I have had my hofs capped, by what I don't know, to 1322 peds or under. It is frustrating. All of the peds I cycle, all of the hours spent playing. It seems there is no way to break through this glass ceiling. I mean, I can see through it but I just can't punch through.
So, what did I do... I tried a few clicks of level 2 lights on condition. 5th click in I got 1320 ped hof. Seriously... Why is it keeping me in this range?
I then decided to get a few L prints, shear xr's, bull tacs... I proceeded to hit three more hofs 1K+ on these L prints.
My experience is that as long as you have the success rate maxed, you will get your best crafting return doing L prints on condition. A lot of things worth crafting use materials of such a high markup that I don't think it is possible to profit at all doing them on quantity, unless you can do short runs of bigger items that you can make with residue and turn a profit on that way... But, if you are tired of not hoffing, or just want to see if you can change your luck, get yourself a 20 or 30 click L bp, try a bull tac10 or a Shear XR 40 print. The tac10 runs about 3.5 peds a click. I promise most of you wont be deposited. AND
What further confuses and confounds me:
If I lose a bunch of peds hunting or mining, I can take a L print and usually get some or most if not all of my losses back. My experience is every 5 to 10 runs you can expect a hof, but whether the hof is big enough to recover your losses, hard to say. But if you play eco a lot, it doesn't hurt to shake up the system every so often with a condition L print run.
Showing posts with label Crafting. Show all posts
Showing posts with label Crafting. Show all posts
Friday, March 21, 2014
Thursday, January 17, 2013
New Thoughts on Quantity Versus Condition Crafting
I know at first glance, condition crafting looks like a lost cause... You might get just a few successes and a few partials in a hundred clicks or none at all... Knowing a crafter who does huge runs on full condition consistently, I have an adequate supply of information from which to make some conclusions.
Suppose you have 5K Peds.
Suppose average markup on materials to click ore amps is 130%.
We all know the system rewards only based on TT burn of materials and supplies. Markup is not a factor, although it is arguable... i.e. Use a VRX seeker 2000, you will get more ruga and rares than you would using a cheaper finder that is TT food... So possibly the higher the MU needed to craft an item, the better quality of residue (gemstones) and blueprints (1 or 2 click but ATH or bust prints).
However, you are essentially making TT food. No one is going to buy the 5 million level 2 lights or level 2s that you would click over the life of your crafting career. You could get markup on a few I am sure, but the market just isn't there to make one run, sell all amps for markup, and do another run. Instead, residue is your best bet... But also, there is something you must consider.
Scenario 1... You craft quantity. You aren't going to stop crafting til you hit a big hof probably. Problem is, big hofs on quantity are rare unless doing L prints. Not saying it won't happen, but you will get more smaller successes and less bigger successes. This means, more clicks have to be done to hit a big jackpot, and that means even more money will have been lost to the markup of the ingredients.
Scenario 2... You craft condition, when you succeed, it counts for something. You have to do fewer clicks to hit a big jackpot in the long run than you would if you were doing quantity. Big jackpot simply means an amount that would make you so happy, you would be in shock and happy to take a break for a while. We all know how hard it is to quit when you are losing a bit an wanting to win it back... Either hit big or bust. This results in fewer clicks being done, and less of your peds being consumed for markup on materials.
Eventually, the loot does balance out somewhat... It might not be today, or tomorrow, or a month from now... But rest assured you will get your good loot if you persist. You only lose if you quit playing before it can balance.
The final consideration is the size of your bankroll: If you cannot do more than a handful of clicks, you should not attempt condition. Either you hit it big or go broke. If you have big bankroll, you can weather the ups and downs.
Also, if you are on a cold crafting machine, don't feel bad about switching to another one. Every TP seems to indeed have its own server and is in a different looting phase. There are some areas that are taking more than others, and others paying more than yet others.
If your success rate is not maxed on that print, my advice is not to click it on condition.
Things I notice on condition crafting:
With a sufficient number of clicks, I do about the same as I do on quantity, it's just more exciting to watch. And I get rarer blueprints. Globals are more frequent.
Skill gains are quicker.
With that, I will leave you to your own devices in planning what your next course of action is.
Suppose you have 5K Peds.
Suppose average markup on materials to click ore amps is 130%.
We all know the system rewards only based on TT burn of materials and supplies. Markup is not a factor, although it is arguable... i.e. Use a VRX seeker 2000, you will get more ruga and rares than you would using a cheaper finder that is TT food... So possibly the higher the MU needed to craft an item, the better quality of residue (gemstones) and blueprints (1 or 2 click but ATH or bust prints).
However, you are essentially making TT food. No one is going to buy the 5 million level 2 lights or level 2s that you would click over the life of your crafting career. You could get markup on a few I am sure, but the market just isn't there to make one run, sell all amps for markup, and do another run. Instead, residue is your best bet... But also, there is something you must consider.
Scenario 1... You craft quantity. You aren't going to stop crafting til you hit a big hof probably. Problem is, big hofs on quantity are rare unless doing L prints. Not saying it won't happen, but you will get more smaller successes and less bigger successes. This means, more clicks have to be done to hit a big jackpot, and that means even more money will have been lost to the markup of the ingredients.
Scenario 2... You craft condition, when you succeed, it counts for something. You have to do fewer clicks to hit a big jackpot in the long run than you would if you were doing quantity. Big jackpot simply means an amount that would make you so happy, you would be in shock and happy to take a break for a while. We all know how hard it is to quit when you are losing a bit an wanting to win it back... Either hit big or bust. This results in fewer clicks being done, and less of your peds being consumed for markup on materials.
Eventually, the loot does balance out somewhat... It might not be today, or tomorrow, or a month from now... But rest assured you will get your good loot if you persist. You only lose if you quit playing before it can balance.
The final consideration is the size of your bankroll: If you cannot do more than a handful of clicks, you should not attempt condition. Either you hit it big or go broke. If you have big bankroll, you can weather the ups and downs.
Also, if you are on a cold crafting machine, don't feel bad about switching to another one. Every TP seems to indeed have its own server and is in a different looting phase. There are some areas that are taking more than others, and others paying more than yet others.
If your success rate is not maxed on that print, my advice is not to click it on condition.
Things I notice on condition crafting:
With a sufficient number of clicks, I do about the same as I do on quantity, it's just more exciting to watch. And I get rarer blueprints. Globals are more frequent.
Skill gains are quicker.
With that, I will leave you to your own devices in planning what your next course of action is.
Thursday, December 29, 2011
ARCTIC Part 2: The Thing Conclusion... Tips
Well... After many hours I finally made it through The Thing quest, and got my arctic helicopter.
I am still not an expert with this quest despite how long it took me. Here are the following issues I ran into:
1. I cannot find any storage terminals in the Arctic. So, DO NOT LEAVE YOUR VEHICLES SPAWNED WHEN YOU LOG OF. They get returned to storage, and NOT to Rocktropia storage either! So I had lost my Arctic Truck to storage. Without it, you are going to have a hard time getting through all of the things gathered along the path to the exit point. It quite possibly may take a trouble ticket with MA to get your truck back if you lose it.
2. When you enter the refueling base, you basically keep to the right, and there is a large building, and a smaller building kind of close to the satellite receiver. Don't worry about fixing this satellite, theres no terminal on it. Instead, you have supply and repair terminals on the side of the buildings there. Inside the smaller building is a hole in the floor that you are to drop down and you will find underground tunnel with Things all over.
3. It does appear that your Armor works from Calypso. My shogun was doing an admirable job, but that could just be from my defensive skills who knows. Supposedly only the arctic armor should work, but who knows really. In any case, the Things are very tough despite being level 7. These aren't the 1 shot 1 kill level 7s of Rocktropia. It took about 20 shots with my breer M3A to kill one. The shotgun you get from the supply terminal is powerful, but it was a 50/50 if I died or not while killing one. And if you get more than one attacking you you are better off to run for it unless you are uber. So if you plan to do the thing, BRING SOME POWERFUL WEAPONS AND THE APPROPRIATE AMMO!
4. You must reach the escape point from underground. There is no way to complete the mission above ground, believe me, I tried. Upon escaping you are at the surface next to a base. You will receive further instructions by Radio, and then it just gives you your Helicopter and says thank you for playing, and more episodes coming in the future. So it does appear that they will be expanding the Arctic.
5. MINING IN THE ARCTIC: You cannot buy bombs there. BUT you can drop them! Though all I found so far is Lyst and Oil but I did use the crafting terminal in the refueling base, and ran a small profit on standard dampers with the mined Lyst and Oil. Just bring everything you think you need and maybe even some things you don't think you need.
If you are not wanting to spoil the spirit of The Thing, and juse use all Arctic gear, that's fine, and I can respect the ambition of that, but you might want to go with friends since it will be helpful to have a team in dealing with all the Things.
