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John Mapple

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Posts posted by John Mapple

  1. 17 hours ago, Raphael Mephistopheles said:

    I don’t know for a fact if class 3 crafting and selling currently makes more or less than crafting and selling furniture, so I’ll bring in @Happy Killmore and he may or may not have any input for it. 

    I believe this to be true enough to release some crafter math / secrets. 

    mahogany dining table (lvl 54) - 40 total - 50k - 303xp each = 12,120 xp

    all runs with 600 truck

    400 processed mahogany (4 runs)
    640 processed steel (2 runs)
    200 Mahogany log (2 runs)

    8 runs = 50k

    Class 3 (average class 3 requiring 1 of each part - lvl 54 does most C3) - 40 total - 200k (5k each) - 300 to 450 xp each = 12,000 to 18,000 xp

    240 coal (1 run)
    400 iron (2 runs)
    1600 steel (5 runs - 282 leftover)
    320 earth (1 run)
    800 plastic (1 run + a quick backpack)
    600 timber (3 runs to a nearby house > pallets > done)

    10 actual runs + 3 very quick timber runs = 200k
     

  2. 8 hours ago, Raphael Mephistopheles said:

    As you mentioned, the lumber is mainly used for furniture. That entire point of furniture is to level your crafting skill up, so there is not a large influx of class 3's. You then sell it for a balanced amount to a npc. Steel/Earth is good for normal xp or money and can go for different rates, including player sells.

    Basically, furniture only exists to level crafting. It's not meant to be a universal run that you get money, xp, and crafting skill from all in one run. The weight of it reducing how much xp and items you can craft is part of what keeps it from being a better overall run than anything else.

    I agree with this 100% however I do wish to bring forward a counter point / view which I believe can be interesting. Under the current system, if someone decides to invest a lot of time and effort into crafting (Leveling up crafting mostly), the only real means they have to compete with other forms of making money (Both legal and illegal) is to mass produce class 3s. The current weight limits on Mahogany make it so that the concept of legal crafting for profit (furniture) is not a genuine or competitive option. This means that in order to truly make money as a crafter, I have to flood the market with class 3s alongside every other crafter. If we buff Mahogany, it will make furniture crafting much more appealing in order to make money. This would in return reduce the amount of class 3s being produced since crafters would have a legal way to make money that can compete with any of the current legal runs (Steel, earth, tobacco, etc). On top of that, it would increase the market prices of Class 3s. If making furniture becomes more profitable, crafters will be FAR less likely to sell Class 3s for dirt cheap when they could simply spend their time making better money doing furniture. As for XP, I agree that it does grant Crafting XP (Anyone can EASILY gain the ability to make standard class 3s without needing high end furniture), however it grants VERY little player xp. 1 process of Mahogany is like ~280 XP vs Steel at 1500XP per process. I believe that balances out XP gain by default. That's the view that I wished to share. Thanks!

    TLDR:

    Mahogany buff = Furniture becoming a legit option for crafters to make money

    Crafters have an alternate way to make $ that's not mass producing enough Class 3s to make the PD question their life decisions.

    Class 3s will increase in cost since crafters will be able to turn down low ball offers and simply return to making furniture for $.

    Crafters rely heavily on food buffs which means an increase in demand for hunters as well as the food stores. (more spread out econ)

    End result: Less Class 3s, higher cost, and we can explore a new legal venue for making money.

  3. Type of Suggestion?: (e.g. server suggestion, server rule suggestion.) Server Suggestion > Reduce Mahogany weight by a small amount 

    Please explain what the suggestion is about and why you're posting it?: (try use an example of what has happened in-game) Reduce the weight of unprocessed Mahogany from 7 to 5 and Processed Mahogany from 6 to 4. It currently weights too much to compete with any of the other legal runs for making $ via furniture. (Not even close). I understand that furniture grants crafting XP in exchange, however you also make little to no player XP compared to steel/earth (XP balances out by default). 

    Solution on how to make this work?: Change the 2 values

    Pros & Cons?: Pros: Furniture crafting can have a chance at competing with other legal runs which gives everyone a different way to earn money via simply cramming 6000 steel into a contract. Cons: None really, It's a small buff that won't change it by much. Contracts will still be more profitable even with the buff, it will simply make it a little bit closer.

    • Like 7
    • + 2
  4. +1 - I would say increase the spawn rate and XP at least. Just about every single other way to make money beats hunting atm. Would be nice to have burgers in stock for the first time in a week as well.

