Yeah, 7.5% base right? I'll go through it all again at some point and try to find out where I'm going wrong.

When I look on the market, t4 l-demob says it has 300m range, is that incorrect? I got something like 934 when I tried to calculate it out, zenith bonus included (mk1 only). Is it possible to post the equation you used to get 1200m, or the 950 with 3 range extenders (if that was mathed out rather than tested in game).

Could I suggest that 1 point in targetting will serve you better for early pve than 5 points in accelerated target locking, provided you do not have to fight too many players for spawns?

Lupus Aurelius wrote:

Actually, it was based on a Zenith fit with 1x L-Demob, 4x T4 range extenders, and being remote sensor amped with 2x T4 Remote Sensor Amps, and a T4 EW Nexus and Farlock Nexus, with a characters with max skills for those items


Yeah I understand that much, but I think I'm doing the math wrong. Looks like about 900m to me.

Would you mind showing how you got this number?

"T4 L-Demob Optimal range    1199.468486 m"

It's base 300 right?

Hmm no it doesn't seem to have come through. I reset this account a while back, maybe it deleted forum messages? Bit of a stretch I guess. Maybe in game mail me if you get a chance?

It's not all bad, there are some gems in there. Theres a level 3 combat mission out of TMA that effectively pays you 212k to run from the terminal to fort donnerth 2 teleport and back. Of course you have to kill some guys and take their loot, but that's already pretty profitable at the spawn in question. Just intersperse it with running back and forth to the terminal for 212k each time, saves on hauling too!

Another level 3 out of TMA asks you to stow all your gear in cargo, equip a LWF, and run to bellicha outpost and back for ~100k. While you're there, you should probably throw those mods back on and kill a whole >five< guys. They drop pretty decent stuff for an inner island, but I wouldn't call them profitable. Sure, it's not great, but if you were looking for something to do after you got bored of running back and forth to the teleport...

Tyrus Dark wrote:
Elirian wrote:

I'm still getting the same thing. You seem to be complaining that it's difficult to sell sand to the proverbial. If t4 modules drop like candy from beta npcs (I wouldn't know), then there's an issue. Otherwise, no problem.

BTW, PvP decreases supply, rather than increases. Some modules don't make it through the boom. There's an opportunity cost and quite a high risk involved in PvP. You're not calculating costs correctly if you are arguing that a rational actor would sell items obtained through pvp at below production value.

A rational actor would attempt to make as much profit as possible, but the game mechanics are such that once the item has been collected from the wreck the actual economic value  (the opportunity cost of other uses of the item) decreases a significant amount (I'm willing to sell for as little as what I can recycle it for + the cost of repairing it, I don't WANT to sell it at that price of course, but it's rational to do so)

PvP does destroy some modules, but enough "make it through" to likely impact the market. When combined with PvE drops (like you I don't know the rate) it's likely to begin to devalue these items as well.

The system itself is designed in such a way that a "perfect economy" results in production being significantly more costly than the item is actually worth to anybody who didn't produce it. There will always be "some" discrepancy (as mentioned fix costs), but this is why repair costs are meant to offset that discrepancy... not an actual decrease in the amount of material that is obtained from the item.

I definitely don't see where any modules can 'make it through'. Where are they coming from? PvP bots automagically spawned fully fitted? Someone built them, and any active pvper knows he is going to have to replace them at some point. If Y is the amount of modules that get lost when bots explode, PvP demands X modules and supplies X-Y modules, how does that devalue them? Still seeing the same thing. The only concern is whether everything is obtainable from NPCs. I don't know if that is the case but I doubt it.

Obviously ratting is a form of production, so the issue is whether it can produce everything at a similar cost to manufacturing. That's definitely a valid concern. Is it possible to gather the resources required to build a standard missile launcher in the amount of time it takes to obtain one (and the NIC to repair it) through ratting? Clearly not, and perhaps more modules need to go boom when the bot does.

Actually, rethinking that last section, perhaps it is possible, and the real issue is simply that supply is far higher than demand, which devalues ratting, not production, since gathered resources can be used on modules that are more valuable, while you don't get much say in what the rats drop. This scenario seems more likely, since I must have collected a thousand missile launchers in my short time in the game, and never used one. If I could kill guys that dropped t4 nexus mods, you can bet I would be doing that instead of flooding the standard missile launcher market to the point where they're only worth recycling.

