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  1. #201
    Old Alpha TeesMaarKhan's Avatar
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    Quote Originally Posted by xxPriestxx View Post
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    More info please?
    https://www.planetcalypsoforum.com/f...um-Data-Breach

  2. #202
    Alpha The Abomb's Avatar
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    Quote Originally Posted by TeesMaarKhan View Post
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    Wasn't aware of that thread and something that should probably be pinned in the community or deserves an ingame message alert from support to make sure people are aware. So who knows how that will turn out and that is a major legal issue despite it being downplayed by MA.

    With that said my thoughts in the other thread and since this is the main thread I created with a discussion on helping MA fix the hunting profession. Figure I would leave this post here.

    Quote Originally Posted by The Abomb View Post
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    Obviously that isn't how the hunter profession is designed to play out. ( At least we hope ) This is why players who finally get that big hit instead of it being a recover HOF it is a I quit HOF and run for the hills and never play again. The current way the hunting profession is set up is to drive players out of the game. Instead of creating an engaging profession where skills, knowledge and gear play a part of your success.

    This isn't a successful model for a profession to increase growth in the game. Now on the flip side mining is a stable profession where skills, gear and knowledge actually affect your returns. It's a complete profession. You are always learning and you actually feel like you can win because your decisions, and skill actually change your returns. Hunting feels like a slot machine just hope to pick the lucky one and if you win (stop and don't do it again)

    Hunting is a loss no matter what. There are no winners! The more you hunt the greater chance of losing. These are the objective facts. You just know it is a loss, you know there will never be a big HOF and it becomes this disheartening endeavor. I know that the gaming Devs aren't striving for this feeling that most of the community has when it comes to hunting. (yes most of the community feels this way about hunting, keep in mind most of the hunting community isn't on the forums )

    It's a shame because hunting is a popular profession but it is by far the worst one to partake in. So we can only hope that MA can make improvements. The only current outcome for hunters is quitting before the big HOF or quitting after the big HOF. This is what you call a lose/lose for the community and MA.


    If MA did an in game Hunting poll on how the 4,000+ hunters feel about that profession it would come back overwhelmingly dissatisfied. Perhaps that is something they should do to actually keep perspective and to one day hopefully grow the player base.
    A finish with a quote from Master Yoda " If losing you are, and no mistakes you have made, then a different game you should play"

    Yoda has the best advice ever!
    Last edited by The Abomb; 01-21-2020 at 14:46.
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  3. #203
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    In my opinion, random grinding is a losing strategy and that is proved by many messages in these forums :
    if you replace the expression "hunting sucks" with "random grinding sucks" then all the previous whining messages become 100% true.


    I think it's up to us to find a decent way :

  4. #204
    Old xxPriestxx's Avatar
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    Quote Originally Posted by bigPaul View Post
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    In my opinion, random grinding is a losing strategy and that is proved by many messages in these forums :
    if you replace the expression "hunting sucks" with "random grinding sucks" then all the previous whining messages become 100% true.


    I think it's up to us to find a decent way :
    But... we need to keep feeding the machine!!

  5. #205
    Alpha The Abomb's Avatar
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    Quote Originally Posted by bigPaul View Post
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    In my opinion, random grinding is a losing strategy and that is proved by many messages in these forums :
    if you replace the expression "hunting sucks" with "random grinding sucks" then all the previous whining messages become 100% true.
    What is your definition of "Random Grinding"?

    Seems like an oxymoron like Jumbo Shrimp, grinding isn't random. What is random though is the volatile loot and how the returns are dialed way down right now by tampering with it over the last few months.

    Why has loot changed? Well plenty of theories on that. All we know is we need for it to improve other wise the game suffers. People leave, stop depositing and the game doesn't grow. Shares and Deeds give lower returns, investors then sell and also leave.

    Again hope that MA can revert some hidden changes to hunting loot and focus on increasing returns very soon so the game can flourish.
    Last edited by The Abomb; 01-23-2020 at 00:05.
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  6. #206
    Prowler Evey's Avatar
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    Quote Originally Posted by The Abomb View Post
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    [...]All we know is we need to improve other wise the game suffers.[...]
    Fixed that for you.

