Rebalanced Mission Rewards

At first glance and first thought of all the mission changes I thought it sounded alright and that the new mission rewards were atleast OK. But the more I read and the more I think about it myself I think its wrong that the attributes should come at such a cost of skills.

If they change it so that you get same skill rewards + the attributes, I think it will be perfect.
 
Looks like you missed my point. I shouldn't be surprised, because you never ever seem to get this.

There must be some advantage given to commitment and longevity. Without this, there is no incentive for long-term participation. The Stamina advantage is a small bonus for those of us who were around in that dim and distant past (much longer ago than me in many cases). The suggestion that this could be taken away is a sign of how little you value our efforts.

You (meaning the Calypso team and MA, not you personally) always get this wrong. This is just one example.

Actually I didn't miss your point but since your post was nothing but sarcasm I answered in the same manner which I guess was wrong of me and I'm sorry for that.
 
Actually I didn't miss your point but since your post was nothing but sarcasm I answered in the same manner which I guess was wrong of me and I'm sorry for that.

Lol!!
Your a god damn official GM. You cant go around beeing a smartass towards your players.

Man have you much to learn. *facepalm*
 
Can you also go back in time and change things so that the older players didn't have to endure regular disconnections, massive rubberbanding, harder skill progression for the first few thousand points, no maxed weapons until level 100, no free starter gear, capped sweating, etc etc?

Alternatively, since you seem to place so little value on those who have been supporting EU for 6-12 years, why not just delete any account made before 2007?


Even though I disagree with changing attributes for newer players from 1 back to 9, you sure do have your nose high Oleg. What about those lovely item drops from back then (that you forgot to mention ... A1XX amplifiers for example). Wanna give all those looted item back as well (didn't think so) ??

Yes, the game has been evolving and yes you have been around for a long time, but unless you give new players and equal chance to get anywhere, this game is bound to go 'kaputt' ...

I still think that MA is heading in a totally wrong direction. Instead of nerfing everything on a constant basis, they should widen the game ... Introduce old school weapons that max at level 120, 150, hell at 200 and make the skill gain as it was before ... Why is there a rank of Entropia Master (20k afaik) if assumingly not a single player even has a single skill that high ???

The way this game is today is imo totally fucked up ... If I was to create a new avi today I virtually have no chance of ever reaching level 100 (unless I have no life and can spend 10 hours a day for 10 years hunting, OR do it Kimmi style). How pointless is it to start a game without a real chance to ever even matching any old school weapon?

And Charlie, should you be reading my post ... Please keep +1 Stamina for each completed iron mission. As many mentioned before, it is a mission counter - please don't take that away - Simply hand it out for all 10k missions (as it has been so far) ...

In Love With
 
Hello Charlie,

thanks for commenting on posts here, some is useful.

This post made a raising a question up beside some other.

The change to make applying attributes flexible at a time a player chooses to do so leaves indeed more room on the players side to be able to tweak an avatar. But im not yet sure if the flexibility on attributes is alone compensating for the lower total volume. There can be more missions in the future maybe but that doesnt change the raise on effort side.

Considering this it would be very helpful to the community and maybe necessary now to get a explaination of why Mindark starts now to value the attributes that high when it wasnt that of a topic in the past.

If I want to help players which reach a higher level to save the attributes for later its a good move though lowering the volume equals the gain of help here out.

If I ask around 10 players what they think about attributes and their effects in general I will get about 35 different answers. Specially Stamina seems to have reputation for making hitpoints regenerate on avatars faster and alot seem to believe that is one of the reasons its so rare to get etc. Seems like alot rumors are existent about Stamina and its reason to even exist.

Can we have please a developer notes about attributes?
Im sure that this can help to get more acceptance to the new system as well lead to more confidence in the system.

Thanks+Greets,

i value the reward before and after considering a new player who decides not do missions until he reached ~90 and puts the attributes ontop then all in a row to get the max out of them. its now possible to put them all on top also so i have a feeling that what i get sold now as "more possibility" is to put the fact of value nerf under the carpet.

i will get less out of that missions while alot high agility players who got them in the past or by exact that way are more ahead now and can also collect all attributes which arrive in the future.

how to get close to them? in this case i consider the change in volume as nerf pure. 24 vs 10 lol

and thats also a reason why dev notes regarding attributes and their effects and an answer why mindark suddenly values them more by lowering the reward is necessary.

i need to be able to walk up the path.

imagine if attributes will have more gameplay effects on the new avatar system than now. what a unequal competition we can find then with gameplay in advantage to some you cant catch up with.

it probably involves complete new balancing of natural gain of attributes so it becomes realistic that players can get to equal levels.

need mindark talking to us now whats the reason for the new value of attributes and what does each attribute bring as effects exactly.

i have the impression that I was overlooked and overseen somehow?
 
