammo being as eco as regular ammo this is possibly true. What I think is important is a product that is crafted using materials supplied by the players instead of the Trade Terminal.

4. Increasing the sweat price is not necessarily the goal of this proposal. Any changes in the economy should be incremental.

What I am suggesting is create a item that gives crafters more items to craft , that uses materials sourced by players , and a end product that is used by players.

I am not attempting to SAVE THE SWEATERS here , but to use the community to tell MA that we prefer systems that are geared to the RCE that keeps us playing.

The initial blueprint I proposed:
  • 1 Sweat
  • 2 pec shrapnel
Would be for the first blueprint which would be very similar to the Explosives I blueprint in materials cost.

Following blueprints would use:
  • 1 Sweat
  • 20 pec shrapnel
--------------------
  • 1 Sweat
  • 2 ped shrapnel
--------------------
  • 1 Sweat
  • 20 ped shrapnel
This would keep crafting costs very similar to Explosives blueprints , but produce a useable product instead of complete TT food as we have now. There are currently over 70 blueprints that use sweat to produce items for the game , but the majority are basically useless as they produce one off items. Portable repair and portable trade terminal units were a useful addition but are not something that drives much usage of sweat. Consumable products such as ammo would create a steady market for sweat as well as shrapnel. I simply do not see who would lose here.
 
lol. or just buy boxes like others are doing?

Not everyone can buy boxes. I use paysave and there is no option to buy shop stuff with paysave.

Don't tell me now do not use paysave, i have a reason, why i use that. :)
 
I am not attempting to SAVE THE SWEATERS here , but to use the community to tell MA that we prefer systems that are geared to the RCE that keeps us playing.

That part I can agree with, but it's pointless if it doesn't create demand for resources that are generated/found via the 'mainstream' professions (by which I primarily mean hunting, mining, and other types of crafting, and not in such a way that 20 different things need to be crafted before making the final product).
 
That part I can agree with, but it's pointless if it doesn't create demand for resources that are generated/found via the 'mainstream' professions (by which I primarily mean hunting, mining, and other types of crafting, and not in such a way that 20 different things need to be crafted before making the final product).

I believe that is exactly what I am proposing , a blueprint that creates a simple product that is consumable and uses 2 very common ingredients. The final product has a buff component added to give it a selling point.

We have hundreds upon hundreds of weapons that aren't used because they don't offer any economical advantage to make them or use them.

Enhancer crafting is an example of a working product cycle , and it works because there is a use for the product created and a demand for the materials to create it. Even though several of the components needed carry a high markup , demand continues because the consumer is willing to purchase the product.

Too many components in my opinion is not always the answer as it would drive it out of the mainstream which is what EP crafting has resolved for many.
 
That part I can agree with, but it's pointless if it doesn't create demand for resources that are generated/found via the 'mainstream' professions (by which I primarily mean hunting, mining, and other types of crafting, and not in such a way that 20 different things need to be crafted before making the final product).

Not everyone can buy boxes. I use paysave and there is no option to buy shop stuff with paysave.

Don't tell me now do not use paysave, i have a reason, why i use that. :)

Both of these raise a very good point!
 
Submitted this into a support case for consideration.
 
I love the idea man. Would be amazing for the economy! Would also change the market and economy dynamics a bit, opening up weapon uses and lowering the min/max stuffs.

Apologies for necro, but we still haven't had it implemented, and a lot of people have suggested this and I wanted to bring this topic up again. If closed, I'll just create a new thread referencing this one.

Not to mention we need an ammo selector to use UA/Normal...
 
I love the idea man. Would be amazing for the economy! Would also change the market and economy dynamics a bit, opening up weapon uses and lowering the min/max stuffs.

Apologies for necro, but we still haven't had it implemented, and a lot of people have suggested this and I wanted to bring this topic up again. If closed, I'll just create a new thread referencing this one.

Not to mention we need an ammo selector to use UA/Normal...

No problem at all for necro , I still like this idea in its raw form and would love for it to be revisited.
 
No problem at all for necro , I still like this idea in its raw form and would love for it to be revisited.

The excellent part with this is that it drives the sweat market, and the lower and mid level hunting markets, yet proposes a system where the ubers cannot self-sustain their own advanced ammo supply with their own shrapnel.

This means that lower level people, whose hunting may not cater to USAGE of advanced ammo, at least contribute towards PRODUCTION of it.

Most other examples this subject was introduced in since you posted this propose something where it does not benefit or drive the economy the new or average player gets, in exchange for the 'virtual job' of providing a resource(shrapnel) that the higher levels need in order to efficiently kill super-mobs and increase their chance to loot certain items in certain events.
 
This is a necro , but I believe it has some validity today.
 
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