First planet company to take over planet calypso

Lavawalker thats one hell of a post :)


I'm not an economist but i agree with most of it. However, one point needs further consideration. If more unlimited items are dropped as an incentive for players then with time these unlimited items would eventually be very common and not worth as much as when they are rare. This is the dilemma FPC/MA face. Not an easy answer for this dilemma either.

Honestly i think MA should adress this issue ... i rmember ML-35 selling for 2000 ped not so long time ago ... the fact that they are priced at what 10-15 times more now is only because they become more and more rare as more players come into the game ... honestly i dont think those guns are worth anything more than 2-3.000 ped and the current state of things is just some freak ecconomical accident caused by people wanting to earn fast money like Lavawalker said ...

Its sad that some glutoneous resellers might loose peds if the drop rate is increased and the item/active player ratio is returned to the old value... i dont say everyone should own a ML-35 but the possibility of owning one should be kept at a similar level ... else we risk prices for rare items to hit hundreds of thousands or even milions of ped the more players we will get ...

now ML-35 is just an example .. applies to everything really

if we had 2-3% of players in 2005 run with uber gear why should we have 0.03% have uber gear in 2010 .. i dont see a real reson for this coz MA dont really earn anything from the sales of the guns and it is not in their best interest to tolerate such high market fluctuations on the price ...

my :twocents:

I know im :offtopic: with this ... sorry




On another note when is the interview going to be up ? cant wait to hear it
 
was wondering the same, i believe it's not only one but more persons:scratch2:

they say "balancing manager", not "balancing managerS" ;) lol
 
Honestly i think MA should adress this issue ... i rmember ML-35 selling for 2000 ped not so long time ago ... the fact that they are priced at what 10-15 times more now is only because they become more and more rare as more players come into the game ... honestly i dont think those guns are worth anything more than 2-3.000 ped and the current state of things is just some freak ecconomical accident caused by people wanting to earn fast money like Lavawalker said ...

Its sad that some glutoneous resellers might loose peds if the drop rate is increased and the item/active player ratio is returned to the old value... i dont say everyone should own a ML-35 but the possibility of owning one should be kept at a similar level ... else we risk prices for rare items to hit hundreds of thousands or even milions of ped the more players we will get ...

now ML-35 is just an example .. applies to everything really

if we had 2-3% of players in 2005 run with uber gear why should we have 0.03% have uber gear in 2010 .. i dont see a real reson for this coz MA dont really earn anything from the sales of the guns and it is not in their best interest to tolerate such high market fluctuations on the price ...

my :twocents:

I know im :offtopic: with this ... sorry




On another note when is the interview going to be up ? cant wait to hear it


its more complicated than that. I have an imp m2870 i was going to sell it but decided not to because it seemed to me i gain more skills using that gun than even with (L) SIBS guns i was using... BEfore you all jump on me thats just my opinion i have not done any scientific reserach or test(s). Anyway for argument sake say some Unlimited weapons/equipment do indeed have other benefits to them...The more such items appear in the game the more MA stand to loose on their profits and also risk collapsing the whole EU economy. The system perhaps can only sustain a certain number of items with regard to player base. The player base may fluctuate but MA clearly can't decide to "steal" a players items one day. Stealing can be done in a number of ways MA may change the way those weapons/items operate such that their benefit is reduced which is same as if they had taken the item out of the players inventory in my opinion. The whole issue is quite complicated if you think about it...
 
its more complicated than that. I have an imp m2870 i was going to sell it but decided not to because it seemed to me i gain more skills using that gun than even with (L) SIBS guns i was using...

Well I have felt that too when I have had more expensive guns than the (L) SIB ones (was a while back I had one though...)
 
Mhhh MMO that change it name 3 times in 5 years is more that bizarre:scratch2:
 
Mhhh MMO that change it name 3 times in 5 years is more that bizarre:scratch2:

Well not really...


Primary Testing Stage = Project Entropia
And now, the finished product = Entropia Universe


First Planet Company and Calypso is only a part of that, and therefore this is not a new name for a MMO, as Calypso is the MMO, and the other is just the platform.
 
