John B Knight
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- John Black Knight
I have seen many threads talking about what was good or bad on loot 1.0,2.0 even some asking for 3.0 but the most important matter to make hunting/mining/crafting work is lasting mu's througout the chain so that all players can make up for the tt return they might be lacking.
So how to build these lasting mu's ?
We do have some examples of were mindark introduced upgrade missions that had a longlasting effect on the economy 5b/6a plate upgrades, 2350/2600 fap upgrades, armor and weapon upgrade missions, but all of these examples always had one weakness - they were taking stuff out off the economy instead of creating additional demands and the trading/bussiness partners were NPC's instead of players.
Why would it be more beneficial if players were able to support or specialize in the process of upgrade chains ?
Because it would create a deeper crafting chain and more advanced economy, crafters specialised in certain crafting professions with access the boosted blueprints that have higher requirements then normal bp's could add value to crafting chains especially if there were alternate ways to reach the end products. For example you could have NPC's in place to set a 'ceiling' on how expensive a product could become in the 'worst' case and allow players to supply said products cheaper to other players through crafting. NPC's could provide information in dialogue of existing alternate (cheaper) options and that they themself are the least specialised but still able to get the job done.
For example ancient greece has recently created a very deep crafting chain that led to in part very inflated mu's, this was good for hunters but very bad for crafters who miscalculated the total expense to reach the endresult. Had there been NPC's in place to give a rough guidance estimate and alternate aproach, crafters would have been more able to provide a good service/mu's to hunters while staying competitive to each other.
What type of items could provide lasting mu and profit to everyone participating in the economy ?
Consumable items like pills,potions,foods,fuels that provide temporary buffs usefull for ingame activities, be it optimised hunting, convenience, survivability, faster running/driving/flying, etc.
More upgradeable armors that actually include crafting chains to create tools/advanced mats which then are combined through refiner or NPC to yield the upgrade.
Allow an upgrade path for existing armors that will keep their already achieved Tier and carry on their tierrates - such an advanced upgrade could be more expensive then the standard version that looses tierrates, but would be highly valued by many players and keep the items at high tiers providing continuous increasing demand for enhancers as more and more items reach higher tiers.
Most importantly provide an upgrade path for weapons normal/adjusted to perfected which includes crafting chains in the upgrade process - there should be a balanced standardized upgrade path for all weapons similar to how tierrates improve weapons equaly to a certain percentage.
----------------------
Additionally introduce a new crafting chain that allows to produce a specialized amplifier/extender version that improves a weapons efficiency/dpp - this specialised item should be UL and even in its least powerfull version expensive eg. a luxury item that you work towards and improve throughout your hunting career.
It should have a wide range of potential upgrades to allow players to essentially improve the weapon of their choice all the way up to 99.9999% efficiency. But only after a long chain of upgrades should an item become that powerfull, eg. 20-40stages of upgrades all of which should be consuming mats and crafting supplies from various stages. This should be the/an alternative for those hunters who choose to work for their weapon upgrades outside of mayhem events.
----------------------
At last remember the one thing that makes an economy longlasting - avoid to hand out top of the line rewards in events/strongboxes/ other means that give max efficiency or any other stat close to maxed form.
When rings got introduced there was a huge potential to give players additional upgrade paths and leave players the choice on which stats they wanted to focus - do not make the error of introducing 'caps' and then handing out items that max out all the stats to all the caps - the point is to need many different items to eventually max out a cap otherwise what is the point of a cap in the first place ?
For something like an efficiency booster or item upgrade chain to provide longlasting mu in an economy it is essential that there is no shortcuts - no eventdrops that make the long upgrade path redundant, no wave of lootable items or even L items that makes people not want to work through the upgrade chains - there can be rewards in events/loots but they should enhance choices not reduce them.
It is also important that the economy does not hang on singular mats for mu like output amplifiers components were relied on to give mu in events and various other mobs, now that their mu has dropped from 200%ish to 110%ish this is impacting hunters in many places and on many mobs - this has happened many times before that single items got chosen to provide mu to many hunters because it was easy to balance one item as opposed to many, but imo it would be easier to give players the freedom to move mu's by spreading out the 'needs' for crafting chains and if there needs to be a protective layer like a 'ceiling' to avoid intentional mu's to go to high or make crafts to expensive this is were the NPC's come into play that can provide alternate 'bad deals' and can be easily beaten by specialised crafters/hunters/miners.
Keep in mind that you dont want to 'deteriorate' item mu's to much to have the resale value of items drop below the cost to create them - make sure there is a demand for such items in the crafting chain, even if its just like with 5b plates to dissassemble them to create something better.
--------------------------------------------------------
This post still feels abit rushed after rereading it, but i will just leave these thougths out there for others to build on anyways.
All i wanted to say is - dont try to reinvent the wheel, dont ask for loot 3.0 - all the economy needs is demand - create the demand the supply will follow.
