first of all, thank you for your work. I appreciate the work you are doing, but from what I found in PU monthly report - I am pretty sure that you are not seeing things as we do.. so this section caught my attention: “It is important to note that the current Alpha 4.7 crafting implementation is transitional. For example, we are being generous with high-end savrilium ore to pull players into the mining and fabrication pipeline. Our goal is to move away from a ‘credits-only’ mindset and toward alternate progression systems, such as crafting, reputation, and more.” Economy Team Operation Breaker Stations serves as a key example of this transition. While it currently offers a high UEC profit margin to encourage players to engage with the new crafting materials, its true purpose is to function as a resource hub. By paying a buy-in, players trade currency for the convenience of guaranteed high-value material gathering. This allows them to quickly secure the requirements for high-end personal armor and FPS-weapon production. As the economy stabilizes, shop pricing for crafted goods will begin to reflect the quality of the materials used. Consequently, the team will keep a close eye on all the mission buy-ins and resource yields to move away from a profitable NPC sell loop and toward a gear and player-centric economic model. In the final state, these locations will be the go-to spots for high-end crafters to convert credits into the exact materials they need, prioritizing material acquisition and quality over raw UEC profit. I've done Rock Breaker many times on PTU - and about 4-5 on PU - and I honestly have no desire to do it again. the mission is amazing but rewards are universally considered trash (by all people i talked to) so I probably will only do it to show it to new / returning players every so often lets start point by point: we are being generous with high-end savrilium ore to pull players into the mining and fabrication pipeline if we are taking about quality of Savrilium - uhm... sorry but it is BAD. like seriously bad - also the >500q amounts of it are so tiny that you cant even craft anything with it or are you talking about QUANTITY of Savrilium? If so - a proper skilled group of miners will get more by just mining asteroids in Nyx - in this timeframe. no fancy mission is needed Our goal is to move away from a ‘credits-only’ mindset and toward alternate progression systems that is good. I appreciate it. as a loot goblin I stopped caring about credits after about first five days of 4.0 launch... but this mission does not offer anything else worthy sorry. all loot was made useless because it has no bonuses. Operation Breaker Stations serves as a key example of this transition. While it currently offers a high UEC profit margin to encourage players to engage with the new crafting materials Uhm.... I am sorry, what? I estimated yield of 1.5-2m of credits from all of savrilium we got from last mission - given a team of 2-3 people and buy in cost - sorry but we would make more money doing simple bunker missions, or bounties in Stanton for that timeframe. and if we consider refining and transporting efforts: this mission is the worst aUEC per hour across pretty much everything else in the PU in the current "While it currently offers a high UEC profit margin" state - i dread to think what was you "intended" profit margin then - to recouple fuel costs? its true purpose is to function as a resource hub sorry but some low quality Savrillium does not make it a resource hub This allows them to quickly secure the requirements for high-end personal armor and FPS-weapon production. no it really does not. the tiny homeopathic numbers of >500 savrilium we get does not allow us to craft anything substantial Consequently, the team will keep a close eye on all the mission buy-ins and resource yields well the patch trailer showed 400k buy in price for the mission. live got 850k some players were surprised. - you didn't even keep close eye on that... these locations will be the go-to spots for high-end crafters to convert credits into the exact materials they need, prioritizing material acquisition and quality over raw UEC profit. not with current quality distribution. currently quality is the king. and this location is especially bad for that. Suggestion: you want to make it a resource hub? for crafters to go to? then the rock we are cracking should have a chance to spawn EVERY crafting material with >900q that will make people want to do it. randomness in resource types will encourage trading (when you will allow us to split stuff, sigh)