Mining resources are getting harder and harder to sell and the markup on a a lot of stuff is going down down down. It seems crafters would rather gamble on Explosive Projectiles and pay 0 markup on your TT resource than to pay a markup but I'm sure you guessed that when you implemented the blueprint. When MindArk decided to make Explosive Projectiles exclusively profit them by letting players buy the resources required to make them from the Trade Terminal, I believe it majorly affected the mining community and economy. I thought about what MindArk can do to fix the issue and can only come up with one logical solution that won't hurt miners or the crafters who have much PED invested into the blueprint. Change the resources used to make Explosive Projectiles to resources that the playerbase provides, not something bought for 0 markup from your terminals. Maybe change it to one resource from ore, one enmatter, and one treasure. This I don't have the answer for but I am sure you can do some research and figure it out and give miners back their returns and ability to move our resources once again. From, Angry Miner
While it's still getting people to deposit I doubt we'll see any significant changes to the BP, no matter how many valid points or alternatives players make. The only thing that could really kill it off, in respect to pure gambling, would be if the ammo produced was changed to a sellable universal type with no tt value that way only the stuff used would get made. It would still have mv but they'd have to sell it or use it to achieve any return. But I think the problems in the EU economy run deeper than one type of BP.
if you are gonna do that, remove the ALL stuff from the tt and make them all crafted so that those crafters that you are giving the shaft to well get some economic balance back... Similarly, remove all things from both hunting and mining loots other than resources used to craft with... No more of these damn guns and armor in hunting loot that are better than any equivalent that can be crafted. Same for all other aspects of the game... nothing in mining or hunting loot other than stackable items that crafters can use. Create bps for any item that is lootable but not craftable and remove it from all loots other than what's coming out of the crafting machines... Make all ammo (not just explosives) and probes, the ME that comes out of the tt, etc. all be crafted items. Remove universal ammo from hunting loots. Swap it over to nanoprobes that show up there. Along the way, make EVERY ITEM IN GAME'S HISTORY be craftable, including all past holiday events (change item info screen a bit so that it's not lying about origin though). Let the crafters craft the cool stuff like the holiday boxes, christmas trees, etc., along with every other ITEM in game. As far as that goes, make stuff that isn't even originated in the game itself craftable... all the stuff in webshop should be craftable.
I agree completely. A player economy should be just that, not only controlled by the players but created by the players as well. BUT we both know realistically that even my request is a pipe dream. MA isn't going to change a thing to EP BP's and they sure as heck aren't going to change the TT items.
Thing is, as long as players are using the BP's nothing will change. It can only change if players stop using the EP blueprints for gambling purposes. So the change doesn't start by MA it starts by the players.
the only way this could be fixed is by not letting the blueprint drop metal residue, but something that must be returned to the trade terminal. Any other way would cause way too much complaints by people who like them.
I cant prove this but I think explosive ammo crafting was only intended as Stage 1 of an experiment in which all Ammo was crafted. It happened in my first MMO, which some of you have played and involved Adam's wife. As it doesn't appear to have had the hoped for outcome, I dont think the blue and yellow ammo will ever be craftable - and who forsaw that green unTTable ammo arriving? Removing Explosive ammo crafting would be very difficult to do now, but I do agree that it may be need to be done and put back as loot at 101%. Have to see what happens - expect the unexpected.
Totally agree with this. I can't remember the last time I killed a bird and realized it had eaten a really strong gun that I could use to kill other stuff with. I think the issue in crafting is that it is 100% a MU issue now. There is really no "quality" of guns, you just get the BP and either succeed at full TT or you don't. I think item quality to affect components and then final product would be much smarter. Like 95% quality turkey leg (higher resistance on cut dmg) than 50% turkey leg skin from killing a lower level turkey. Then crafters would be able to focus on being the "best" rather than just crafting tons of stuff that doesn't really even compete with looted L items anyhow.
I think also that shops should have the facility for customers to trade in their looted resources as part payment for items, like the way old time trading posts would exchange goods for furs with hunters etc. Maybe the shop could have a terminal where the owner sets the MU of items they require and it lists them. Then the customer can deposit for credit which can be spent in the shop. Never happen of course as it would bypass the evil AH fee which I think makes it very difficult for new players who don't want to deposit...