Captain Jack
Elite
- Joined
- Dec 28, 2010
- Posts
- 3,733
- Society
- Endgame
Introduction: A lot has been said recently about the current state of the game, and the notably lower markup available in loot today compared with a decade ago.
Analysis: While a variety of factors contributed to the relatively low average markup in loot today, I will discuss two of the factors which I found to be most notable.
Factor 1: Zero markup input to crafting.
Crafting can serve as the terminal end for most loots from both mining and hunting. However, since the introduction of Nanocubes and Explosive Projectiles blueprints, Nanocubes and have largely replaced the majority of alternative resources which previously were used for crafting thrills. The proposal for the removal of nanocubes has been made many times, and to me it is clear that MindArk has no intention of doing so. As such I will continue under the presumption that Nanocubes will still be available in the trade terminal.
Factor 2: Zero markup input to hunting.
While a variety of (L) weapons are still widely popular today, it is undeniable that the barrier for entry to unlimited weapons is substantially lower than it was a decade ago. Today a weapon comparable to the formerly famous unL Korss 400 (considered a PED printer back in the day) can be purchased for less than 2000 PED.
Consequently there is a larger player base hunting with unL weaponry. unL armor and healing tools are also widely available at readily affordable prices, and thus we have zero-markup input hunting.
The outcome of these two factors combined is a reduced incentive for crafters to consume hunting loot, and a reduced incentive for hunters to consume crafted products.
Note: The introduction of the ArMatrix series in crafting has been a huge step in the right direction, but I believe that significant improvements can be made.
Proposed Solution: Increase the demand for consumption of crafted goods.
Part 1: Overhaul of ArMatrix (L) lineup to significantly increase demand.
1). ArMatrix (L) weapons should be on par with at least the mid-end of the "2.0 weapons" scale, offering at least 80% efficiency and 3.2 damage/PEC. All (L) weapons should also have a significantly higher probability of being produced with excellent tier rates, such that at least 10% of all (L) weapons produced have sufficient tier ratings to reach tier 10. This would provide an increased supply of (L) weapons for the participation in PvP and other competitive events, opening the door for more players to play competitively on a reasonable budget.
2). ArMatrix (L) armors should be introduced with a range of protections to provide for all damage types and scaled to all levels of play, and superior durability to any armor ingame at present time.
3). ArMatrix (L) FAPs should be introduced to provide an improved healing performance over current (L) options and scaled to the player base. Offer 50% higher heal/PEC and 25% higher reload than the current Vivo (L) lineup.
Part 2: Eliminate (or substantially reduce) all drops of weapons, armors, and FAPs in hunting loot. Hunting markup should come from materials, not products.
Part 3: NO more raining of unL items.
This may be my most unpopular proposal yet, but it is necessary for this process to result in the desired outcome of increased average markup in loot. Increasing the capacity of the player base to produce zero-markup input hunting loot continues to dilute the potential for markup across the board.
Part 4: NO unL BPs for any of the new ArMatrix (L) lineup ever.
The acquisition of (L) blueprints for the new ArMatrix lineup should remain the way it is now - being primarily produced by way of the Tech Gizmo pathway. This both prevents monopolizing the market, as well as increases the demand for the materials of the Tech Gizmo and Component Widget pathways.
Outcomes:
1. Reduced supply of hunting equipment produced by hunters.
2. Increased demand for (L) crafted goods to outweigh the demand for non-2.0 unL weapons.
3. Hunters still have "goal weapons" available in unL 2.0 weapons.
4. Hunters wishing to simply grind mindlessly can still use non-2.0 weapons to do so, roughly comparable to those crafters clicking Explosive Projectiles and with similar consequences.
5. Active crafters benefit from increased demand.
6. (L) blueprint exclusivity gives new crafters an opportunity to enter the profession.
Constructive discussion is encouraged.
Analysis: While a variety of factors contributed to the relatively low average markup in loot today, I will discuss two of the factors which I found to be most notable.
Factor 1: Zero markup input to crafting.
Crafting can serve as the terminal end for most loots from both mining and hunting. However, since the introduction of Nanocubes and Explosive Projectiles blueprints, Nanocubes and have largely replaced the majority of alternative resources which previously were used for crafting thrills. The proposal for the removal of nanocubes has been made many times, and to me it is clear that MindArk has no intention of doing so. As such I will continue under the presumption that Nanocubes will still be available in the trade terminal.
Factor 2: Zero markup input to hunting.
While a variety of (L) weapons are still widely popular today, it is undeniable that the barrier for entry to unlimited weapons is substantially lower than it was a decade ago. Today a weapon comparable to the formerly famous unL Korss 400 (considered a PED printer back in the day) can be purchased for less than 2000 PED.
Consequently there is a larger player base hunting with unL weaponry. unL armor and healing tools are also widely available at readily affordable prices, and thus we have zero-markup input hunting.
The outcome of these two factors combined is a reduced incentive for crafters to consume hunting loot, and a reduced incentive for hunters to consume crafted products.
Note: The introduction of the ArMatrix series in crafting has been a huge step in the right direction, but I believe that significant improvements can be made.
Proposed Solution: Increase the demand for consumption of crafted goods.
Part 1: Overhaul of ArMatrix (L) lineup to significantly increase demand.
1). ArMatrix (L) weapons should be on par with at least the mid-end of the "2.0 weapons" scale, offering at least 80% efficiency and 3.2 damage/PEC. All (L) weapons should also have a significantly higher probability of being produced with excellent tier rates, such that at least 10% of all (L) weapons produced have sufficient tier ratings to reach tier 10. This would provide an increased supply of (L) weapons for the participation in PvP and other competitive events, opening the door for more players to play competitively on a reasonable budget.
2). ArMatrix (L) armors should be introduced with a range of protections to provide for all damage types and scaled to all levels of play, and superior durability to any armor ingame at present time.
3). ArMatrix (L) FAPs should be introduced to provide an improved healing performance over current (L) options and scaled to the player base. Offer 50% higher heal/PEC and 25% higher reload than the current Vivo (L) lineup.
Part 2: Eliminate (or substantially reduce) all drops of weapons, armors, and FAPs in hunting loot. Hunting markup should come from materials, not products.
Part 3: NO more raining of unL items.
This may be my most unpopular proposal yet, but it is necessary for this process to result in the desired outcome of increased average markup in loot. Increasing the capacity of the player base to produce zero-markup input hunting loot continues to dilute the potential for markup across the board.
Part 4: NO unL BPs for any of the new ArMatrix (L) lineup ever.
The acquisition of (L) blueprints for the new ArMatrix lineup should remain the way it is now - being primarily produced by way of the Tech Gizmo pathway. This both prevents monopolizing the market, as well as increases the demand for the materials of the Tech Gizmo and Component Widget pathways.
Outcomes:
1. Reduced supply of hunting equipment produced by hunters.
2. Increased demand for (L) crafted goods to outweigh the demand for non-2.0 unL weapons.
3. Hunters still have "goal weapons" available in unL 2.0 weapons.
4. Hunters wishing to simply grind mindlessly can still use non-2.0 weapons to do so, roughly comparable to those crafters clicking Explosive Projectiles and with similar consequences.
5. Active crafters benefit from increased demand.
6. (L) blueprint exclusivity gives new crafters an opportunity to enter the profession.
Constructive discussion is encouraged.
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