Use ingame ressources to advance, dont just drop 80% to TT and then use event rewards to provide upgrade paths.
Good luck out there and safe travels
So how to build these lasting mu's ?
We do have some examples of were mindark introduced upgrade missions that had a longlasting effect on the economy 5b/6a plate upgrades, 2350/2600 fap upgrades, armor and weapon upgrade missions, but all of these examples always had one weakness - they were taking stuff out off the economy instead of creating additional demands and the trading/bussiness partners were NPC's instead of players.
Why would it be more beneficial if players were able to support or specialize in the process of upgrade chains ?
Because it would create a deeper crafting chain and more advanced economy, crafters specialised in certain crafting professions with access the boosted blueprints that have higher requirements then normal bp's could add value to crafting chains especially if there were alternate ways to reach the end products. For example you could have NPC's in place to set a 'ceiling' on how expensive a product could become in the 'worst' case and allow players to supply said products cheaper to other players through crafting. NPC's could provide information in dialogue of existing alternate (cheaper) options and that they themself are the least specialised but still able to get the job done.
For example ancient greece has recently created a very deep crafting chain that led to in part very inflated mu's, this was good for hunters but very bad for crafters who miscalculated the total expense to reach the endresult. Had there been NPC's in place to give a rough guidance estimate and alternate aproach, crafters would have been more able to provide a good service/mu's to hunters while staying competitive to each other.
What type of items could provide lasting mu and profit to everyone participating in the economy ?
Consumable items like pills,potions,foods,fuels that provide temporary buffs usefull for ingame activities, be it optimised hunting, convenience, survivability, faster running/driving/flying, etc.
More upgradeable armors that actually include crafting chains to create tools/advanced mats which then are combined through refiner or NPC to yield the upgrade.
Allow an upgrade path for existing armors that will keep their already achieved Tier and carry on their tierrates - such an advanced upgrade could be more expensive then the standard version that looses tierrates, but would be highly valued by many players and keep the items at high tiers providing continuous increasing demand for enhancers as more and more items reach higher tiers.
Most importantly provide an upgrade path for weapons normal/adjusted to perfected which includes crafting chains in the upgrade process - there should be a balanced standardized upgrade path for all weapons similar to how tierrates improve weapons equaly to a certain percentage.
----------------------
Additionally introduce a new crafting chain that allows to produce a specialized amplifier/extender version that improves a weapons efficiency/dpp - this specialised item should be UL and even in its least powerfull version expensive eg. a luxury item that you work towards and improve throughout your hunting career.
It should have a wide range of potential upgrades to allow players to essentially improve the weapon of their choice all the way up to 99.9999% efficiency. But only after a long chain of upgrades should an item become that powerfull, eg. 20-40stages of upgrades all of which should be consuming mats and crafting supplies from various stages. This should be the/an alternative for those hunters who choose to work for their weapon upgrades outside of mayhem events.
----------------------
At last remember the one thing that makes an economy longlasting - avoid to hand out top of the line rewards in events/strongboxes/ other means that give max efficiency or any other stat close to maxed form.
When rings got introduced there was a huge potential to give players additional upgrade paths and leave players the choice on which stats they wanted to focus - do not make the error of introducing 'caps' and then handing out items that max out all the stats to all the caps - the point is to need many different items to eventually max out a cap otherwise what is the point of a cap in the first place ?
For something like an efficiency booster or item upgrade chain to provide longlasting mu in an economy it is essential that there is no shortcuts - no eventdrops that make the long upgrade path redundant, no wave of lootable items or even L items that makes people not want to work through the upgrade chains - there can be rewards in events/loots but they should enhance choices not reduce them.
It is also important that the economy does not hang on singular mats for mu like output amplifiers components were relied on to give mu in events and various other mobs, now that their mu has dropped from 200%ish to 110%ish this is impacting hunters in many places and on many mobs - this has happened many times before that single items got chosen to provide mu to many hunters because it was easy to balance one item as opposed to many, but imo it would be easier to give players the freedom to move mu's by spreading out the 'needs' for crafting chains and if there needs to be a protective layer like a 'ceiling' to avoid intentional mu's to go to high or make crafts to expensive this is were the NPC's come into play that can provide alternate 'bad deals' and can be easily beaten by specialised crafters/hunters/miners.
Keep in mind that you dont want to 'deteriorate' item mu's to much to have the resale value of items drop below the cost to create them - make sure there is a demand for such items in the crafting chain, even if its just like with 5b plates to dissassemble them to create something better.
--------------------------------------------------------
This post still feels abit rushed after rereading it, but i will just leave these thougths out there for others to build on anyways.
All i wanted to say is - dont try to reinvent the wheel, dont ask for loot 3.0 - all the economy needs is demand - create the demand the supply will follow.
Use ingame ressources to advance, dont just drop 80% to TT and then use event rewards to provide upgrade paths.
Good luck out there and safe travels