So that ppl here are saying is, fuck players who actually bought a ml35 (example) for 15k ped, and lets balance this so that ml35 sells for 2k ped.

where is the justice in that... those hunters who Really trust MA and deposit $$ to hunt. :scratch2:
 
they say "balancing manager", not "balancing managerS" ;) lol

and they also say we can "easily" withdraw peds with CC.

Anyway more thought-food:
1.)what shoul'd they do to hook more new players? Answer is better loot as the most comon reason to quit are big expenses. K but who'll pay for that? Someone has to while usually new players don't want to deposit much.Guess who it'll be.(and is)
2.)MA has to take some % from our loot(or depos) to make profit.So if u wanna make profit u have to sell "ur loot" including those % MA takes :tiphat:
3.) how does someone predicts world economy crisis with deep details or value of currencies?
4.) who knows what r rare items worth for real?

my :twocents:
 
So that ppl here are saying is, fuck players who actually bought a ml35 (example) for 15k ped, and lets balance this so that ml35 sells for 2k ped.

where is the justice in that... those hunters who Really trust MA and deposit $$ to hunt. :scratch2:


Thats exactly what im saying ;) lol just kidding

To be honest i think Ma should never have let the thing go out of hand by reducing drop rates or stopping them at all ... I strongly believe Total Item count should be tied to the % of the Universe population ...

I dont think the player base numbers have ever droped ... of course it should not be tied to the # of registered accounts but actual total online hours of the whole population ...

In case the number decreass stop droping the item ... keep some buffer or smth ffs but not release 100 item and leave it at that .. i believe current new players should have similar opportunities to those who came 1 - 2 - 5 years before to bridge the gap between uber and noob or what ever you choose to call it...

In any case the item is worth what the people will pay for it ... right?
 
Thats exactly what im saying ;) lol just kidding

To be honest i think Ma should never have let the thing go out of hand by reducing drop rates or stopping them at all ... I strongly believe Total Item count should be tied to the % of the Universe population ...

I dont think the player base numbers have ever droped ... of course it should not be tied to the # of registered accounts but actual total online hours of the whole population ...

In case the number decreass stop droping the item ... keep some buffer or smth ffs but not release 100 item and leave it at that .. i believe current new players should have similar opportunities to those who came 1 - 2 - 5 years before to bridge the gap between uber and noob or what ever you choose to call it...

In any case the item is worth what the people will pay for it ... right?

I totally agree with this.

The prices for some stuff is just out in the blue. Some event items would be OK, and other decorative stuf for your estate.

IMO we should all have a basic estate, this would probably raise the market for furniture, and collectables like xmas stuf etc. In the end, hunters, miners and craftes all have to live on eachother, not MA. And put the sweat cap back!
 
So that ppl here are saying is, fuck players who actually bought a ml35 (example) for 15k ped, and lets balance this so that ml35 sells for 2k ped.

where is the justice in that... those hunters who Really trust MA and deposit $$ to hunt. :scratch2:


Yes, I understand. But noone forced them to buy them for that price either.

It's the same as the stock market, really. Noone ever forces anyone to buy when everything is on top either. It's up to the individuals themselves.

But on the other hand, if all uber items dropped to next to nil in market value... what would the dreams of all hunters be? To loot something practically worthless? :scratch2:
 
really good points so far guys,

Any news on that interview? tho.

I can sympathies with your busyness, so please don't take my comment as a hurry up, just a wondering.
 
if we had 2-3% of players in 2005 run with uber gear why should we have 0.03% have uber gear in 2010 .. i dont see a real reson for this coz MA dont really earn anything from the sales of the guns and it is not in their best interest to tolerate such high market fluctuations on the price ...

I don't agree... the issue is another one... you still only have 2-3% of players in ueber gear... the numbers have not changed... EU has seen 700k players register but I have a feeling that we still have as many people playing EU today as did in 2005... so the number of active players is the same, hence no need to drop more ueber stuff otherwise you would ruin the game...

Besides, the price increases now have happened, that in itself is not the problem when you have old valuables that are expensive... that's demand and supply... if you believe the gun is worth 3 Ped well then I assume you would prefer a opalo over it ... that's bullxxxx... some people feel it's worth more, not everyone buying it is a reseller... I own one, I paid more, I don't think that it's a shit gun, I did not pay the sums it's selling for today but still I don't believe that the people that buy it are stupid...