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Lol!!
Your a god damn official GM. You cant go around beeing a smartass towards your players.

Man have you much to learn. *facepalm*

You make an excellent point here Kimmi, I couldn't agree more.

Concerning the stamina, my suggestion would be to just pick one system and stick with it. These endless changes, be it rewards or attributes or tokens or whatever, is the issue I find to be the most frustrating.
 
They are? We know exactly how they affect professions. We know exactly how they affect HP. We know pretty well how they affect running speed. We know exactly how they affect carriable weight. So what you're really asking is "Is there some undiscovered, secret function effected by attributes?". Sure, there could be, but equally there could be for skills too. I'm guessing not though, in both cases.

Thanks for the reply,

I do agree there is some knowledge on the matter, but attributes are still far more unclear to me than skills.

Here is why I see an issue, My attributes are high from 250k of skills a few years ago, that I completely chipped out.

I came back 1.5 years ago, at 0 skills (maybe 500ish-1k in leftovers), and professional levels were all as expected and under prof level 3 (knocking out any drastic professional level impact), health 10 hp more.

I carry a little more and run a little faster than most this is true, but I really only notice run speed when the difference is 50 agility or more between me and the other avatar (new avatars). Otherwise, it can take awhile to gain, pull ahead within 20 points, to the point that you are not really going to save yourself from anything with the difference, you will still get shot before you get out of range, you will still be outrun by mobs.

Ive gained in that time 133k skills, the attributes I gained (20 or so), I barely notice.
The attribute affect still baffles me based on my return from 0 skills and high attributes to 133k and higher attributes.

Skills I know, I see, and can trace the effects of with ease. Attributes I am just not seeing the effects that have been reported, that justify this choice.

If all I would get on agility is a slightly faster run speed over the total points possible (20 some points wont show a huge difference), then I skip Agility.

If all I can gain is 20 or so more weight, then I skip Strength.

If Stamina is completely mysterious, to the point that Charlie even has no clue as to why it went to 1, then I could care less about Stamina.

If Psyche ....I have no idea on that effect, so not concerned.

If Intelligence....I am not even positive on this either, and I have alot (in-game anyhow) ;).

That was mainly my point, if that is all we get from those attribute gains, which we cannot sell later if we want, then It seems that the skill option is better in more ways than one.

If they can shed a little more light on attribute effects that would be great. If not, then attribute rewards are simply not worth it to me.

If I were a new avatar I wouldn't choose attributes either, you simply degrade your attribute progression earlier by accepting points now. With gear you can increase the progression (allows more turnover, more gains), but gear needs skills.

One is a chicken, one is an egg. Seems to me skills are the chicken.

To each their own of course, at least we have an option, that in itself is great, however it is laid out. )
 
i have the impression that I was overseen somehow?

Solo, it took me about 60 seconds of staring at your posts to realise that by "overseen" you meant "overlooked". These two words carry totally different meanings

As far as I can tell (it is very hard to make sense of your posts, as your English skills are not quite good enough) many other players have posted the exact same questions. All equally overlooked, so far. So there is nothing personal in it, and no need for you to quote yourself at length.

jay:)
 
Well, it wasn't just stamina that was changed in isolation ofc. In any balancing process, it's reasonable to expect give and take across the whole process not just one individual item.

At vu 8.8, old (pre Dec06) players got to keep the higher starting attributes (including stamina) but 'paid' for it with slower skill progression at higher levels.

New players got faster early skill progression but 'paid' for it with lower starting attributes.

Now, having had that faster early skill progression, it seems they want the higher starting attributes as well.

Wouldn't the skill progression be the same at a certain level for old (pre 12/06) and new players? But the old players would still have higher attribtes at that same skill level than new players, given the amount they started with (20 levels). So why should newer players (post 12/06) be penalized with lower attributes which are way harder to acheive?
 
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I didn't make the actual formula and the cost/value of skills and attributes etc, I just followed them so I don't know, however it appears there are still a lot of people who will be picking the attributes anyway so I guess the weighting was somewhat correct anyway?