  7. #207
    TT returns and whatever seem to still be working as they always have, yeh for casual player it sucks waiting what feels like a lifetime for multi to stabilise but theres not rly a better way to do it, the only thing i think MA need to fix is markup, especially now with codex even casual players have no reason to hunt low mu mobs for the mission or w/e so everyone chase what little markup is left but dont care to hold or match lowest auction price but undercut until everything is in the gutter.

    Hunters far outweight crafters so demand more than outstrips supply. MA have got mining in a solid spot, hunting has imo recieved mostly positive changes now i really think they need to go hard at fixing crafting. New boosted bps, special bps whos recipie changes every month or something (so the demand for various different loot changes rather than remains static) imagine even if ep4 changed to 20ped of pancreas oil a click one month, thyroid the next or if there were different bps that made the same thing so like a common bp that made an item, and a rare version that had a more optimal recipie something like that. Idk maybe thats a dumb idea, im sure MA has smarter people than me on economy team that can come up with better solutions but giving people a reason to craft and creating a 2.0 like system for it would improve things for people of all 3 professions imo.

    Also little off topic but id like to see a new player vendor with some extremely high efficiency weapons like 90+% efficiency for grinding puny or something, with caps for level use or whatever, just help new players get a foot in the door because at low levels theres barely any good mobs or gear and losing for year+ as an investment into your avatar just isnt attractive to people like it was when you could make a lot of cash playing.

  8. #208
    Prowler Evey's Avatar
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    Quote Originally Posted by MeiGDLing View Post
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    the only thing i think MA need to fix is markup
    I agree, but... when MA puts MU stuff into loot, for a resource that is 120% goes to 101% in a day or two. When a resource is 200% and goes into loot, the net day is 140% so the problem is quite complex. MA can add stuff into loot, but cannot force people to not crash its MU, because most casual players want to sell MU stuff after every hunt and they put it the cheapest in AH so everyone ends up cutting the price when no one wants t buy for a few hours.
    How do you fix that?

  9. #209
    Quote Originally Posted by Evey View Post
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    I agree, but... when MA puts MU stuff into loot, for a resource that is 120% goes to 101% in a day or two. When a resource is 200% and goes into loot, the net day is 140% so the problem is quite complex. MA can add stuff into loot, but cannot force people to not crash its MU, because most casual players want to sell MU stuff after every hunt and they put it the cheapest in AH so everyone ends up cutting the price when no one wants t buy for a few hours.
    How do you fix that?
    Its about creating demand for the loot rather than just creating the loot, crafting iron missions, crafting events, new blueprints with recipies that change month to month, new upgrade missions for armor and weapons (dont even have to be op upgrades but i think nano adjuster/armor plate/fap upgrade missions were great additions) etc etc. Some event with a bit of a story line like the old days, doesnt have to be too deep, where the mob from the story drops parts or logs or tokens or w/e and parts can be traded in for something. Idk like i say theres smarter people than me that can think of better things but really crafting remains untouched while other two professions have been heavily worked on and majority of loot is used for crafting so there really needs to be more focus on increasing activity in that area.

  10. #210
    Quote Originally Posted by Evey View Post
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    ... most casual players want to sell MU stuff after every hunt and they put it the cheapest in AH so everyone ends up cutting the price when no one wants t buy for a few hours.
    How do you fix that?
    While noting that the OP is about tt returns having appeared to drop recently to below what is acceptable for many people, there has always been the link to mu.
    A self-balancing system needs to have an equilibrium point or well - an attractor - strong enough to maintain feedback mechanisms. Mining appears to have the right idea.

    Maybe counterintuitively, mining is boring enough to keep many players away unless the demand for mined mats soars and mus go up. If mus go down, so does the number of miners. They don't leave the game, just the activity.

    Unfortunately, hunting does not appear to have quite the same mechanism on mus. People either hunt or they stop ped-turnover activity, so MA need to be much more careful about how much tt they "extract" here....

    Do you think they have noticed yet or just think it's post-mayhem blues?

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