Pretto Loco
Dominant
- Joined
- Jul 21, 2013
- Posts
- 454
- Society
- Freelancer
- Avatar Name
- Pretto Loco Believingson
We all know where most markups has gone, and now with all threads about Loot 2.0 we also know how much skills and high end gear matters. Not as much maybe? And we also know how loot has changed, with lesser sellable stacks of oils and what not. Yea, ofc, miners and crafters still can make what they have always made. But for hunters it is a major change in returns and loots.
We have also for more than a decade tried to figure out the optimal play style for optimal returns. Not how we should play to get the optimal markup. It's focus has been on playing the single player game of grinding the shit out of some poor mobs in the most optimal way, to maximize our loot.
Many of you remember the golden days of markups, and how intenselly fun it was to try and get best markup materials. The goal was not to skill gain, but to ped gain, by supplying the market with what was in demand.
I personally believe that the only purpose of being higher skilled was originally meant to be able to find and craft rarer materials, with higher markups. Not being able to TT profit by using exploitable gear.
But somewhere down the line over supply of goods crippled the economy completelly.
Imagine if Mindark has come to the conclusion that a healthy market economy is way better than revenue from a few high end players willing to invest in high end gear, that in the end anyway will bite their revenue ass, because of their effectiveness? And revenue from the insertion of explo crafting as a sollution to deminishing revenue.
If this is actually the case then dpp, eco, tt% will be less important, replaced by players skilling to be able to find higher markup goods.
What do you think, can it be an ingame market enhancement move by Mindark?
If so, then I think we all should help out making that happen. By suggesting ideas to said enhancements.
So if you have any suggestions how Mindark could achieve such a thing I think that would be great.
Maybe it is time for a new mindset as a citizen of Entropia
Entropia was and should foremost be a market economy.
We have also for more than a decade tried to figure out the optimal play style for optimal returns. Not how we should play to get the optimal markup. It's focus has been on playing the single player game of grinding the shit out of some poor mobs in the most optimal way, to maximize our loot.
Many of you remember the golden days of markups, and how intenselly fun it was to try and get best markup materials. The goal was not to skill gain, but to ped gain, by supplying the market with what was in demand.
I personally believe that the only purpose of being higher skilled was originally meant to be able to find and craft rarer materials, with higher markups. Not being able to TT profit by using exploitable gear.
But somewhere down the line over supply of goods crippled the economy completelly.
Imagine if Mindark has come to the conclusion that a healthy market economy is way better than revenue from a few high end players willing to invest in high end gear, that in the end anyway will bite their revenue ass, because of their effectiveness? And revenue from the insertion of explo crafting as a sollution to deminishing revenue.
If this is actually the case then dpp, eco, tt% will be less important, replaced by players skilling to be able to find higher markup goods.
What do you think, can it be an ingame market enhancement move by Mindark?
If so, then I think we all should help out making that happen. By suggesting ideas to said enhancements.
So if you have any suggestions how Mindark could achieve such a thing I think that would be great.
Maybe it is time for a new mindset as a citizen of Entropia
Entropia was and should foremost be a market economy.