The problem with awarding 1 stamina for every "Significant" mission is simply, what is a significant mission? Is 10k Atrox significant? 10k Merp? 1k Atrox? 100 Araneatrox? 10 Daspletor stalker? It is simply very impractical having to judge each mission individually and of course everyone will judge their mission as significant :). In a way the new guidelines do state what is a significant mission or not, it's those that do give a full attribute point (or several).

Because of this skill change where we are forced totake skills only or minimal skills with a small attribute point, expecially stamina. I beleive we have the right to know what the F stamina does because we are now "paying" for it in skill loss.

And remember... If its serious enough.... All stamina should be made even, aka all players should start with the same. Regardless of the skill curve change. If all avatars arent created equal, dont advertise it that way.

Because stamina is only gainable for missions, using the skill curve issue is BS as we can never get the same amount as older players.
 
Gonna give some thoughts of mine about it.
I don't care much if they change the stamina for those who started out with 1.
As a mediumlevel oldtimer I don't feel welcomed in EU anyway, so hoping for
something that distinct us from newer players doesn't matter anymore.
It feels as my purpose in EU is to depo, lose peds and shut up while doing it.

A solution to even out amount of staminas is to let those who started out
with one stamina, to do eight missions.
They want it same as oldtimers, so ofc should it be as it were back then,
less good armor and mobs that hits with 100% damage in every hit. :) ;)
Nah, seriously, let them do eight extra missions in some way, or just hand
them out... for me it doesn't matter.
 
This is a very long read, I took time to read all,
people for, people against, to ask my questions...
(i stopped page 20, i'm busy now and need to go, i'll continue after).

I like the cutted rewards by steps into skills + attribute parts, and the removal of the novas into the rewards, but there is NO reballance, this is just the next nerf, after the previous nerf, and the previous before, nothing else.



I have questions that I think are relevant about the attribute tokens:
(if clear answers are somewhere already, then point me to them, ty)

If we can not trade/give or do anything with those attribute tokens...
... why create tokens then ? (to me there is here a hidden secret like mindark are doing all the time in 2 steps, if not then it has no sense)


Will we be obliged to have 100 exactly to be able to insert them into our avatars, which would mean that we need to complete several missions (which can be more than a full mission) to get the full attribute point ?

Will we be able to insert let's say 25 attribute tokens directly into our avatar, which once again, if we can ... why create tokens then if we can do nothing with them ? wasn't it more simple to directly reward and stop...

In fact the real question with those attribute tokens,
is why create them if we can do nothing with them yet?

And to charlie/Rave and others, you should know, at least you charlie who was a Project Entropia player, that after 50 in an attribute, the gain is starting to be more and more hard to rise.
You really think people will store their 2 or 3 hundreds of agility tokens for 4-6 years before inserting them in their ava ???
No, all this is a pure BS.
And you can be sure, that all rules will be changed 50 times (and reballanced - lol - ) before they use them...

May be that's for future generations of players, who will think that people gained their attribute points that way ?

Anyway, I still feel there are missing parts that have not been revealed yet...



But it is NERF anyway, and for few peds TT of skill MA is saving it destroys all positive effect of those few goood changes. I cant belive u are so greed

Of course, completing 10K in all missions requires more than dedication, one has to be a bit :loco: :yup:


In summury, even this is not a discover for me :

MA have just demonstrated , once again, that's its no use having long-term plans in EU, because MA will shift the goalposts before you reach them.




And...

They certainly did.....

I have not really compared all missions....

Hey, if you could slow down a bit with all your posts, take some time, breathe a while, cool down...
You seem to be in a race...
Take time to read everyone before posting, maybe, maybe you will improve your analysis of things in a clever way.
 
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Charlie, it's nice to have you replying in this thread again, but what about Blueeyes' questions? One you've not addressed at all, and the others you've not really answered, although you did make noise.

In particular, if attributes are, to approximately quote a certain insider, "not really that useful," why are they weighted so heavily that to take attributes in the missions reduces the skill rewards to a small fraction? If you aren't privy to this information as you suggest you're not, it seems to me worthy of escalation to the person who does know before the consequences fall, because it seems to be a pointless and arbitrary mandate. It reminds me of some pointless change a few years ago of stamina from 9 to 1. Or a few years before that, when stamina was arbitrarily started at 9 because that was the stamina of some dev's D&D character...

They are? We know exactly how they affect professions. We know exactly how they affect HP. We know pretty well how they affect running speed. We know exactly how they affect carriable weight. So what you're really asking is "Is there some undiscovered, secret function effected by attributes?". Sure, there could be, but equally there could be for skills too. I'm guessing not though, in both cases.