Please see Arctic Part 1 in case you missed it for tips on getting through the first half or so of the mission.
I am still not an expert with this quest despite how long it took me. Here are the following issues I ran into:
1. I cannot find any storage terminals in the Arctic. So, DO NOT LEAVE YOUR VEHICLES SPAWNED WHEN YOU LOG OF. They get returned to storage, and NOT to Rocktropia storage either! So I had lost my Arctic Truck to storage. Without it, you are going to have a hard time getting through all of the things gathered along the path to the exit point. It quite possibly may take a trouble ticket with MA to get your truck back if you lose it.
2. When you enter the refueling base, you basically keep to the right, and there is a large building, and a smaller building kind of close to the satellite receiver. Don't worry about fixing this satellite, theres no terminal on it. Instead, you have supply and repair terminals on the side of the buildings there. Inside the smaller building is a hole in the floor that you are to drop down and you will find underground tunnel with Things all over.
3. It does appear that your Armor works from Calypso. My shogun was doing an admirable job, but that could just be from my defensive skills who knows. Supposedly only the arctic armor should work, but who knows really. In any case, the Things are very tough despite being level 7. These aren't the 1 shot 1 kill level 7s of Rocktropia. It took about 20 shots with my breer M3A to kill one. The shotgun you get from the supply terminal is powerful, but it was a 50/50 if I died or not while killing one. And if you get more than one attacking you you are better off to run for it unless you are uber. So if you plan to do the thing, BRING SOME POWERFUL WEAPONS AND THE APPROPRIATE AMMO!
4. You must reach the escape point from underground. There is no way to complete the mission above ground, believe me, I tried. Upon escaping you are at the surface next to a base. You will receive further instructions by Radio, and then it just gives you your Helicopter and says thank you for playing, and more episodes coming in the future. So it does appear that they will be expanding the Arctic.
5. MINING IN THE ARCTIC: You cannot buy bombs there. BUT you can drop them! Though all I found so far is Lyst and Oil but I did use the crafting terminal in the refueling base, and ran a small profit on standard dampers with the mined Lyst and Oil. Just bring everything you think you need and maybe even some things you don't think you need.
If you are not wanting to spoil the spirit of The Thing, and juse use all Arctic gear, that's fine, and I can respect the ambition of that, but you might want to go with friends since it will be helpful to have a team in dealing with all the Things.
Please see Arctic Part 1 in case you missed it for tips on getting through the first half or so of the mission.
Tuesday, November 22, 2011
ANNOUNCEMENT: 100 QR BSM and Simple I Conductors BPs On Auction
I will delete this post after most of these have sold... But I wanted to put the word out that I have the following blueprints on auction...
100 QR Basic Sheet Metal, Buyout 100 Peds
100 QR Simple I Conductors Buyout 95 Peds
62 QR Mann MPH Dlx Buyout 70 Peds
48 QR Simple I Plastic Ruds 12 Peds
46 QR Basic Screws Buyout 15 Peds
They are listed for 7 days, so if you want them you better get to them before someone else does!
100 QR Basic Sheet Metal, Buyout 100 Peds
100 QR Simple I Conductors Buyout 95 Peds
62 QR Mann MPH Dlx Buyout 70 Peds
48 QR Simple I Plastic Ruds 12 Peds
46 QR Basic Screws Buyout 15 Peds
They are listed for 7 days, so if you want them you better get to them before someone else does!
Friday, November 4, 2011
Crafting: How Many Peds Do I Need To Start With?
Well... I decided this is an important thing to mention. Volatility will make or break you in a hurry if you have a small amount of Peds. The larger your Ped balance, the less volatile your results will be crafting. The general rule of thumb is, you want to be able to set up a 1,000 click run or 2,000 clicks. So... If you are doing basic filters, you would need approximately 50 to 100 peds. But if you are doing say, basic sheet metal, you would want to have around 400 to 800 peds. I would not advise trying costly items such as amps without having at least 2K peds to play with, and being able to afford losing them if your results are not spectacular.
If you follow my above guideless of 1K to 2K clicks and just keep cycling everything at the end of your run, you should find some good results. However, if your crafting starts out cold, switch areas until you get some successes in the first few clicks. I have found a cold area usually stays cold. If you can't get any successes anywhere, log off for a short amount of time and then log back in. If your failures ARE the result of a system glitch, there is no way MA would ever admit to it, and I relog just to err on the side of caution.
Also, avoid doing anything at around I think 5AM mindark time... They seem to do their backups around then and loot ALWAYS goes to zero for me during "lag o clock".
Good luck and happy hoffing!
If you follow my above guideless of 1K to 2K clicks and just keep cycling everything at the end of your run, you should find some good results. However, if your crafting starts out cold, switch areas until you get some successes in the first few clicks. I have found a cold area usually stays cold. If you can't get any successes anywhere, log off for a short amount of time and then log back in. If your failures ARE the result of a system glitch, there is no way MA would ever admit to it, and I relog just to err on the side of caution.
Also, avoid doing anything at around I think 5AM mindark time... They seem to do their backups around then and loot ALWAYS goes to zero for me during "lag o clock".
Good luck and happy hoffing!
Tuesday, November 1, 2011
CRAFTING: How To Make FULL TT Items!
Ok... There seems to be a lot of people wanting to know how to craft full value items. So, to make it easy on you guys, I am going to condense it all into a single post so that you can find it easier and make it less work to learn about.
There are TWO ways to get full TT items. Unfortunately, one has more to do with luck than skill, and the other, well, it has a lot to do with skill and QR.
The most cost effective way to make a full TT item (it only makes sense if you are crafting L items. If items are UL, it doesn't matter what the condition is because you can repair them and it cheaper than crafting UL items with residue), is to use residue while you craft.
Say you have a 10 PED max TT item you are making. Say you click and a 1.83 PED success drops out. That's really not bad, but you want full condition. So, if you would have added residue with your ingredients, then you would have had your 1.83 PED success, and 8.17 PED of residue (817 units of residue) would have been consumed and a 10 PED condition item would have dropped out.
If your item uses enmatter, you can use enmatter residue, if it uses ingots, you can use metal residue. But be aware, that the markup on the residues means its best to use for higher markup items. If you can craft super high markup items at like 400%, and you are able to use 100 peds or 200 peds residue in each click, you are getting 400 to 800 peds back just on the residue!
The second way to craft full TT... Is to have as high a QR bp as you can afford... 100QR recommended if you going to do this... Craft full condition. You will have more lost clicks, but your successful ones will be worth a lot more when you have them, and you will have greater chances of a huge loot dropping, but you could very well go broke before one drops.
Hope this helps, and stay tuned for more great information!
There are TWO ways to get full TT items. Unfortunately, one has more to do with luck than skill, and the other, well, it has a lot to do with skill and QR.
The most cost effective way to make a full TT item (it only makes sense if you are crafting L items. If items are UL, it doesn't matter what the condition is because you can repair them and it cheaper than crafting UL items with residue), is to use residue while you craft.
Say you have a 10 PED max TT item you are making. Say you click and a 1.83 PED success drops out. That's really not bad, but you want full condition. So, if you would have added residue with your ingredients, then you would have had your 1.83 PED success, and 8.17 PED of residue (817 units of residue) would have been consumed and a 10 PED condition item would have dropped out.
If your item uses enmatter, you can use enmatter residue, if it uses ingots, you can use metal residue. But be aware, that the markup on the residues means its best to use for higher markup items. If you can craft super high markup items at like 400%, and you are able to use 100 peds or 200 peds residue in each click, you are getting 400 to 800 peds back just on the residue!
The second way to craft full TT... Is to have as high a QR bp as you can afford... 100QR recommended if you going to do this... Craft full condition. You will have more lost clicks, but your successful ones will be worth a lot more when you have them, and you will have greater chances of a huge loot dropping, but you could very well go broke before one drops.
Hope this helps, and stay tuned for more great information!
Wednesday, October 5, 2011
Would you like to have a Mentor?
The new mentoring system seems to have a competitive edge to it now, so let me put my qualifications out to those of you reading my blog, and see if I can't drum up some disciples for myself. No sense letting the uber ubers get all the goodies when all they really care about is what fancy gift MA has in store for them. How would you like a mentor that really cares about your success?
As of now, I am level 24.5 in Prospecting, and nearly level 20 in BLP, and I think level 18 in Laser. Not uber by many standards, true...
But if you want someone that is there when you are, I am online at least 12 hours a day usually. I have learned the hard way where to mine and with what equipment to get best results. I know many of the details of crafting, to help you be successful going that route as well. Hunting, well... All one can do for hunting is wish in one hand and hope MA doesn't give you dung in the other.
I will always help you with anything you could ever need help with, except don't ask me for free peds lol... Though from time to time I will be happy to craft some armor for you or maybe a weapon.
