I have two questions for the A-team: 1. Do you have any plans on improving the loot rate of new animal parts used in crafting? The animal parts needed to craft blueprints are extremely rare at the moment. Crafters are stuck, we have blueprints but no ingredients. 2. Do you have any plans on putting animal parts of animals in instances in key 1-10 instance boxes? There are blueprints, lots of them, that use animal parts from mobs in instances. However, only Golden key has looted those animal parts yet. So there are again no ingredients until the DNA maybe becomes available and is put into an LA, that could be years away. We really need those animal parts dropping in instance treasure boxes. I understand that some of those ingredients / animal parts should be rare, but at the moment it's extremely rare, about 1 in 1000 kills. Maybe you should consider 15-50 in 1000 or along these lines... Thank you.
It's been answered somewhere, they are aware of this issue that new animal parts are extremely rare but can only adjust it in next VU. Already 8 week passed since last VU so next one shouldn't be too far away
Surely you are joking? Why would you want the parts to be kept rare and thus knacker the potential market for the weapons etc that are crafted with them?
Im a hunter and my profit depend on markup in my loot. There is plenty of tt food in the loot already no need for more.
With respect to all avatars and their economic strategies and tactics, imho MU on everything shouldn`t be higher than 110% max. If the player base was bigger and stable, loot more abundant, hunters will sell low MU items, miners would sell low mu items, and crafters wouldn`t have to set MU for crafted items so high. So hunters and miners are selling their loot at lower MU? Getting less money? But they also will get lower prices for buying weapons-finders-armors-faps, etc... And crafters selling their products at low MU? Well, they will be getting low MU ingredients. All avatars would be far better off with this kind of thinking. Hunter will progress faster, because of constant market, and will be able to buy armor-weapons at lower prices. Miners would get finders-armors at lower prices as well, and crafters would skill more and more with so much ingredients on sale and huge and constant demands. So its better to have more items looted, more items crafted, less mu, but mu for all the avatars. Just my honest opinion. We all would skill up faster this way, and the game won`t need such a long runs and ped spent to even out. Or the way things are now, low mu on general loots us new players get, except carabok hide, extremely high mu on some loots that only ubers get, and those items are then bought by other ubers, so they can craft something that will again have extremely high MU so that only uber can buy it.... Maybe i`m wrong, but the game should be more newb-beginner-average oriented, not so much 5-6-7 years experience uber oriented. That is the main reason us new players can`t prosper fast. We sell junk items, and if we want to go higher, we can`t. MU is high on anything. I have skilled in rifle, and now, there is no breer m4 at the price less that 120%. So i am forced to go to handguns because, at the moment, they are 106=108%MU (breer p4). Herman series rifles are what i must check up tonight, but don`t think they are under 110% either. This is just my honest opinion. No bitching, no arguing. No matter what happens, i stay in Entropia universe-Arkadia, but things should get a little easier on us newbs. Robin out to work in RL
Robin ur wrong If, as it is claimed, average long term TT return is around 90% then a hunter gets loot with average MU less than 111% is losing money. It doesn't matter how cheap the guns/armours/faps are. Yquem, if the new parts are so rare that you are looting 1 or 2 per hunt and most are only a few pecs TT, then the enormous current MU is not going to help your return by much at all. If the drop rate increase from ultra rare to rare or uncommon, then sure, MU would come down a little but the overall contribution to your bottom line would probably increase. Sure we dont want to see the market flooded but right now it's a major bottle neck and holding back crafting of new bps to almost 0.
Agreed. For example, i got about 5-8 kadra eyes in about 5k kadra's killed. it has the lowest droprate of any material found, and from reading and listening around ingame the same deal for most creatures. To make matters worse, because of the extremely low amounts looted, crafters dont even bother buying most. which results in making them either extreme markup (few K%) or no MU at all. personnally, have higher maturities drop more (say, young = 1, mature is 2 dropped, etc.) and increase the droprate slightly, about 10-20 per 1000 for young (so 20-40 for mature, etc.) this might have to vary per mob, but it would increase the usable amount, and at the same time reward higher maturity hunting.
As long as i Can sell some of this animal parts for 30-40 ped each (That is mu from 3k to 7k%) then I like to hunt those mobs. If it is tt food no crafters will benefit from it as I tt it.
The problem with 1 drop in 1000 kills is that the economic growth is non-existent. You maybe get 30 ped mu for the drop, but the Arkadian economy as a whole suffers. If the drop gets increased to 10 in 1000, then you may get 10 ped x 10 = 100 ped mu for the same 1000 kills, and the economy also gets a boost as more clicks are made, plus the end product gets a more reasonable price. Myself, as an Arkadian crafter, I have tried to keep prices low and marginal to the expense to craft it. This benefits both hunters and the Arkadian economy. If you want a stagnant economy, then by all means keep the current rate, but if you want economic growth, crafters will need to click a bp more then once a month...
if it is too expensive for you to craft then don't, but if you want to be first mover, well then you have to pay what it cost. i remember many years ago when a new mineral was launched on calypso that was used to make the big 2k and 3k finders I could (as one of the first to find it) sell it to crafters that want to be first movers for a smaller fortune. Now it is almost tt food. If all mu was removed from the game where will the fun be. take a look at the new DNA parts dropping right now on ark. They can be sold for some good money in style beginning, but now the price is falling very fast and soon some of those parts will be tt food. crafter, hunter and miners have different goals but all want to make just enough money so the don't need to deposit or deposit less ;-) ps. As long as the big crafters pm me with offers for selling those animal parts and they give me a fair price I see no reason at all to try to get more. I scratch there bag and they scratch mine. Pretty simple.
Which parts are u selling for 30-40 ped? Trying to imagine which items are worth crafting with that additional cost.
i think its fair to say that yquem has a rather um, "unique" way of viewing things when it comes to pricing, i dont think there is much point in discussing the wider implications against this view. im sure some of us understand that "everyone" would be more happy with less insane MU and higher volume of sales, and understand that it has to be viable and practical to craft, just as you seem to understand that the products you craft have to have a reasonable price to sell in any volume.