You save me so much typing, Jimmy B. :laugh: Thanks.

If we can not trade/give or do anything with those attribute tokens...
... why create tokens then ? (to me there is here a hidden secret like mindark are doing all the time in 2 steps, if not then it has no sense)

There was a lot of outcry when they first announced that the missions would be "rebalanced", with one of the main complaints being that many players had waited to complete the missions until their attributes were higher so the attributes the missions gave would not be wasted. The tokens were a response to this strategy: in the future this reason will not exist to put off the missions. It was not, unfortunately, a response to the complaints, because said delaying players either had to sequester themselves in a dark basement in front of a computer for six months to finish the missions they had put off before the "rebalance", or lose a lot the attributes after the rebalance, even though they would then be in token form.

Additionally, by having attributes delivered through a token, they can become event rewards &tc. (for better or worse).

Your point is well taken about the rules perhaps being changed down the road before a lot of people have actually cashed in their attributes, and this question,

Will we be obliged to have 100 exactly to be able to insert them into our avatars, which would mean that we need to complete several missions (which can be more than a full mission) to get the full attribute point ?

is a good one for the reason you mentioned. I suspect attributes will remain integers (okay, they're not really integers, only stamina is), but that does make the rewarding of small quantities of tokens somewhat useless. Hopefully they can be applied to the avatar in any quantity, affecting the progress bar by the fraction of the points applied.
 
Let's try to be civil

I'd like to suggest that people in this thread try to show some respect to Charlie rather than making snide remarks. There have been periods of little communication from MA and Calypso in the past. Let's not ruin it now that we have a dev who is willing to participate in a discussion like this.

I, for one, am glad to see that Charlie is still following this thread.


As for my two cents (again). There seem to be two issues here: 1) the rebalancing of mission rewards and 2) the imbalance of starting stamina on old players vs. new players.

I like the idea of allowing us to redeem the attribute tokens whenever we like, but I still feel that a system that encourages them to be redeemed later (indefinitely later, since attribute gains continually slow down) is inherently broken. Perhaps attributes are not the best reward for missions. We don't even concretely know what they do anyway.

As for stamina, I think it's fair to think that all players should have equal starting attributes. Stamina is the focus of the discussion because it can't be raised by conventional means; new players start with 1 in most other attributes but can eventually reach the level where old avatars began. Even though stamina doesn't seem to have a function beyond HP gain (and the difference between 1 stamina and 9 stamina is only about 1 HP), it should be equal across all avatars. The idea that having 9 stamina should be 'exclusive' to older players reeks of entitlement and elitism.
 
Even though stamina doesn't seem to have a function beyond HP gain

No, HP gain is a secondary aspect.

The stamina is the way your avatar is regenerating its health.

You have to know, that in the Project Entropia times, and until it was completly destroyed by our FAIR game makers, the stamina rate, meaning the regeneration rate, was 5% of you HP each 20 seconds.
Later, this rate was reduced so much, that instead of having your dead avatar regenerated in 3 minutes, you had/have to wait at least 12 minutes now.

The impact of the actual stamina gains is certainly extremly weak on everybody's ava.

The way to notice the difference would be to check the time of regeneration between different avatars with different stamina values (the personnal HP of the avatar is not important).


(and the difference between 1 stamina and 9 stamina is only about 1 HP)

I for myself belong to people who had an avatar with a native 9 Stamina.
Some people, who arrived later, have a 1 Stamina at the start.

I understand The fact that some players claim they want to be equal to the others and have 9 instead of 1, but in my vision, it has no point, because at 9 or 1, all of us started with 88 HP.

Now, and like this it would light everybody about the answer, the test to do like i am explaining it above, is to compare the regeneration rate of a dead ava to full health, from a 1 stamina ava and a 9 stamina ava.
Then if the stamina rate is the same, there is no need to continue to discuss about it....
Now, if there is really a difference, then i wish you good luck with Mindark lol...
 
Actually I didn't miss your point but since your post was nothing but sarcasm I answered in the same manner which I guess was wrong of me and I'm sorry for that.

An official posting in a sarcastic way is an absolute no-go, you can do that at home or with your friends.

We are not your friends - we are you job.

I wonder why nobody at MAHQ and it's neoplastic child PCAB has that minimal amount of tact necessary to see this - but i am not surprised, that's the attitude you show since day 1.