Balancing the game refers to standard game play, there will always be valuable, rare and ueber items and that is good. A game also needs it's special items... and it seems ML35 for example is one of them...

The balancing managers should more focus on the balance of craftable L weapons and make the average game more affordable to play...
 
However, one point needs further consideration. If more unlimited items are dropped as an incentive for players then with time these unlimited items would eventually be very common and not worth as much as when they are rare. This is the dilemma FPC/MA face. Not an easy answer for this dilemma either.

So that ppl here are saying is, fuck players who actually bought a ml35 (example) for 15k ped, and lets balance this so that ml35 sells for 2k ped.

where is the justice in that... those hunters who Really trust MA and deposit $$ to hunt. :scratch2:


Hi guys,

I have read some of the responses upto now and do see the concerns of the current day item values.

In a previous post made much earlier in the thread, I rattled off on the item drop-rate ratio between UnL and Limited items, just pulling any old figures out of the air due to frustration with the current system.


Though in it I did say ...

<snip>

Prosperous times are over for many with many of the upper class now having moved down a notch to the middle class of income/lifestyle along with even a greater portion of the middle class now having moved down a notch to the lower class of income/lifestyle vs their current real world financial obligations. (House/Car/Living expenses & current work arrangement)

Many bubbles in the real world are starting to bust with a recalibration/balancing of the value of items (assets).

I am fully aware of the market determines price strategy in place for the virtual world, though this is reflected by MA determines availability of item which ofc reflects it's price.

There are two schools of thinking in approaching this and I have not been able to determine MA's historical approach.

I would like to see FPC take a new approach to the balance ratio of (L) items drop rate vs the UnL items drop rate whilst protecting the value of up-to current-day UnL items;

A ratio of 10% UnL vs 90% (L) would be a much more appealing ratio than what seems to be the 0.1% UnL vs 99.9% (L) ratio that is presently in effect.

This will give a lot of hunters something more realistic to strive for and keep them motivated in the chance to loot aspect of investing thousands of USD every year. (8 hours a day x 365 x 1 USD per hour = minimum ~ 3000 USD MA fee per year for a full virtual life period).

At the current drop rate, most items are now priced at unrealistic values 50k+ upto 200k+ which is no longer appealing nor sanely possible for the average every day participant with the current real world economic situation at hand.

Many currencies around the world have dropped 30 - 40% in value and a lot are still due to drop a good 10 - 20% over the next 3 months.

<snip>


Even though current items need to be protected, like all things in the real world, values go up and go down. We have had an adjustment in the real world of currency values revised downwards to more of what their true value should be;

Primarily due to the over appreciation of currency values and what could be termed as legalised stealing that has been going on for over a decade now in the financial sector around the world with swaps, and assets being leveraged to a factor of 15 and in some cases, like in the USA, 20 times their true under-pinned value.

As time progresses within Entropia, older items will at some point start a gradual downward revision in value (Meaning they won't dump 10k ped overnight) as new more powerful, or new more effecient items are released.

No virtual item is guaranteed here in Entropia, MindArk has stated that many times, along with saying, an item's current day value will not determine any further planned development of new releases. (I still do think they take these things into consideration when revising their plans).

Yet ...

FPC/MA will have to make a decision at some point and it will be one that will hurt some participants to some degree, of which FPC will need to be very careful about managing any collateral damage accumulated in the process. (And I can see such changes occuring as Marco does not come across as a spineless creature in making such tough decisions)

I have recommended FPC to get onboard a professional, which would handle all of the economic elements of the world including risk management (collateral damage) from new desired releases which will put downward pressure on the current value of other items in the economy.

At the end of the day, the primary point being ...

The current state of the economy in Entropia and the current workings of the economy are not conducive to promote growth in participation, nor to make virtual item investment and asset investment viable.
(And this is slowly being reflected in Entropia's external real world reputation)

Activities such as hunting at this time will not produce enough markup value to support land taxes for the greater majority of the current day active participant base, and barely enough to support any MindArk associated service fee.

Mining barely supports this cover in markup over the spectrum of resources aquired during an average run.

