Behold the Omegaton CraftMeister Mk. I - The future of Crafting!

How do you know that? You mean YOU have a different concept in mind? That thread is just suggestions from you and not a post from MA

I do not know, I said I think:

I was referencing the top portion not the bottom half of your post. How do you know MA has a different plan for factories? Not looking to argue semantics or pick a fight just hoping for more info. Thanks Legends.

If you follow the links I’ve given and read what MA has stated, you can see that they are dropping hints of a new crafting system (probably running in parallel with existing one) that resembles more the EVE Online crafting system where time is the commodity consumed in exchange for “items” (whatever is produced at the end of the process).

The link I gave above takes you to my post where I provide another link to the exact statement from MA in regards to this.

The fact that Land Plots already have the word “factories” built into their UI to me indicates this is the obvious place to implement such a system.

Just follow the links and read. And if it doesn’t sink in right away, read it again, as many times as required.

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Bump

Bump!

I want one, I really really want one!

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Im late to the party, but will share my 2 pec since this post is bumped.

Crafting:
Crafting would be divided in 2 worlds: those that own this machine and those that dont.
This would be done through the market: everyone would expect to buy comps (and items crafted from those comps) as if those were made at the machine cost, basically excluding everyone who cant meet the competition (non crafters and crafters alike). Doesnt matter how many comps for different levels there would be. Crafter with the machine could craft/affect them all.

Crafting for casual crafters:
Nowadays if you have a gun/finder/BP and you have the skill, ingame, to use it, you can achieve the same theoretical return as everyone else.
And if you gathered all of those you have the same right to participate in the profession as everyone else.

“Chance of the effective rate of success” (core idea):
We all know how the outcome of the crafting attempts works (from Alukat123 crafting guide):

“Fail: no loot at all
near success: ~25%, ~50%, ~90% return of the click-costs (before condition multiplier), return can happen in getting raw materials back or residue
success: ~100-110% return of the click costs (without any multipliers)”

By increasing the rate of success you will manipulate your TT returns by getting more of 100-110% outcomes smoothing out the returns.
Drawndons are the core part of every profession in this game and affects casuals and ubers alike. Solution: proper bankroll managment.

Crafting is also the only profession that guarantees the outcome of the item. Hunters/miners have to rely on “chance to drop” for everything.

With all this in mind i think this machine provides an extreme, hence unfair, advantage to the owner in current state of the game. Not only vs fellow crafters, but vs everyone.
And the level of entrance, suggested at a plot + machine installation + potential upgrades, will make that only a sellect few will benefit from it.

[SIZE=3]Free bump for an Omegaton CraftMeister Mk. I[/SIZE]