If you like what you see in my blog, consider choosing me as your mentor. All you have to do is right click to get the menu in Entropia, and I think it is under System, where you can find the mentor directory. Just search for goldbaron357, I will most likely be the only result, but goldbaron goldbaron357 maximus is my full Entropia name.
As of now, I am level 24.5 in Prospecting, and nearly level 20 in BLP, and I think level 18 in Laser. Not uber by many standards, true...
But if you want someone that is there when you are, I am online at least 12 hours a day usually. I have learned the hard way where to mine and with what equipment to get best results. I know many of the details of crafting, to help you be successful going that route as well. Hunting, well... All one can do for hunting is wish in one hand and hope MA doesn't give you dung in the other.
I will always help you with anything you could ever need help with, except don't ask me for free peds lol... Though from time to time I will be happy to craft some armor for you or maybe a weapon.
If you like what you see in my blog, consider choosing me as your mentor. All you have to do is right click to get the menu in Entropia, and I think it is under System, where you can find the mentor directory. Just search for goldbaron357, I will most likely be the only result, but goldbaron goldbaron357 maximus is my full Entropia name.
Tuesday, September 27, 2011
Arkadia: Crafting Contest, and Treasure Coming Soon Hopefully
It would appear that there is currently a crafting contest going on at Arkadia, crafting globals on arkadian blueprints over 100 peds are eligible for one of a series of blueprints. I don't know what kind of prints, but I would assume that they are primarily going to be issued to the winners of the competition. I havn't had a crafting global in so long I am probably not even going to bother!!! But those of you who think you have what it takes might look into it further and give it a shot.
Yes, the auction house is a bit volatile... The crafters aren't around because it's hard for them to procure enough resources to craft with, and without crafters, there is no market for the miners to sell to. Me being on Arkadia right now trying to mine, I end up TTing all my ores becuase I can't wait a week for all my peds worth of stuff to sell. So most of what I have lost up there is due to the fact I can't get markup since there isn't a lot of demand because there isn't a lot of supply.. It is really a vicious cycle.
HOWEVER... All you gotta do is place your orders up there. Most resources HAVE no orders. If you give orders, you will get miners wanting to sell their resources now. And traders, traders of all people should be jumping on this opportunity.
My biggest complaint is there is very little narc, alice, and iron to be found on Ark.. It's not a bad thing to have common stuff on other planets be rare here and vice versa... It creates opportunity, but what we need are people to jump on that opportunity. I would do it myself, and maybe I will... But I am so short on funds at present that I can't even begin to try.
SO with all of that said.. I take that back, that is not my biggest complaint. My biggest complaint is we've been waiting so long for treasure hunting to get here that I hope it is actually going to be in this next update. I can't imagine how much business Arkadia is losing because of this not having been released on time.
Those of you who have suggestions, you need to make sure and let support know what your suggestions are. You might think they don't listen to what you have to say, but if you send them reasonable ideas that are plausible and even beneficial, they do listen. I see many things that I and others have suggested come into play finally. The squeaky wheel gets the grease and the customer is always right... Unless Mindark is wrong, in which case they won't admit it :P That's why if you ever have a support case, MAKE SURE TO SEND THEM A SCREENSHOT OR THEY WILL DENY ANYTHING WENT WRONG!
I will be on Arkadia for quite a while maybe, and any crafters needing materials, feel free to get ahold of me and I can arrange to meet with you to supply you with anything you are needing for crafting. Otherwise, place orders on the auction house and I will look for them and fill them as I always do.
Question of the Day:
If you spend say 300 Peds on an amp or something and use it up, do you think of it as a loss of $30, or do you just think of it as a loss of 300 Peds?
You might ask what importance this has to me, but it does have some. There is a psychological element to the Entropia Universe... Personally, I tend to think of it in terms of Peds.. Spending $30 in a casino and losing it is far more devestating to me than losing 300 Peds in Entropia, but why? Just wondering if it is similar to you guys is all.
I do not believe Entropia Universe is a casino... In fact, to avoid that legality, everything is "skill based", and "skill based" gaming is not gambling... Though you are still risking a stake to try and win a profit... Just a thought... And I highly suspect the reason banks are in fact pawnshops in the game, is because for them to actually allow actual bank type banks, being a real cash economy, it would violate a ton of banking regulations around the world... Just my observations, maybe I am wrong...
Part of what I am trying to do here is to get you guys thinking. If you aren't thinking about things, then your mind becomes dull, and if we keep it sharp, your losses will be much less. If you don't use it, you lose it.
Yes, the auction house is a bit volatile... The crafters aren't around because it's hard for them to procure enough resources to craft with, and without crafters, there is no market for the miners to sell to. Me being on Arkadia right now trying to mine, I end up TTing all my ores becuase I can't wait a week for all my peds worth of stuff to sell. So most of what I have lost up there is due to the fact I can't get markup since there isn't a lot of demand because there isn't a lot of supply.. It is really a vicious cycle.
HOWEVER... All you gotta do is place your orders up there. Most resources HAVE no orders. If you give orders, you will get miners wanting to sell their resources now. And traders, traders of all people should be jumping on this opportunity.
My biggest complaint is there is very little narc, alice, and iron to be found on Ark.. It's not a bad thing to have common stuff on other planets be rare here and vice versa... It creates opportunity, but what we need are people to jump on that opportunity. I would do it myself, and maybe I will... But I am so short on funds at present that I can't even begin to try.
SO with all of that said.. I take that back, that is not my biggest complaint. My biggest complaint is we've been waiting so long for treasure hunting to get here that I hope it is actually going to be in this next update. I can't imagine how much business Arkadia is losing because of this not having been released on time.
Those of you who have suggestions, you need to make sure and let support know what your suggestions are. You might think they don't listen to what you have to say, but if you send them reasonable ideas that are plausible and even beneficial, they do listen. I see many things that I and others have suggested come into play finally. The squeaky wheel gets the grease and the customer is always right... Unless Mindark is wrong, in which case they won't admit it :P That's why if you ever have a support case, MAKE SURE TO SEND THEM A SCREENSHOT OR THEY WILL DENY ANYTHING WENT WRONG!
I will be on Arkadia for quite a while maybe, and any crafters needing materials, feel free to get ahold of me and I can arrange to meet with you to supply you with anything you are needing for crafting. Otherwise, place orders on the auction house and I will look for them and fill them as I always do.
Question of the Day:
If you spend say 300 Peds on an amp or something and use it up, do you think of it as a loss of $30, or do you just think of it as a loss of 300 Peds?
You might ask what importance this has to me, but it does have some. There is a psychological element to the Entropia Universe... Personally, I tend to think of it in terms of Peds.. Spending $30 in a casino and losing it is far more devestating to me than losing 300 Peds in Entropia, but why? Just wondering if it is similar to you guys is all.
I do not believe Entropia Universe is a casino... In fact, to avoid that legality, everything is "skill based", and "skill based" gaming is not gambling... Though you are still risking a stake to try and win a profit... Just a thought... And I highly suspect the reason banks are in fact pawnshops in the game, is because for them to actually allow actual bank type banks, being a real cash economy, it would violate a ton of banking regulations around the world... Just my observations, maybe I am wrong...
Part of what I am trying to do here is to get you guys thinking. If you aren't thinking about things, then your mind becomes dull, and if we keep it sharp, your losses will be much less. If you don't use it, you lose it.
Sunday, September 18, 2011
Standard Damper and Basic Filter Crafting: YES THEY GLOBAL
I know the first stop in skilling in crafting is filters and dampers. I know of no actual use in the game for the filters other than to be TT food. Dampers, I really have never seen anything that needs them, but maybe I am wrong as people seem to buy them.
What is nice about crafting them is, you can deposit $10, and 100 peds will buy you a LOT of Lysterium and Oil. TT cost per click for filters is 5 pecs, 7 pecs for dampers. In small lots you should be able to get oil and list for about 110% markup or so. In 100 peds, you should get 1800 clicks or so with markup. Now, with the autoclick feature at the terminal, all you have to do is set it and forget it. Don't worry about your first hundred or two clicks. They may be doing great, they may be doing horrible. But over 1800 clicks, your run will balance out. That is why you get 300 residue drops or maybe some K's of residue...
I ONLY recommend doing this if you have decent skill and decent QR... But if you want a global faster and don't care about smaller amounts of loot, slide the slider to condition. More filters and dampers will drop on a success. More residue too. In fact, your residue tends to be worth about 109% on orders in auction because it is used by limited item crafters. They can take 50 peds of residue at 110%, add it to a 300% markup craft, and essentially are making triple their initial investment back on that residue. Now how many clicks they may have lost to get a success cuts into their profit margin.
If you start with a 1QR blueprint... I will advise you that on full quantity (It just means a higher number of your clicks will succeed, versus a lower number of higher value successes on condition), I can honestly say that you can expect a global around 75 to 85 QR. You should be able to hof after you hit 100 QR and keep going for some time.