The problem with awarding 1 stamina for every "Significant" mission is simply, what is a significant mission? Is 10k Atrox significant? 10k Merp? 1k Atrox? 100 Araneatrox? 10 Daspletor stalker? It is simply very impractical having to judge each mission individually and of course everyone will judge their mission as significant :). In a way the new guidelines do state what is a significant mission or not, it's those that do give a full attribute point (or several).

Impractical?

I lack words to describe this, really.
Its your goddamn job - if you need to "judge each mission" individually, then DO it, ffs.
(total HP alone would be a good start)

Want me to ask around a bit, what others do when they run into "inconvenient situations" in their job? Call their boss and say "wow, that's not so convenient, ima gonna drop it, mkay?"



Seriously, i want to leave calypso instantly, to be no longer guilty of supporting the payment of your salary.
 
How pointless is it to start a game without a real chance to ever even matching any old school weapon?

I do share some of the concerns you raised, but playing devil's advocate that's a bit like asking "How pointless is it to be alive without a real chance to ever even be King or own a castle?".

If all I would get on agility is a slightly faster run speed over the total points possible (20 some points wont show a huge difference), then I skip Agility.

If all I can gain is 20 or so more weight, then I skip Strength.

If Stamina is completely mysterious, to the point that Charlie even has no clue as to why it went to 1, then I could care less about Stamina.

If Psyche ....I have no idea on that effect, so not concerned.

If Intelligence....I am not even positive on this either, and I have alot (in-game anyhow) ;).

That was mainly my point, if that is all we get from those attribute gains, which we cannot sell later if we want, then It seems that the skill option is better in more ways than one.

Sorry, I missed part of your point. I agree. I haven't looked at every single one of the new mission rewards but I'd be very surprised if I ever take any of the attribute options. Unless some powerful and previously unknown function of attributes is unearthed, which I rather doubt will happen.

I don't mind having the choice though; I'll just choose the skills each time. I prefer that to the current system where all the rewards until the last mission in the chain are just attributes.

The stamina is the way your avatar is regenerating its health.

Conjecture?

The last tests I saw on HP regeneration suggested the regeneration speed was just a function of HP (although not linear, if I recall right a high HP avatar will take longer to fully heal than a low HP avatar but the high HP one will heal more HP per sec than the low HP avatar).

An official posting in a sarcastic way is an absolute no-go, you can do that at home or with your friends.

We are not your friends - we are you job.

I wonder why nobody at MAHQ and it's neoplastic child PCAB has that minimal amount of tact necessary to see this - but i am not surprised, that's the attitude you show since day 1.

He did see it, that's why he apologised.
 
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Now, and like this it would light everybody about the answer, the test to do like i am explaining it above, is to compare the regeneration rate of a dead ava to full health, from a 1 stamina ava and a 9 stamina ava.
Then if the stamina rate is the same, there is no need to continue to discuss about it....
Now, if there is really a difference, then i wish you good luck with Mindark lol...

Akbar, look me up in the player register (Jack Runner Winter) and we can get together and test this. I have a 1 stamina avatar.
 
Conjecture?

The last tests I saw on HP regeneration suggested the regeneration speed was just a function of HP (although not linear, if I recall right a high HP avatar will take longer to fully heal than a low HP avatar but the high HP one will heal more HP per sec than the low HP avatar).

As near as I could measure it when i checked regen for my proposal, neither stamina nor health has an effect on regen, which seems to be constant at ~4 hp/20 s. The fact that there are a number of people who already believe that stamina determines regen (i think that conjecture has come up twice in this thread) is all the more reason that making it true is a good idea.

People, don't let yourselves get sidetracked about the 1 or 9 stamina issue. This thread is about an impending change that has yet to happen and i would say is more drastic. Also, no need to be nasty with Charlie.
 
Solo, it took me about 60 seconds of staring at your posts to realise that by "overseen" you meant "overlooked". These two words carry totally different meanings

As far as I can tell (it is very hard to make sense of your posts, as your English skills are not quite good enough) many other players have posted the exact same questions. All equally overlooked, so far. So there is nothing personal in it, and no need for you to quote yourself at length.

jay:)

jay :) thanks for pointing that out for me.

i think charlie understood it pretty good otherwise there would have been a comment already or questions to my posts. (he did it on other postings as well)

i'm still speaking about 14 agility less which have to be cycled naturally in the future on upper level to reach other high attribute avatars. these high attribute avatars are likely to keep also cycling so whats the point here to go after that?

i repeat: for reference see danimals log.

thats why the sales argument "more flexibility for you" is for me void.
i am not bound to do the missions in a row now so flexibility i have already.

