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Old 06-06-2008, 15:25   #11
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An example:
If i have 100 peds of loot of skin and the demand for from buyers is 50 PED with a 102 % markup, is sell 50 PED to MA getting 50 PED and selling to players at markup 102 % getting 51 PED=101 PED.

With my idea, selling 50 PED to MA for 120 % = 60 PED and selling 50 PED to players for 120 % = 120 PED. MA "lose" 10 PED, i get 20 PED, crafter "lose" 10ped.

Of course the demand of skins will fall a bit with higher markup, but not to much i think.
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Old 06-06-2008, 15:28   #12
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Quote:
Originally Posted by billairboy View Post
An example:
If i have 100 peds of loot of skin and the demand for from buyers is 50 PED with a 102 % markup, is sell 50 PED to MA getting 50 PED and selling to players at markup 102 % getting 51 PED=101 PED.

With my idea, selling 50 PED to MA for 120 % = 60 PED and selling 50 PED to players for 120 % = 120 PED. MA "lose" 10 PED, i get 20 PED, crafter "lose" 10ped.

Of course the demand of skins will fall a bit with higher markup, but not to much i think.
I usually don't say things like this but.... That is a REALLY, REALLY stupid idea.
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Old 06-06-2008, 15:28   #13
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Originally Posted by J4ck View Post
lol. Funny how people actually try and discuss this.

Ain't gonna happen
Yes, i now it will not happend, but it was more of a thought
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Old 06-06-2008, 15:30   #14
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Quote:
Originally Posted by billairboy View Post
No, when crafting it is the TT value thats counts, the "loser" is the crafter, it gets more expansive to craft because of the markup.

But the TT value IS the price that MA are willing to pay for it. If you increase what MA are willing to pay then you increase the TT value. The markup becomes 0 (100%). The markup is the price OVER AND ABOVE what MA will give you for an item.

The loser isn't the crafter. It's the hunter/miner that uses crafted items. Crafters simply pass the increase crafting costs onto their customers.
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Old 06-06-2008, 15:37   #15
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Quote:
Originally Posted by Kartunes View Post
So you think the crafters make all the money give it a try. After you try crafting then let us know what you think.
I never told you i am an hunter I do craft a bit.
Yes, i know of the problems with higher markup on the items crafted, but my thought was that it would hit the more expanisve L stuff and the players buying cloth, not the low level hunters. Of course if one players wins an other lose, thats the game.
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Old 06-06-2008, 15:37   #16
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... ... ... ... ... ... ... so u want a new TT value
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Old 06-06-2008, 15:40   #17
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is this gonna turn into a "only buy sweat for 1 ped a bottle" thread?
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Old 06-06-2008, 15:56   #18
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Take a clock. A standard analog clock with a big hand and a little hand. Remove the standard 12 hour front and replace it with a face that has 14 hours.

The day does not become 28 hours long...

TT will always be TT, and should be be, lest we create a spiral of inflation.

I has thought of the concept of "scrip" which is like a secondary money that newer players can use to by un-tradeable items from special terminals. You'd have to be under "X" level and the caveat is that you would also only loot "scrip" from mobs or items that could be exchanged for scrip. This would be a way for them to play, while still a newer player, and not really effect the overall economy, or draw from it.
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Old 06-06-2008, 16:06   #19
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Quote:
Originally Posted by NastyCenturion View Post
... ... ... ... ... ... ... so u want a new TT value
No, not the same thing. If you increase the TT value of the stuff used in the crafting, the TT value of the return increase. If you only increase the markup, the TT value of the return stays the same.

In the end thoses who buys the stuff will pay more for the stuff, like cloth and weapons.
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Old 06-06-2008, 16:10   #20
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Quote:
Originally Posted by Frigid View Post
I has thought of the concept of "scrip" which is like a secondary money that newer players can use to by un-tradeable items from special terminals. You'd have to be under "X" level and the caveat is that you would also only loot "scrip" from mobs or items that could be exchanged for scrip. This would be a way for them to play, while still a newer player, and not really effect the overall economy, or draw from it.

Yes, i have thought of something like that to.
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