Also, STAY AWAY FROM S.I.B. anything.. Skill increase bonus is just a marketing gimmick. A fully skilled tool, weapon, or blueprint will give you more skills than one that you aren't maxed out on.
Do not recycle any of your materials until you are done with your run, and then start again. If you keep rolling what you got back over, it will generally balance out, and you shouldnt suffer any real big losses. I played for 6 months on my first 100 ped deposit, and I was mining, crafting, hunting, you name it.
Just be aware there is a lot you will want to do but not have the skill to do. Be patient, if you don't it going to cost you a LOT in the long run.
Good luck and go get your globals!
Oh, and you can check what items have globalled and what their record highs are for loot on www.entropiatracker.com. It will also track your globals too!
What is nice about crafting them is, you can deposit $10, and 100 peds will buy you a LOT of Lysterium and Oil. TT cost per click for filters is 5 pecs, 7 pecs for dampers. In small lots you should be able to get oil and list for about 110% markup or so. In 100 peds, you should get 1800 clicks or so with markup. Now, with the autoclick feature at the terminal, all you have to do is set it and forget it. Don't worry about your first hundred or two clicks. They may be doing great, they may be doing horrible. But over 1800 clicks, your run will balance out. That is why you get 300 residue drops or maybe some K's of residue...
I ONLY recommend doing this if you have decent skill and decent QR... But if you want a global faster and don't care about smaller amounts of loot, slide the slider to condition. More filters and dampers will drop on a success. More residue too. In fact, your residue tends to be worth about 109% on orders in auction because it is used by limited item crafters. They can take 50 peds of residue at 110%, add it to a 300% markup craft, and essentially are making triple their initial investment back on that residue. Now how many clicks they may have lost to get a success cuts into their profit margin.
If you start with a 1QR blueprint... I will advise you that on full quantity (It just means a higher number of your clicks will succeed, versus a lower number of higher value successes on condition), I can honestly say that you can expect a global around 75 to 85 QR. You should be able to hof after you hit 100 QR and keep going for some time.
Also, STAY AWAY FROM S.I.B. anything.. Skill increase bonus is just a marketing gimmick. A fully skilled tool, weapon, or blueprint will give you more skills than one that you aren't maxed out on.
Do not recycle any of your materials until you are done with your run, and then start again. If you keep rolling what you got back over, it will generally balance out, and you shouldnt suffer any real big losses. I played for 6 months on my first 100 ped deposit, and I was mining, crafting, hunting, you name it.
Just be aware there is a lot you will want to do but not have the skill to do. Be patient, if you don't it going to cost you a LOT in the long run.
Good luck and go get your globals!
Oh, and you can check what items have globalled and what their record highs are for loot on www.entropiatracker.com. It will also track your globals too!
Friday, September 16, 2011
Update On The Economy in Entropia: Major Price Changes Open Up Opportunity
Because I am dedicated to the crafter and miner, though more and more I am hunter friendly, the prices in the market place and auction house affect us all. When Thrusters first came out, they were around 500 peds with markup! A great many were sold and used at those astronomical prices! Gungnirs were 1500 peds without any weapons when they came out!
Well... In the past month or two, prices have changed a LOT.
ON CALYPSO:
Thrusters are going for about 30 to 50 peds now, so what, about 700% markup instead of the 7000% they used to be!
Gungnirs and Sleipnirs are going for 300% or so now. So you can pick one up for about 75 Peds.
However, on Arkadia, thrusters were selling for around 80 peds, meaning there is room to make some money if you want to make the long flight.
Alicenies is rockbottom at very nearly TT food prices. However, it still selling for a nice premium on Arkadia and who knows where all else. This is one resource that might be worth just buying a bunch to wait for prices to go back up. It is used in so many blueprints, and for high demand components like Basic Sheet Metal.
Narcanisum is cheap now as well, at around 125%.
The time hasn't been better for buying things, in general, prices on most things have dropped, so nows the time to hit the market and auction and see if you can turn a buck!
And no, this isn't a promotion for Mind Ark LMAO... Instead, this is your wakeup call. The early bird gets the worm... And the first man gets the oyster and the pearl, the second one the shell! Go show the world what Free Enterprise can do for you! Where there is opportunity, there are profits!
Well... In the past month or two, prices have changed a LOT.
ON CALYPSO:
Thrusters are going for about 30 to 50 peds now, so what, about 700% markup instead of the 7000% they used to be!
Gungnirs and Sleipnirs are going for 300% or so now. So you can pick one up for about 75 Peds.
However, on Arkadia, thrusters were selling for around 80 peds, meaning there is room to make some money if you want to make the long flight.
Alicenies is rockbottom at very nearly TT food prices. However, it still selling for a nice premium on Arkadia and who knows where all else. This is one resource that might be worth just buying a bunch to wait for prices to go back up. It is used in so many blueprints, and for high demand components like Basic Sheet Metal.
Narcanisum is cheap now as well, at around 125%.
The time hasn't been better for buying things, in general, prices on most things have dropped, so nows the time to hit the market and auction and see if you can turn a buck!
And no, this isn't a promotion for Mind Ark LMAO... Instead, this is your wakeup call. The early bird gets the worm... And the first man gets the oyster and the pearl, the second one the shell! Go show the world what Free Enterprise can do for you! Where there is opportunity, there are profits!
Thursday, July 7, 2011
ARKADIA: Ores I have, and Have Not Found Here!
It is a little later than I expected, but I have had so much fun on Arkadia, and mining has treated me EXTREMELY well here... Except... Crafting is a PAIN, becuase you need so many resources from so many different planets. I can't craft combustors because I can't get Melchi on Arkadia... I can't craft basic screws because I don't want to pay 125% for Iron when I can get it for 107% on Calypso to make TT food... And I sure can't find Iron on Arkadia... So... I know you guys are going to want to know what can be found and what hasn't been found on Arkadia. I don't have a full list... However, if I have hit it, you can assume that there is a fairly high concentration... And if I haven't hit it, after 1K drops, it may be extremely rare or non existent.
NOT FOUND:
Of the things I need but can't find,
GAZZURDITE, IRON, MELCHI, NARCANISUM, ALICENIES (Others have found Narc and Alice, but in very low concentrations).
FOUND:
COPPER, ZINC, FRIGULITE, IGNISIUM, MEGAN, BINARY FLUID, CRUDE OIL, LYSTERIUM, DIANUM, GARCEN, FORCE NEXUS, QUANTIUM, DIANTHUS, SOLIS, GROWTH MOLECULES,
These I have found with the F-105.
This is not a complete list, and only the Calypso ores are mentioned, because obviously all Arkadia ores should be findable ;-)
I will update this list as more info comes in.
Arkadia is amazing, and my ped card keeps going up! Can't wait, maybe my first tower is going to happen soon!!!
NOT FOUND:
Of the things I need but can't find,
GAZZURDITE, IRON, MELCHI, NARCANISUM, ALICENIES (Others have found Narc and Alice, but in very low concentrations).
FOUND:
COPPER, ZINC, FRIGULITE, IGNISIUM, MEGAN, BINARY FLUID, CRUDE OIL, LYSTERIUM, DIANUM, GARCEN, FORCE NEXUS, QUANTIUM, DIANTHUS, SOLIS, GROWTH MOLECULES,
These I have found with the F-105.
This is not a complete list, and only the Calypso ores are mentioned, because obviously all Arkadia ores should be findable ;-)
I will update this list as more info comes in.
Arkadia is amazing, and my ped card keeps going up! Can't wait, maybe my first tower is going to happen soon!!!
Monday, June 20, 2011
Why Some People "Global Spam" While Crafting
I'm not positive how the loot algorithm works... I don't even know if anyone knows as it does indeed appear to be a very dynamic system mingling luck, fortune, timing, random chance, skills, and who knows what else, together.
What I do know is global spam seems only to happen on big ticket items and most times when the crafter has a somewhat long series of clicks with no successes. In a small percentage of cases it can be observed happening to a full quantity crafter... But only seemingly when they have had great losses.
Global spam may make everyone curse and get upset but you gotta realize that thousands of peds can go down the drain before they start global spamming and even see a decent amount of their peds back.
In general you shouldn't worry about globalling... If you focus on profits and efficiency, when you do get one it will be a huge boost to your ped balance.
What I do know is global spam seems only to happen on big ticket items and most times when the crafter has a somewhat long series of clicks with no successes. In a small percentage of cases it can be observed happening to a full quantity crafter... But only seemingly when they have had great losses.
Global spam may make everyone curse and get upset but you gotta realize that thousands of peds can go down the drain before they start global spamming and even see a decent amount of their peds back.
In general you shouldn't worry about globalling... If you focus on profits and efficiency, when you do get one it will be a huge boost to your ped balance.
Sunday, June 19, 2011
Cheapest Items To Craft In Entropia
From time to time I will look through my statistics and see what my readers search to find my blog. If I see something I don't feel I have covered, I write a new post on it. Such is the beginnings of this post.
