Not once have I argued that NPCing things can't contribute to a percentage of one's income. Anything that generates gold can contribute to one's income. I could get 30+% of my income from killing Mongbats. The percentage of your income alone is meaningless unless the opportunity cost is measured.ReptilianLover wrote:AI will add that I average about 30+% of income comes from "crap".
I think I average around 17-20% of the gold value by id/selling (this is around what I get from mibs on average as well)
I want to take your analysis seriously, I really do, but your math is little more than guesswork, your sample size can hardly qualify as one, and you leave out a number of important factors. I've done thousands of treasure maps, many hundreds of which were 5's. I insist that you're mistaken in your conclusion, but I don't care enough to try to convince you (or anybody else) at this point that you're wrong, so I'll settle for the ole "agree to disagree" outcome.ReptilianLover wrote:When I see "crap" sitting on the ground, I see wasted money. It takes just as long to toss crap aside then put it in your pack. I use organizer agents to place these items in sorting bins. I use an unattended macro to id shit. It takes me like 10 minutes to sell a chest "crap" items I don't want for $8-$9k, far better than farming ANYTHING for a mere 10 minutes. I don't see the lost opportunity cost of doing this.
To pull a Malakait card, I might say that one merely needs to look at who the most economically successful (read: non IDOC/inheritance-funded) players are to get an idea of who understands the economics of UOSA best.