• Welcome to Planet Cyrene Forum!

    You appear to be browsing cyreneforum.com as a guest user. Did you know that if you sign up with an account, you get access to all kinds of additional privileges, and are then able to join the discussions?

    Already a member? Login Now!

Turrelion Settler clothing

Few Scars

Member
Cyrene Dev team
Firstly gratz on a great looking set of clothing. The Turrelion Settler clothes look great and nicely designed.
There should be a cap in place for the number of sets dropping. If the aim is for a value of TT+0 ped please keep dropping them. Also when players buy such items from auction, nothing is more frustrating to see than the price falling like rapid evacuation of diarrhoea.

Help the in game economy and add some rarity to these awesome clothes. Arkadia made the mistake of dropping to many clothing BP and suffocated the clothing crafting industry, which is only just recovering.

The Turrelion Outwear set which is quite bland should be the TT fodder, not clothing that clearly had some design effort.

Survival of this game is player confidence in the economy and sound investment. Protect that and Cyrenes economy will grow. Over supply will kill confidence and deter any investment in high end Cyrene items.

It makes sense.
 

George Skywalker

Active Member
Arkadia made the mistake of dropping to many clothing BP and suffocated the clothing crafting industry, which is only just recovering.

I don't think that was a mistake. They have done that in the past with furniture for example. Their aim is clearly to be the main mass market producer for some items such that most players have them. This is of course at the expense of players who would want to make a profit from these items. Their aim is not to cater to player preferences but to corner the market share. By doing this it's most profitable to Arkadia.

Help the in game economy and add some rarity to these awesome clothes.

These are clearly limited set of items that will ever drop. Even if it seems to be flooding now the thing is once the event is over there will be a supply shortage because their will be no new ones being produced.

Plus demand from them is likely to increase. During these kind of events players nowadays are much more pragmatic they tend to hold back buying until prices drop and then start buying. Can't blame them it's more profitable to do that :)
 

Fifth

Member
You both take it for granted there's some mechanism that PP or MA can use to control the drop rate or the total amount ingame. I can bet it's much simpler. No mechanism.

As a small exercise, try to describe such a mechanism.
How would you set up one?
What are the factors it should monitor? How would it calculate the total amount of items?
Finally, what would you tell to the ppl arriving to your event 2 weeks later, only to find out there's no more item drops. 'Cause the max limit was reached on the 3rd day.


And... should u fail with this task, for some unforeseeable reason, u know what i'll say next.
Tinhats, off! Dismissed! :p
 

George Skywalker

Active Member
Of course there is a mechanism. Drop rates for example could be categorised:

  • Common: almost every mob killed loots it e.g. ammo
  • Semi-common: Slightly more difficult to loot than every mob killed e.g. every 10 mobs killed may loot one
  • Frequent: One in every 100 mobs killed may loot it
  • Infrequent: One in every 1000 mobs killed may loot one
  • Standard: One in every 10,000 mobs killed may loot one
  • Semi-standard: One in every 100,000 mobs killed may loot one
etc etc

I'm not saying this is how it is. Far from it. Just pointing out the obvious. From what I have seen in the game ammo or some oils loot almost every mob whilst other items are extremely rare. This should show you there is indeed some kind of mechanism.
 

Cutter

Yeah, I did it. So what?
  • Common: almost every mob killed loots it e.g. ammo

From what I have seen in the game ammo or some oils loot almost every mob

Here is a point I have been wondering about. "Ammo Loot"

Wouldn't it be better for the economy in the long run if you took Ammo out of the loot pool. With more MU loot in place of the Ammo you would get a higher ped turn over rate. People would hunt more if a good portion of what they get wasn't TT Ammo. Yes the ammo helps you hunt longer on a run, but it makes it harder to track your earnings/losses, it never has MU to speak of so the chance of profitability is not there, and any idea of stock piling for profit down the road in the long run is out the window to. I would rather get a tt oil or hide that I have chance to play with in some other way, then just plain ammo.

Just a thought,,,
 

Thanatos

Fate Thanatos Themis
u got a noble idea, but if u add more MU items to typical loot, that loot will lose MU, so we end where we are :(
 

George Skywalker

Active Member
ammo in loot I think is there because it won't affect the economy and people can't mistake it for something useful. In loot you need something of no mark up value, ammo serves that purpose well.
 

Fifth

Member
Of course there is a mechanism. Drop rates for example could be categorised:

  • Common: almost every mob killed loots it e.g. ammo
  • Semi-common: Slightly more difficult to loot than every mob killed e.g. every 10 mobs killed may loot one
  • Frequent: One in every 100 mobs killed may loot it
  • Infrequent: One in every 1000 mobs killed may loot one
  • Standard: One in every 10,000 mobs killed may loot one
  • Semi-standard: One in every 100,000 mobs killed may loot one
etc etc

I'm not saying this is how it is. Far from it. Just pointing out the obvious. From what I have seen in the game ammo or some oils loot almost every mob whilst other items are extremely rare. This should show you there is indeed some kind of mechanism.
Arrgh. Yes ofc there's that kind of mechanism.
Quite obviously it has been applied to the Turrelion clothes also.
Quite obviously it can't handle the situation too well.

With stackables that are thrown out en masse and used up en masse these primitive estimations work just fine. With clothes that once looted will never leave the system just 5-6 drops more or less can drive the price into extremes.
So, any conceivable solution to this problem starts with determining the demand.
Once you know the demand, you can regulate the supply accordingly.

Note, the error margin here is pretty thin:
- 10 items below you'll get angry players who can't participate in some future events simply because their clothes set doesn't have boots. Nobody sells them boots besides resellers - for a few thousand peds.
- 10 items above the threshold you'll already in a heavy oversupply situation that starts an undercutting chain and ends up at +0 MU.

Gotta find out whats the prospective demand. So, again, how'd u do that? ;)
 

Cutter

Yeah, I did it. So what?
I need some hunt buddies to help me kill a few,, you do most of the killing, i get the full set of clothes.

Any takers?????? :xxxlaugh:
 

Magnus Mag Ogg

New Member
i don't know what you expect...

when new items are released they always fall in price...the first always sell for huge bonuses, because ppl want the new stuff now. that's not a problem of loot frequency but of ppl not having patience. or ppl expecting huge markups where there never was an intention to keep the stuff rare.

what did you think when they announced the drop of clothes which are neccessary for missions? that they will give 2 sets of m/f out so that 4 ppl can do the future missions?

also keep in mind that this is a time-limited event, perhaps this will be the only opportunity to get the stuff looted..

and about the off-topic part about markup:
as i always say, remove tools, armor, weapons from loot.
all this stuff should be crafted and the crafters should be supplied by hunters and miners with the required materials...
hunters/miners sell to crafters, crafters sell to miners/hunters...
as it is now, hunting is nearly completly its own supply system
 
Last edited:
Top