I know some of you don't want to spend 5 or 10 peds a click but may not be sure what the low cost options are. So I will do my best to list some of them. This is all from memory so please bear with me.
COMPONENTS:
Basic Filters are the cheapest to make requiring one lysterium and one oil at a tt cost of 5pecs per click. And yes, they do global and hof.
Standard Dampers require one Lysterium and two Oil for a tt cost of 7pecs per click.
Basic Screws use only one Iron per click which I believe is 24pecs in TT cost and It has been TT food lately. Chances for global or hof are good but the market is so small for these that if Iron can't be purchased for a small markup not to bother.
Basic Sensors require two Belkar and one Blausarium requiring fairly close to 50pecs tt I believe. Demand is ok but again watch material costs or they won't be worth making.
ARMOR:
Settler armors tend only to require Lysterium and Iron which comes out to 50pecs a click and is the cheapest armor I know to craft. After that it starts going up pretty good.. But there can be lots of opportunity for making some good peds if you have the right blueprint.
WEAPONS:
Jester D-1 or Mann MPH are the cheapest weapons to craft but require around 80 pecs to a ped per click if my memory is accurate enough.
FURNITURE:
An interesting profession is the carpenter... While the demand is rather low for most furniture, the blueprints are somewhat uncommon and the right furniture can command a high price... I dunno why but as long as someone wants to buy it who cares :)
I'm not sure of what the costs are for the Nallo Ceiling Lamp but it does require a few copper ingots to make and not sure what the other ingredients are but suffice to say it's at least a ped per click or more. The pall stool is probably a similar cost to make as well but requires boards.
Attachments:
OA-101 Light requires about 5 peds per click... 101 is awful close to 10 peds per click... So 1000 peds will buy you 100 clicks or so.
There are all kinds of attachments but I feel the best value is in ore and enmatter amps.
VEHICLES:
I only mention this so you don't get your hopes up, the cost of the blueprints often reaches tens of peds per click since the blueprints are limited and the QR tells you how many clicks are in the blueprint. And then you have who knows how many peds in parts... So skill up and carefully research as just like GM or Chrysler, you've got a lot of production costs before you can stock your showroom.
I hope I've covered everything important enough to cover however entropedia.info can give you the whole database that you can examine any way you want to. Good luck!
I know some of you don't want to spend 5 or 10 peds a click but may not be sure what the low cost options are. So I will do my best to list some of them. This is all from memory so please bear with me.
COMPONENTS:
Basic Filters are the cheapest to make requiring one lysterium and one oil at a tt cost of 5pecs per click. And yes, they do global and hof.
Standard Dampers require one Lysterium and two Oil for a tt cost of 7pecs per click.
Basic Screws use only one Iron per click which I believe is 24pecs in TT cost and It has been TT food lately. Chances for global or hof are good but the market is so small for these that if Iron can't be purchased for a small markup not to bother.
Basic Sensors require two Belkar and one Blausarium requiring fairly close to 50pecs tt I believe. Demand is ok but again watch material costs or they won't be worth making.
ARMOR:
Settler armors tend only to require Lysterium and Iron which comes out to 50pecs a click and is the cheapest armor I know to craft. After that it starts going up pretty good.. But there can be lots of opportunity for making some good peds if you have the right blueprint.
WEAPONS:
Jester D-1 or Mann MPH are the cheapest weapons to craft but require around 80 pecs to a ped per click if my memory is accurate enough.
FURNITURE:
An interesting profession is the carpenter... While the demand is rather low for most furniture, the blueprints are somewhat uncommon and the right furniture can command a high price... I dunno why but as long as someone wants to buy it who cares :)
I'm not sure of what the costs are for the Nallo Ceiling Lamp but it does require a few copper ingots to make and not sure what the other ingredients are but suffice to say it's at least a ped per click or more. The pall stool is probably a similar cost to make as well but requires boards.
Attachments:
OA-101 Light requires about 5 peds per click... 101 is awful close to 10 peds per click... So 1000 peds will buy you 100 clicks or so.
There are all kinds of attachments but I feel the best value is in ore and enmatter amps.
VEHICLES:
I only mention this so you don't get your hopes up, the cost of the blueprints often reaches tens of peds per click since the blueprints are limited and the QR tells you how many clicks are in the blueprint. And then you have who knows how many peds in parts... So skill up and carefully research as just like GM or Chrysler, you've got a lot of production costs before you can stock your showroom.
I hope I've covered everything important enough to cover however entropedia.info can give you the whole database that you can examine any way you want to. Good luck!
Friday, June 17, 2011
What you need to know about crafting profits:
I feel it necessary to summarize these most important points...
1. Markup on resources increases how much you needto make to turn a profit so buy as low as possible.
2. Markup on finished goods definitely means a big difference so always sell for as much as you can. Also try to sell in person because half ped auction fees add up to big money in a years time.
3. Don't get greedy. Be satisfied with slow and steady gains.
4. Dont expect a hof or global is due and keep losing peds tryingto get it. If a run is very bad, move to another terminal or log back in in a few minutes. You would be amazed how much this has helped me. On the other hand if you have thousands of clicks to do then don't worry my runs have always averaged out if they are long enough.
5. Understand that globals and hofs are not profit rather they help smooth our a very volatile run.
6. Watch the orders regularly... I once saw orders for bam at around 280% at a time when it was about 190% market value... Rarely happens but on things not used or made much the orders can be significantly high if someone needs them badly.
7. You can almost always get a good deal on materials and ores by placing orders :) this significantly helps the quest for profits.
This should help you but I'll always add more info as I have it available.
1. Markup on resources increases how much you needto make to turn a profit so buy as low as possible.
2. Markup on finished goods definitely means a big difference so always sell for as much as you can. Also try to sell in person because half ped auction fees add up to big money in a years time.
3. Don't get greedy. Be satisfied with slow and steady gains.
4. Dont expect a hof or global is due and keep losing peds tryingto get it. If a run is very bad, move to another terminal or log back in in a few minutes. You would be amazed how much this has helped me. On the other hand if you have thousands of clicks to do then don't worry my runs have always averaged out if they are long enough.
5. Understand that globals and hofs are not profit rather they help smooth our a very volatile run.
6. Watch the orders regularly... I once saw orders for bam at around 280% at a time when it was about 190% market value... Rarely happens but on things not used or made much the orders can be significantly high if someone needs them badly.
7. You can almost always get a good deal on materials and ores by placing orders :) this significantly helps the quest for profits.
This should help you but I'll always add more info as I have it available.
Wednesday, June 8, 2011
Rookie Bomb Global/Hof: Fact or Fiction?
Since I have personally witnessed this happen a few times, it is definitely fact. However it seems strange to spend ten times the money on bombs and never hit one, yet buy a few peds worth of noob bombs and get globals. Consider that a rookie bomb costs as much as a click at basic filters crafting.
Although I have a theory as to why the Rookie bombs have been so effective for so many people... I mean on my first try just for the hell of it, I put two peds into a run, and came up with an VIII lysterium when I couldn't even hit a V amped with a normal finder. Seems ridiculous, right?
Well, I have observed most big hofs happen at shallow depths of say 150 to 300m... At least this is what I observe. They are quite shallow. The reason I believe is that most people go for the deeper finders. not to mention that a shallow finder isn't quite deep enough either. Well, statistically you can hit a few 1m depth deposits with a normal finder, but by and large this is uncommon.
Presumably the system spawns 1 to 5 m depth deposits, and since they can't generally be hit by normal full size finders, they perhaps grow. A rookie has a tenth of the multiplier that a full cost bomb has if mining... So you can expect what ever you find is one tenth the size of what you would have found if using a normal finder. Well, say you have a global of 50 peds on a rookie at shallow depths... A full cost bomb drop should have technically gave you around 500 peds... Is it not foreseeable that a 500 ped deposit is laying right under the surface?
Hitting a rookie global is no more strange than hitting a basic filters global, but the fact so many people have done it with such ease has me wondering why I was still using normal finders :-)
Although I have a theory as to why the Rookie bombs have been so effective for so many people... I mean on my first try just for the hell of it, I put two peds into a run, and came up with an VIII lysterium when I couldn't even hit a V amped with a normal finder. Seems ridiculous, right?
Well, I have observed most big hofs happen at shallow depths of say 150 to 300m... At least this is what I observe. They are quite shallow. The reason I believe is that most people go for the deeper finders. not to mention that a shallow finder isn't quite deep enough either. Well, statistically you can hit a few 1m depth deposits with a normal finder, but by and large this is uncommon.
