Technical analysis of entropia calypso markets. The idea to be explored here is one item or a small group of items represent the whole market of 3000+ items in entropia universe. The items I choose to look at are basic sheet metal, metal residue, and sweat related items. They meet criteria for; widely traded in entropia terms, nearly a commodity, enough volume to represent a significant part of entropia's economy, and easily tracked (one of each needs to be kept in inventory to check prices with market value tab). Basic Sheet Metal will vary between $500-$5000 a day. I find it depends on time of year and current demand, and often, time of week. Markups are also high on basic sheet metal reflecting the cost of materials to make it. As a day-to-day trading item it is difficult to trade profitably. Manufacturing basic sheet metal, then selling it, is the way to go. The high markups leave room for some profits on inefficiencies in manufa...
Posts
Showing posts with the label entropia economy
skill implants sales item limit discussion
- Get link
- X
- Other Apps
The sales item limit is a problem when there are 100+/- skills that can be implanted or chipped out. Multiple sizings and number of different skills encourage specialization in professions; hunting profession skills, mining profession skills, and crafting profession skills. With approximately 33 skills per profession, the item sales limit of 30 at a time is reached. And selling multiple skill implants of the same skills limits the scope of activity further. And the actual practice of each profession is also limited when doing skill trading. Too many profession items and skill items for sale and not all the items can be sold at once. On another note, skill trading is a key part of the effort expended, benefit created, and compensation for lost PED balance, in playing. A colonist/settler trying to raise PED has many options that spill over from real life to entropia life. I will try and stay with the in-game ways to make or earn PED. Stuff for t...