- he said skills dont matter as they have no TT.
- more skill rewards are given out when players dont choose attribute tokens. (alot will get the skills as it looks more of value on the first view.
- attributes i cant buy on the market
- new avatar system in november
- mission reward nerf in october

so I believe its a attribute thing until shown different.

what is the reason to value attributes here that high suddenly please?
 
Oleg attacked another post of mine a few months ago, with the same rubbish, old players had a harder time etc.

https://www.planetcalypsoforum.com/...-gains-without-missions&p=2975251#post2975251

Not sure exactly why he thinks old school players had it so bad, compared to todays.
Answered his reply to my post there, wish he would not spout such nonsense tbh.

And to this thread, a reply to his sarcasm, I'm not a short term player moaning about attributes, have been playing since just after that particular nerf, and invested heavily into this game, both in time and money.
I've had to buy the things that used to loot more commonly back then, than what drops now, or does'nt drop to be more precise.
 
The last tests I saw on HP regeneration suggested the regeneration speed was just a function of HP (although not linear, if I recall right a high HP avatar will take longer to fully heal than a low HP avatar but the high HP one will heal more HP per sec than the low HP avatar).


On my keyboard, I heal 4 health points every increase, exactly (G19 keyboard with the screen for EU)
Just for the info :)
 
On my keyboard, I heal 4 health points every increase, exactly (G19 keyboard with the screen for EU)
Just for the info :)

So regen was nerfed twice (at least). Nice. :mad:
 
So regen was nerfed twice (at least). Nice. :mad:

Yup it's their pet nerf, as I mentioned in that regen proposal. Everyone regens 4 hp/20 s regardless of health or stamina now. At least it used to depend on health.

Hmm, seems there must be a "pet nerf" photochop on the net somewhere...
 
Thanks guys, 4 HP/20s it is then :)

Not sure exactly why he thinks old school players had it so bad, compared to todays. Answered his reply to my post there, wish he would not spout such nonsense tbh.

Well, all of the things he mentioned were things older players had to deal with. But his argument I think was more that there isn't anything wrong with players who've been around for a long time having some small advantages as a reward for supporting EU. Without the people who played 5, 10 years ago there would be no EU here today for new players to play.

I can see his point, I can also see the point the other side is making too. I don't really feel the need to make my mind up to be honest. 9 Stamina, meh, it's just 1 HP. It's not worth all the fuss.
 
9 Stamina, meh, it's just 1 HP. It's not worth all the fuss.
Well, it still defies MA's statement of "All avatars are created equal".
Which obviously isn't true.
Just sayin'.

(can't trust anything that they say tbh.)
 
You can't compare the Aurli reward and Merp reward by TT only in this case since Aurli does not award any of the cheapest skills which Merp does. If Aurli had e.g Rifle as reward it would be around 250-300ish PED reward in total. Also I beleive Aurli has the lowest hit chance of any mob in the game which is also part of the calculation (they hit fast tho).
This reply seems to have been overlooked.
Charlie, are you saying that the Aurli TT reward is less because the skill is a valuable one?
Since when have MA taken MU into account on any loot? Surely that has always been determined by player demand? It's a bad precedent to reduce a reward just because the current MU is high. Have any other rewards been reduced for the same reason?
 
This reply seems to have been overlooked.
Charlie, are you saying that the Aurli TT reward is less because the skill is a valuable one?
Since when have MA taken MU into account on any loot? Surely that has always been determined by player demand? It's a bad precedent to reduce a reward just because the current MU is high. Have any other rewards been reduced for the same reason?

He said exactly that in the OP. Also, it was the case in the existing rewards to some extent, too. Not necessarily talking about markup but utility, value.
 
He said exactly that in the OP.
It's a very cryptic aside in the OP, hardly apparent.

Jaywalker's calculation that the TT reward should be at least 3 times higher deserves a more prominent explanation I think.
 
The different skills have also been placed in different categories based on how useful they are, their markup, how rare they are etc. This means that in some cases a skill can have been moved to a cheaper or a more expensive category resulting in a larger difference between the old reward for a mission and the new one.

It's right there in the explanatory paragraph and I think it's pretty clear, but a comment on where that occurred in the new results rather than just a warning that it occurred would have been nice.
 
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