Presumably the system spawns 1 to 5 m depth deposits, and since they can't generally be hit by normal full size finders, they perhaps grow. A rookie has a tenth of the multiplier that a full cost bomb has if mining... So you can expect what ever you find is one tenth the size of what you would have found if using a normal finder. Well, say you have a global of 50 peds on a rookie at shallow depths... A full cost bomb drop should have technically gave you around 500 peds... Is it not foreseeable that a 500 ped deposit is laying right under the surface?
Hitting a rookie global is no more strange than hitting a basic filters global, but the fact so many people have done it with such ease has me wondering why I was still using normal finders :-)
Thursday, June 2, 2011
Arguments That A Loot Pool Exists
No one really knows for sure if there IS a loot pool... But if you look at Entropia Tracker, the amounts of hofs and globals every day is up and down a bit from one day to the next, but it seems reflective of how much playing is done, i.e. how many Peds are being spent for the loot to come out of it. This is an issue that is perhaps hotly debated by some, I know I have had my debates... So I just want to put my opinion out there, everything I can observe and let you guys have at it.
First: If there were no loot pool, and if loots were truly random, then there should be times when there are MORE peds in circulation than what's been deposited and paid for. There is no indication of this happening. It appears the algorithm operates with a "house edge", that runs tend to get smaller, although the distribution of your wins seem to be random for sure. Everything designed into the game, decay for instance, is indicative of a sustainable system, therefore it is illogical for the system to be unsustainable.
Secondly: The people who craft amps all day on full condition sometimes get 5 or 6 globals/hofs in a row after somewhat long clicks with nothing. And the people who spent tremendous amount of peds mining, end up hitting mining global spam, and with or without amps, I've never been able to do this, if it were random loot values, I would have by now... But only the ubers can get quick successive globals/hofs, but the amount of peds theyve turned over is far greater, so it seems they get a bigger piece of the loot pool, but that's fair really.
Thirdly: If Mindark were allowing random loots, with no basis in how much they took in, why do most of our loot patterns seem to be usually a little below what we put in? Hmmmm? I've played for nearly four years without a Tower. My biggest hoff was 906 Peds I think it was??? I have also burned through about 20 OA 102's, 103's and 104's without any hof. This seems inordinately off from what should have happened, that's a lot of bombs not to have a hof that were amped. If the game were like Anarchy Online, I'd probably be a millionaire, hell, for a basic weapon it costs hundreds of thousands of credits even though the missions pay a paltry thousand or two here and there. There is no indication that there are loots based on anything other than what the system has taken in.
Fourthly: If loots WERE random without any basis in what you've spent, then we should be able to craft Basic Filters and ATH, but that don't happen. In fact, if you look at Basic Filters highest hofs on Entropia Tracker, it's around 500 peds... Hmmm, 5 pecs per click in TT value, 500 peds in loot... That is the highest ratio between cost/click and hof. As you go up the charts to more expensive items, you see lower multiples, but is my theory that say, 10,000 times the click cost is the maximum multiplier in crafting, I could be wrong, but there is no indication that I am at current times. So showing that what you can get is linked to what you spend, I think I've won half the argument.
Lastly: Even if there is no literal loot pool and things are determined on the fly, they have an algorithm that more than likely ensures no more is paid out than is taken in. They have a great system that they've put such a large investment into, that has been designed from the ground up for sustainability, at least I see sustainable design implemented everywhere. WHY on Earth would anyone want to run their business model in such a way as to discredit and not take advantage of the designs that exist in the game? The Auction House fees... Decay... Ammo, Bombs,... Trade Terminal sales... All they have to do to make money is to keep a percentage of these things and if they pay the rest out, who cares, all it has to do is be cycled a few more times and they will have a bigger share on it, some people will come out ahead, but more people will lose a few peds than will gain a few, in terms of TT... The real gains come from MarkUp. Always remember that. Without Markup, I fear no one would profit much.
First: If there were no loot pool, and if loots were truly random, then there should be times when there are MORE peds in circulation than what's been deposited and paid for. There is no indication of this happening. It appears the algorithm operates with a "house edge", that runs tend to get smaller, although the distribution of your wins seem to be random for sure. Everything designed into the game, decay for instance, is indicative of a sustainable system, therefore it is illogical for the system to be unsustainable.
Secondly: The people who craft amps all day on full condition sometimes get 5 or 6 globals/hofs in a row after somewhat long clicks with nothing. And the people who spent tremendous amount of peds mining, end up hitting mining global spam, and with or without amps, I've never been able to do this, if it were random loot values, I would have by now... But only the ubers can get quick successive globals/hofs, but the amount of peds theyve turned over is far greater, so it seems they get a bigger piece of the loot pool, but that's fair really.
Thirdly: If Mindark were allowing random loots, with no basis in how much they took in, why do most of our loot patterns seem to be usually a little below what we put in? Hmmmm? I've played for nearly four years without a Tower. My biggest hoff was 906 Peds I think it was??? I have also burned through about 20 OA 102's, 103's and 104's without any hof. This seems inordinately off from what should have happened, that's a lot of bombs not to have a hof that were amped. If the game were like Anarchy Online, I'd probably be a millionaire, hell, for a basic weapon it costs hundreds of thousands of credits even though the missions pay a paltry thousand or two here and there. There is no indication that there are loots based on anything other than what the system has taken in.
Fourthly: If loots WERE random without any basis in what you've spent, then we should be able to craft Basic Filters and ATH, but that don't happen. In fact, if you look at Basic Filters highest hofs on Entropia Tracker, it's around 500 peds... Hmmm, 5 pecs per click in TT value, 500 peds in loot... That is the highest ratio between cost/click and hof. As you go up the charts to more expensive items, you see lower multiples, but is my theory that say, 10,000 times the click cost is the maximum multiplier in crafting, I could be wrong, but there is no indication that I am at current times. So showing that what you can get is linked to what you spend, I think I've won half the argument.
Lastly: Even if there is no literal loot pool and things are determined on the fly, they have an algorithm that more than likely ensures no more is paid out than is taken in. They have a great system that they've put such a large investment into, that has been designed from the ground up for sustainability, at least I see sustainable design implemented everywhere. WHY on Earth would anyone want to run their business model in such a way as to discredit and not take advantage of the designs that exist in the game? The Auction House fees... Decay... Ammo, Bombs,... Trade Terminal sales... All they have to do to make money is to keep a percentage of these things and if they pay the rest out, who cares, all it has to do is be cycled a few more times and they will have a bigger share on it, some people will come out ahead, but more people will lose a few peds than will gain a few, in terms of TT... The real gains come from MarkUp. Always remember that. Without Markup, I fear no one would profit much.
Limited Armor vs Unlimited Armor
There is debate on which is better... Limited or Unlimited...
Experience and research has shown to me that the decay is much slower, a LOT slower on most limited armors versus equivalent unlimited armors. Notice the durability numbers... The lower the durability the faster it will decay. L armor has insanely high durability.
Sure, Unlimited can be repaired.... But is wearing your armor out four or five times faster any more efficient than paying a few hundred percent markup on a good armor and having it last forever? :-) And if you pick the right armors, you can actually get far more value and use than you would out of an unlimited armor.
People make the excuse "My armor might break in battle"... Hmmm... I've never had a piece of L armor long enough to wear it out! That's how durable the stuff is!!! But you just keep an eye on your condition, and when it gets close, purchase replacements.
L also has the benefit of keeping more peds in players pockets, versus just dumping the peds straight into the repair terminal and into MA's cybernetic oblivion, since we don't know WHAT their percentage goes to them and what percentage goes to the loot pool... And I maintain there IS a "loot pool" because if they awarded more loot than peds were spent in the game, then we would have uber inflation like all the free MMO's have because millions of game dollars is what you have in a POOR PERSONs account... You would have lots of people running around with lots of peds! Not true in EU! Sure, there are "millionaires" in Entropia... But not hundreds of thousands of them like in other games! :-) This is reflective of a sustainable system that X amount spent - Y amount equals the amount of Loot that goes into the loot pool, Y being MAs cut. Sure, I can;t prove it, but the evidence does not indicate an oversupply of peds!
See, buying L armor supports the crafters, who in turn buy from the miners and hunters. Sure, we can buy UL items, but if a crafter sells to one person, they won't sell the same piece of armor to them again unless it is sold by the owner and needs to be repurchased later, or is accidentally TTed. L armor will eventually wear out and then it is no longer in the game and a new one has to be produced.
I think if you pencil it all out, it will become obvious in most cases that the extra markup on L items is still more cost effective than buying a UL version and having to repair it, considering the faster decay rate.
But then there is the argument that the more peds you spend the faster, the bigger and better globals and hofs you get... This seems to be true, I mean, look at what people hit with OA 109,s but they are dropping 10 peds TT per bomb drop too.. I would assume it works with armor and ammo and weapons while hunting...
If you are trying to hunt economically, my experience is Limited is better. If you want something you can repair, and don't care about the decay, and expect it will improve your loots, then you will most likely want UL.