Which puts us right back at square one. Don't build stuff that people can easily obtain for themselves. Mechs right now will net you 1.5+m each, plus I supplement my income with a small profit on titan ore mining charges. A few days ago someone somewhere was realising a profit on t4 small magnetics at 550k. With very little change in commodity prices, they're now selling for 1.1m. Build what people can't get for themselves. If you're in the business of shipping sand to the sahara (which btw, you're not, ratters are. manufacturers are more in general transportation wink), you need to find something else to do.

I don't think manufacturers are in a position to complain tbh. Log in, start production, go to work, NIC is waiting for you when you get home.

I'm still getting the same thing. You seem to be complaining that it's difficult to sell sand to the proverbial. If t4 modules drop like candy from beta npcs (I wouldn't know), then there's an issue. Otherwise, no problem.

BTW, PvP decreases supply, rather than increases. Some modules don't make it through the boom. There's an opportunity cost and quite a high risk involved in PvP. You're not calculating costs correctly if you are arguing that a rational actor would sell items obtained through pvp at below production value.

The point you make that eventually everything that is dropped by NPCs will be worth far less than anything which isn't could mean interesting things though.

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Well, what you're effectively saying is that it's not possible to net a decent margin on items that people can easily obtain for themselves. I agree.

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Produce stuff that you can't find from drops?

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Blackomen wrote:

Most of this has already been addressed. However I will agree the 3 inner island courier mission circle jerk is FAR too profitable for the effort/time/ep cost, by COMPARISON to other inner island activities.

I don't think the emphasis is entirely fair. I can do about 1.6-1.7m per hour solo ratting on inner alpha islands, and I'm certain I could do more if properly fitted for it. It's not quite as much as transports, but it's not a massive gap. As far as mining and harvesting goes, if the market won't bear price increases on raw materials due to the opportunity cost of not running transports, more people need to make the rational decision, and run transports.

Personally I suspect that the market will bear price increases. Looking at the cost of commodities for a kain vs the cost of a kain, I see an 80-100% markup. I understand that CTs won't always be 100+%, and that producing the CT in the first place is an extra cost, but those alone can't account for such a discrepancy unless people are consistently running mech CTs all the way down to the minimum material ratio. If mechs are selling at the listed price (and I suspect they are, since there isn't much movement in said price), manufacturers are making a killing due to the low price of materials*.

Since raw material demand is fairly consistent (only so many robots get blown up and need replacing each day), if prices are low, the problem is actually an oversupply of raw materials. Too many people gathering instead of running transports, shooting themselves in the foot.

The only issue here is how much currency the devs want in the market. Do they want to devalue insurance payouts relative to the cost of a robot, encouraging cautious play, or do they want to bring insurance payments closer to the cost of replacing the lost robot, encouraging more beta activity? If they want more beta activity, they need to reduce inflation caused by assignment payments, if they want less, they need to increase assignment payouts.

I think that reducing assignment rewards is fairly dangerous at this stage, since the market price for materials for a mech is actually very close to the insurance payout if it gets blown up. If you're producing robots right now, you're really only risking your insurance deposit and whatever modules you have fitted when you deploy one. As more NIC enters the market though, that gap will grow to the point where you are actually risking some part of the value of your robot too. Of course you also need to consider that as people move out of the newbie stage and begin to pvp more, demand for robots and thus the materials required to build them will increase. At some point I would expect to see them lower assignment rewards, but right now it doesn't seem like a good idea.

Summary - If someone is not making enough money mining, they should do something else. Irrational behaviour is the problem, not assignment rewards.

*Come to think of it, I haven't seen much movement in raw material prices, but t4 small mags doubled in price over the course of two days, so perhaps the problem is actually a lack of competition in manufacturing, rather than a commodity glut. Not enough purchasers for materials, too many purchasers for finished goods.

bigsteve wrote:

If you have any recommendations or requests for future versions, please post them in this thread.  (An exe version or google docs post will not be made due to the complexity of this spreadsheet.  Please note that this spreadsheet is protected and any modification is only possible with the authorization of myself.)

I have a few requests smile

The formula for pelistal accum bonus might need poking around with.
Niani modules (even just weight/cpu/reactor stats).
ERPs (same).

Can't think of anything else, would you prefer if I edit this post or repost as they come up? Thanks for maintaining this btw!

Thelodica mechs certainly seem to be seeing some pvp. Over a quarter of the robots listed on the big fight today were artemis'. There was 1 gropho (the only heavy), although obviously the list didn't include everyone who was involved.

What extensions are being used in your numbers? Adv robotics a? Sharpshooting/propellant mixing b? Accumulator expansion c? Energy management d?