  5. Name: John Maple

    Steam64ID: 76561198044338983
    CharacterID: John Maple - 438
    Date of Incident: 2024-02-22

    Time of Incident (Server Time): 2024/02/18 20:00 - 8pm (EST) 10:00PM

    Amount your claiming: 16,000

    Description of situation: Attempted to get the contract to work at exporter twice, but it's bugged and did not work. Lost 8000 contract fee twice. I reported the bug in the bug channel.

    image.png.c5fef4c7f7991a9ee410d7562ff224e7.png

     

  6. Name: John Maple

    Steam64ID: 76561198044338983
    CharacterID: John Maple - 438
    Date of Incident: 

    Time of Incident (Server Time): 2024/02/18 20:00 - 8pm (EST)

    Amount your claiming: 2500

    Description of situation: Sold my fish for 2500$ and then server crashed. Rejoined after server was restart/up and no cash or fish on me. This was confirmed as a crash by doug in discord in public general at 09:03 EST time. 

    Evidence: image.png.5294ee6af15e27ae0a11c6140ad1dd46.png

     

  7. Big +1. This needs to be done to make them usable. They are VERY rare and the definition of high risk high reward. Forget losing a G3, that's chump change compared to a full Ghillie. I don't see them being abused due to that (Very low supply, VERY high cost). Arrest on sight also makes it fair for cops.

  8. +1 - We already have 6.5s, it's just a new variant to choose from. It won't be any more OP than the current 6.5 or 7.62 options either. No downside really. Don't add the under Barrell .50 however, that might be a tad bit abused.

  9. 42 minutes ago, Crowsnest Bill said:

    So, afaik, there are clothes in the clothing shop that boost fishing (find out in rp), you should have better rates for certain fish during the day and same during the night. we know about lake okechobee boost. worms that you dig up for bait, increase catch odds. and food itself (funny enough fish sandwiches) can help with collection speed/luck. There are a lot of boosts already to fishing, you just have to use them. However, i do like the fishing rod idea. much like pickaxes, we should have tiered rods. and also boat boosts would be nice too. Can take the boat out on the lake and just fish with some music on.

    So I went ahead and tested this since It sounded nice. I put on the fishing clothing, grabbed some fish sandwich, and returned to fishing.

    Result: No change at all. I was actually getting "You did not catch anything" more often with all the buffs active than without.... Average fish size did not change, average time to catch on the rod did not change either. Not sure if it's just bugged or what ? I tried with 4 sandwich so ~400secs of buff with no changes to notice.

  10. Type of Suggestion?: (e.g. server suggestion, server rule suggestion.) Server Suggestion

    Please explain what the suggestion is about and why you're posting it?: (try use an example of what has happened in-game) Improving fishing so that it becomes more viable and has the potential to achieve growth. 

    Solution on how to make this work?:  Here are a couple suggestions that would be really nice to add to fishing:

    1- Add a Sell All option to the Trader so that you don't have to manually sell every single fish one at a time. (This should be a MUST even if the rest get declined, just a major QOL change)

    2- Add a growth reward for having a higher fishing lvl. Example: For every 10 lvls, you increase the chance of catching a fish, the chance of the fish being bigger, and a small chance at catching more than 1 fish (Maybe like 10% at a second fish for each 10lvls)

    3- Add a bonus for using the Trawler boat. Example: If fishing on the boat + Fishing in deeper waters (Middle of the Lake or further into the ocean) you get a better chance at catching bigger fish.

    4- Better fishing rods that can be crafters for better yield when fishing.

    Pros & Cons?

    Pros: Fishing becomes a better activity with growth potential (Same as mining steel) - QOL improvement - Adds a reason to purchase and use fishing boats (Coast Guard get something new to do which can help with the department being dead) - The $ return per time investment would become viable (Every other run in existence currently earns a fair bit more, and that's including legal runs).

    Cons: None other than having to invest time and effort to implement the changes.

    • Like 1
  11. -1 as a crafter. These guns are high risk high reward. They require a LOT and I mean a SHIT LOT of grinding to even unlock in the first place. They are also very time consuming to craft and are not cheap. Add a suppressor and high capacity mags and you are 35-40k in for the gun alone. A counter solution could be to introduce an equivalent 7.62 weapon to SWAT/Cert/Whatever special unit you want which would be equally expensive (20k+ MINIMUM) and usable for big Majors (Fort Nox, National, etc) with a # limit of course (Based on how many civs are defending). 

    • Like 1
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