Experience and research has shown to me that the decay is much slower, a LOT slower on most limited armors versus equivalent unlimited armors. Notice the durability numbers... The lower the durability the faster it will decay. L armor has insanely high durability.
Sure, Unlimited can be repaired.... But is wearing your armor out four or five times faster any more efficient than paying a few hundred percent markup on a good armor and having it last forever? :-) And if you pick the right armors, you can actually get far more value and use than you would out of an unlimited armor.
People make the excuse "My armor might break in battle"... Hmmm... I've never had a piece of L armor long enough to wear it out! That's how durable the stuff is!!! But you just keep an eye on your condition, and when it gets close, purchase replacements.
L also has the benefit of keeping more peds in players pockets, versus just dumping the peds straight into the repair terminal and into MA's cybernetic oblivion, since we don't know WHAT their percentage goes to them and what percentage goes to the loot pool... And I maintain there IS a "loot pool" because if they awarded more loot than peds were spent in the game, then we would have uber inflation like all the free MMO's have because millions of game dollars is what you have in a POOR PERSONs account... You would have lots of people running around with lots of peds! Not true in EU! Sure, there are "millionaires" in Entropia... But not hundreds of thousands of them like in other games! :-) This is reflective of a sustainable system that X amount spent - Y amount equals the amount of Loot that goes into the loot pool, Y being MAs cut. Sure, I can;t prove it, but the evidence does not indicate an oversupply of peds!
See, buying L armor supports the crafters, who in turn buy from the miners and hunters. Sure, we can buy UL items, but if a crafter sells to one person, they won't sell the same piece of armor to them again unless it is sold by the owner and needs to be repurchased later, or is accidentally TTed. L armor will eventually wear out and then it is no longer in the game and a new one has to be produced.
I think if you pencil it all out, it will become obvious in most cases that the extra markup on L items is still more cost effective than buying a UL version and having to repair it, considering the faster decay rate.
But then there is the argument that the more peds you spend the faster, the bigger and better globals and hofs you get... This seems to be true, I mean, look at what people hit with OA 109,s but they are dropping 10 peds TT per bomb drop too.. I would assume it works with armor and ammo and weapons while hunting...
If you are trying to hunt economically, my experience is Limited is better. If you want something you can repair, and don't care about the decay, and expect it will improve your loots, then you will most likely want UL.
Wednesday, June 1, 2011
Crafting With Residue: When You Should and Shouldn't
It seems silly that people buy so much residue, and it was only for a short while that I wondered why. I thought about it and realized the key to what makes it so useful, and profitable.
Components do not have condition and therefore residue does not affect them, though the effect of putting residue in the ingredients window is unclear. EU is DYNAMIC. Any slight change in one place results in a change somewhere else. Kind of like real life. Suppose all those trees that Stradivarius made his fine instruments out of burned up in a forest fire before he could make his famous and world renowned instruments... The wood had special properties from how it grew that allowed perfect acoustics... History, would have been altered in a huge way. Anything you do will have an impact, even if it is unnoticeable. So to answer the question of does residue affect component crafting results, you must consult quantum physics.
Unlimited Items: It is not wise to use residue in crafting UL items. This is because it is CHEAPER to craft them either on full condition, or on full quantity and just repair them to full condition for their TT value needed in repairs than to spend 105% or 110% on residue to craft with in the first place!
LIMITED ITEMS: Here is where the money is. But you don't want to use it for low markup limiteds... If you are paying 105% or 110% for residue but your L item sells for 105% or 110%, you aren't gaining anything. On the other hand if you have a 50 ped item that sells for say, 150%, and you buy your residue at 105%, you are making 145% profit on your residue for the condition difference of your successful craft. Say your successful click is worth 5 Peds without residue. You would have only gotten 7.50 peds... And lets also assume it cost you 4 peds per click to make. You add 45 peds to the next click worth of residue. Your item you made on full quantity, comes out full condition thanks to the residue. You now have spent 49 peds to make a 50 ped item that you will sell for 75 Peds. That 45 peds in residue turned into what, about 67 or 68 Peds netting you around a 20 ped profit on your 45 peds of residue!
Imagine what happens when you have a very rare L item you can craft that has markups of 400% or even 1000%.... If you aren't seeing dollar signs, you should be! This is the one time you can turn near TT food into the same markup as the item you craft!!! Think about it!
BUT PLEASE NOTE: It would seem you can only use enmatter residue in items that are crafted with enmatters, and ore residue in items that require ores to make. And etc. So don't buy a bunch of residue you can't actually craft with! :-)
Good luck!!!
Components do not have condition and therefore residue does not affect them, though the effect of putting residue in the ingredients window is unclear. EU is DYNAMIC. Any slight change in one place results in a change somewhere else. Kind of like real life. Suppose all those trees that Stradivarius made his fine instruments out of burned up in a forest fire before he could make his famous and world renowned instruments... The wood had special properties from how it grew that allowed perfect acoustics... History, would have been altered in a huge way. Anything you do will have an impact, even if it is unnoticeable. So to answer the question of does residue affect component crafting results, you must consult quantum physics.
Unlimited Items: It is not wise to use residue in crafting UL items. This is because it is CHEAPER to craft them either on full condition, or on full quantity and just repair them to full condition for their TT value needed in repairs than to spend 105% or 110% on residue to craft with in the first place!
LIMITED ITEMS: Here is where the money is. But you don't want to use it for low markup limiteds... If you are paying 105% or 110% for residue but your L item sells for 105% or 110%, you aren't gaining anything. On the other hand if you have a 50 ped item that sells for say, 150%, and you buy your residue at 105%, you are making 145% profit on your residue for the condition difference of your successful craft. Say your successful click is worth 5 Peds without residue. You would have only gotten 7.50 peds... And lets also assume it cost you 4 peds per click to make. You add 45 peds to the next click worth of residue. Your item you made on full quantity, comes out full condition thanks to the residue. You now have spent 49 peds to make a 50 ped item that you will sell for 75 Peds. That 45 peds in residue turned into what, about 67 or 68 Peds netting you around a 20 ped profit on your 45 peds of residue!
Imagine what happens when you have a very rare L item you can craft that has markups of 400% or even 1000%.... If you aren't seeing dollar signs, you should be! This is the one time you can turn near TT food into the same markup as the item you craft!!! Think about it!
BUT PLEASE NOTE: It would seem you can only use enmatter residue in items that are crafted with enmatters, and ore residue in items that require ores to make. And etc. So don't buy a bunch of residue you can't actually craft with! :-)
Good luck!!!
Friday, May 27, 2011
Things I Would Do If I Started Over: Beginners Tips!
I often wondered what I would do if I had to start over from scratch. If I knew when I was a noob what I know now, what would be the important lessons learned? What things would I have done to avoid wasting peds? Well... The good news is, I have some answers that I feel sharing with you new players should help you out...
CRAFTING:
If I had it to do again, I would have started off with a 100 QR Blueprint... Seriously, it makes a HUGE difference. Try a run on a 100 QR bp, then do a run on a 1 QR bp and compare your results. You save a ton of peds by not having to skill up the blue print when you are at zero skills.
I would have probably started off with Basic Sheet Metal. The Metallurgy skill is a huge boost to mining. I think you will agree once you start obtaining this skill. Besides that, BSM has a HUGE demand, all those 101's that are always being crafted, take a LOT of it. Alicenies and Narcanisum alwasy have good markup usually, and that means BSM does too, and I find it is easy to turn a profit on BSM.
I would also have bought a few hundred points of skill in Engineering perhaps. Engineering is by far the most useful of the crafting skills, it is used in all crafting. Every little bit of skill you gain increases your average returns... It may only be slight increases, but after a while, you go from averaging four or five sheets of BSM per click to averaging eight to ten of them. At least this is what I have observed. Every bit of experience tells me that skills and bp QR affect your results.
If you are new, and prefer not to sweat, crafting basic filters isn't a bad deal because it is the cheapest thing in the game to craft.... 100 peds would let you buy nearly 2K clicks depending on what you pay in markup. 100 QR Basic Filters BP's usually can be found from 15 to 30 Peds usually. Sometimes I have seen them under 15 Peds.
MINING:
If I had it to do over again... I would have started with enmatters, skilled up my geology from surveying... After I hit say level 10 or so in Survey, I would probably begin my search for ores.
I would also not have trade terminaled the few odd stones I'd have every once in a while that I couldn't refine. Over time, I am sure I've lost hundreds of peds in markup from doing this... Believe it or not, a few pecs can add up to being the cause of your being broke!
HUNTING:
I have spent so much at hunting with so little loot out of it, I don't even WANT to comment on this category... But I for the sake of completeness...
I would have started out with an Isis CB5 (L)... They are cheap, last a long time despite being (L). They shoot faster than their Trade Terminal laser counterpart too. I favor BLP over laser any day.
I would not have gone hunting EXPECTING to get any loot, therefore not be disappointed when I didn't get any which was most of the time.
I would actually have not bothered with hunting... And instead put all those resources towards crafting and mining.
The mobs that I feel deserve the most effort and have had the best outlook as for loots, are as follows: Molisk, Argonauts, Exarasaurs (don't laugh, I have probably had more loot from these than anything else), and Drones... The Generation 1's are easy enough to kill, just have a moderately good weapon and a little armor. The mobs I would avoid? Feffoids, nothing has looted worse for me than a Feff. I consider Atrox and Atrax neither good nor bad... They either will loot or they wont.
MISCELLANEOUS:
-Do NOT lend ANYONE that you do not know in REAL LIFE anything of value, Unless you can afford to lose it.
-DO NOT fall for people saying they will give you skills if you provide empty implants. If you think they are serious and true, then ASK FOR COLLATERAL!
-Do NOT join someone's team hunt without looking the loot parameters first. It used to be very easy to be taken advantage of through unscrupulous loot settings.
-DO listen to local chats, eavesdropping sometimes can provide useful information.
LAST NOTES:
If you don't agree with what I've written, that is ok. These are things based on my own hindsight, experience and observation that I wish I would have known sooner. Everyone could write their own such list and have it read differently than everyone else. The point of this is to get everyone thinking, and if you are thinking, you will be more careful and hopefully more successful in the long run. If it helps you, great. If not, well, hopefully some of my other posts will :-)
CRAFTING:
If I had it to do again, I would have started off with a 100 QR Blueprint... Seriously, it makes a HUGE difference. Try a run on a 100 QR bp, then do a run on a 1 QR bp and compare your results. You save a ton of peds by not having to skill up the blue print when you are at zero skills.
I would have probably started off with Basic Sheet Metal. The Metallurgy skill is a huge boost to mining. I think you will agree once you start obtaining this skill. Besides that, BSM has a HUGE demand, all those 101's that are always being crafted, take a LOT of it. Alicenies and Narcanisum alwasy have good markup usually, and that means BSM does too, and I find it is easy to turn a profit on BSM.
I would also have bought a few hundred points of skill in Engineering perhaps. Engineering is by far the most useful of the crafting skills, it is used in all crafting. Every little bit of skill you gain increases your average returns... It may only be slight increases, but after a while, you go from averaging four or five sheets of BSM per click to averaging eight to ten of them. At least this is what I have observed. Every bit of experience tells me that skills and bp QR affect your results.
If you are new, and prefer not to sweat, crafting basic filters isn't a bad deal because it is the cheapest thing in the game to craft.... 100 peds would let you buy nearly 2K clicks depending on what you pay in markup. 100 QR Basic Filters BP's usually can be found from 15 to 30 Peds usually. Sometimes I have seen them under 15 Peds.
MINING:
If I had it to do over again... I would have started with enmatters, skilled up my geology from surveying... After I hit say level 10 or so in Survey, I would probably begin my search for ores.
I would also not have trade terminaled the few odd stones I'd have every once in a while that I couldn't refine. Over time, I am sure I've lost hundreds of peds in markup from doing this... Believe it or not, a few pecs can add up to being the cause of your being broke!
HUNTING:
I have spent so much at hunting with so little loot out of it, I don't even WANT to comment on this category... But I for the sake of completeness...
I would have started out with an Isis CB5 (L)... They are cheap, last a long time despite being (L). They shoot faster than their Trade Terminal laser counterpart too. I favor BLP over laser any day.
I would not have gone hunting EXPECTING to get any loot, therefore not be disappointed when I didn't get any which was most of the time.
I would actually have not bothered with hunting... And instead put all those resources towards crafting and mining.
The mobs that I feel deserve the most effort and have had the best outlook as for loots, are as follows: Molisk, Argonauts, Exarasaurs (don't laugh, I have probably had more loot from these than anything else), and Drones... The Generation 1's are easy enough to kill, just have a moderately good weapon and a little armor. The mobs I would avoid? Feffoids, nothing has looted worse for me than a Feff. I consider Atrox and Atrax neither good nor bad... They either will loot or they wont.
MISCELLANEOUS:
-Do NOT lend ANYONE that you do not know in REAL LIFE anything of value, Unless you can afford to lose it.
-DO NOT fall for people saying they will give you skills if you provide empty implants. If you think they are serious and true, then ASK FOR COLLATERAL!
-Do NOT join someone's team hunt without looking the loot parameters first. It used to be very easy to be taken advantage of through unscrupulous loot settings.
-DO listen to local chats, eavesdropping sometimes can provide useful information.
LAST NOTES:
If you don't agree with what I've written, that is ok. These are things based on my own hindsight, experience and observation that I wish I would have known sooner. Everyone could write their own such list and have it read differently than everyone else. The point of this is to get everyone thinking, and if you are thinking, you will be more careful and hopefully more successful in the long run. If it helps you, great. If not, well, hopefully some of my other posts will :-)
Thursday, May 26, 2011
Can Anything Global or Hof?
Well... The short answer is yes. Basic filters global, and hof. Hofs are RARE, but they have been known to happen. At 5 pecs per click, the Basic Filters are the cheapest item to craft. And as far as that goes, I have seen Chirpy hofs, perhaps even cheaper to kill than it is to craft one click of basic filters!
See... The cost to do something is equivalent to the denomination of a slot machine. The more it costs, the bigger the risks, the bigger the rewards. It would be asinine to have 100K hofs on basic filters, and only give 200 ped globals for killing Second Entitys, wouldn't it? But don't lose your faith and hope yet.
Everything has the possibility of globalling. It just depends on how much dedication you put into doing something. If you are constantly running clicks on something, then yes, eventually you will see a hof, even on a small ticket item. If you are always mining a certain area, and putting out lots of bombs, sure, eventually you will tower there. If you did nothing but hunt Chirpy's, I guarantee you will eventually get a Chirpy global or a hof!
But it may take an EXTREMELY long time to get where you will hit something big on something so small as filters or chirpies. I would instead aim for something more practical... Exarasaurs and Snables do hof and global... Level 1 weapons and armor blueprints global and hof a lot too.
The problem is this. If you are spending 0.05 ped per click making something... You are doubling your money if you get say 5 filters and 5 residue to drop in one click. To get 50 peds in filters, thats 50.00... That is 1,000 times returned to you on a single click! The odds of hitting something that pays 1000 to 1 is not as great as say, something that is 100 to 1 or 10 to 1. Odds has a lot to do with it. I hate to say it, but if the game were truely random, which I do not believe it is, then you should as easily be able to hit an ATH on filters as you might with an OA 109 doing some carpet bombing.
The reality is, something like a Chirpy or Filters MIGHT some day ATH... But it will be so ridiculous to see. The odds of hitting 20K plus peds on something that costs a few pecs... That is very long odds, almost laughable.
So I think what is important, is to know that perseverance is what will get you your globals and hofs. If you do the same thing long enough, it will hit. And if you still have questions needing answered, feel free to leave a comment and I will either reply or add a new blog entry for that topic. And feel free to look through my past posts for more advice, answers, and tips.
See... The cost to do something is equivalent to the denomination of a slot machine. The more it costs, the bigger the risks, the bigger the rewards. It would be asinine to have 100K hofs on basic filters, and only give 200 ped globals for killing Second Entitys, wouldn't it? But don't lose your faith and hope yet.
Everything has the possibility of globalling. It just depends on how much dedication you put into doing something. If you are constantly running clicks on something, then yes, eventually you will see a hof, even on a small ticket item. If you are always mining a certain area, and putting out lots of bombs, sure, eventually you will tower there. If you did nothing but hunt Chirpy's, I guarantee you will eventually get a Chirpy global or a hof!
But it may take an EXTREMELY long time to get where you will hit something big on something so small as filters or chirpies. I would instead aim for something more practical... Exarasaurs and Snables do hof and global... Level 1 weapons and armor blueprints global and hof a lot too.
The problem is this. If you are spending 0.05 ped per click making something... You are doubling your money if you get say 5 filters and 5 residue to drop in one click. To get 50 peds in filters, thats 50.00... That is 1,000 times returned to you on a single click! The odds of hitting something that pays 1000 to 1 is not as great as say, something that is 100 to 1 or 10 to 1. Odds has a lot to do with it. I hate to say it, but if the game were truely random, which I do not believe it is, then you should as easily be able to hit an ATH on filters as you might with an OA 109 doing some carpet bombing.
The reality is, something like a Chirpy or Filters MIGHT some day ATH... But it will be so ridiculous to see. The odds of hitting 20K plus peds on something that costs a few pecs... That is very long odds, almost laughable.
So I think what is important, is to know that perseverance is what will get you your globals and hofs. If you do the same thing long enough, it will hit. And if you still have questions needing answered, feel free to leave a comment and I will either reply or add a new blog entry for that topic. And feel free to look through my past posts for more advice, answers, and tips.
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