The current day unsustainable economy for the greater portion of the participant base leads to downward spiral in participant retention and as we have seen as of late a greater exodus of participants than usual. (Yes there are other factors that contribute to this, though this is one of the stronger points as to why this is occuring)

So FPC is going to have to bring things back into context, a reality value check if you will, and bring a new level of affordability back to Calypso along with motivating the participant base to actively participate over extended periods of time.

Without managing this, competitor planets such as CKI, potentially, will acquire a large portion of Calypso's current long serving participant base, leaving FPC in a further departmental financial rut to support it's own segregated workforce into further improving Calypso while covering it's expenses to do so without overburdening the parent company (MindArk).

The idea here is we are going to want to look at 'wealth creation, management & distribution', rather than the *norm*, being the desire to 'make money' which is usually done in a rather destructive fashion. Brilliant the human race is in this ERA of consumerism ;)

To support this future growth while looking to retain the participant base through making Virtual Item & Asset investments more viable, we will need to give the participant base something to look forward to ...

FPC *will* have to start with *affordability* & *motivation* to promote Gross Domestic Product (GDP) output threw growth and retention of the participant base.

And for the most part ...

All Spheres of Activity here in Entropia hinge off the hunting sphere.

Without hunters, you have no need for miners to gather resources for the crafters to turn into items to be used up again in the hunting process.

Unless of course, FPC wishes Calypso to be 100% eye candy where people log on, get hair styles/body sculpting done, setup their estates/apartments and stand around all day socialising for the most part.
(Sound-Like another RCE environment we know)

Cheers,
Sparkz
 
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OMG WOW.

Just got entropia radio working and it is amazing.... the interview with creative kingdom is amazing.

its about 100 mins long or so but worth it for the info...

PS, sry for off topic post. consider it a bump.
 
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As time progresses within Entropia, older items will at some point start a gradual downward revision in value (Meaning they won't dump 10k ped overnight) as new more powerful, or new more effecient items are released.

No virtual item is guaranteed here in Entropia, MindArk has stated that many times, along with saying, an item's current day value will not determine any further planned development of new releases. (I still do think they take these things into consideration when revising their plans).

Yet ...

FPC/MA will have to make a decision at some point and it will be one that will hurt some participants to some degree, of which FPC will need to be very careful about managing any collateral damage accumulated in the process. (And I can see such changes occuring as Marco does not come across as a spineless creature in making such tough decisions)

I have recommended FPC to get onboard a professional, which would handle all of the economic elements of the world including risk management (collateral damage) from new desired releases which will put downward pressure on the current value of other items in the economy.

At the end of the day, the primary point being ...

The current state of the economy in Entropia and the current workings of the economy are not conducive to promote growth in participation, nor to make virtual item investment and asset investment viable.
(And this is slowly being reflected in Entropia's external real world reputation)

Now I am quoting myself :laugh:

In relation to this, to put in context a hypothetical solution;

One method Marco could use as an example is to take his planned design ...

(as I am very excited today I can hint that Omegaton, Chikara, and Genesis Star will be brought back as powerful entities in this)

Offering new items of comparitive or slightly better stats & effeciency to those items which prices have gone up by a factor of 5 to 10 over the last 2 years.

And then make it clearly known in the Update Content List announcements for FPC that item drop rate ratio of Unlimited Items vs their (L) consumable counterparts have been increased, and that they will be monitoring the outcomes with future intentions of further incremental increases. (As long as it is done properly in substancial & noticable increments and not the 'Carrot on the Stick' bullshit we all grow so tired of quickly)

This will put it in the forefront of all participants minds before going nuts with trying to sell the first one that drops for +150k :D

So maybe a few will pay that for the first one and get burnt when the next 5 to 10 of them drop over the following 6 months revising the price down to +25k each. (Talking very top end items here).

Lower end, someone will go nuts and sell it for +20k, someone will buy it and get burnt when the next 10 odd drop over the next 6 months revising the price down to +5k each

But this is life, you want the first, you pay the price and risk devaluation from further drops.

Just don't cry when it happens as it was clearly stated that it would in the VU listing announcement.

Inevitably, something of this nature will need to occur to make FPC Calypso attractive & competitive without too much collateral damage in the process.

It will occur in the new Universe Marketplace either way, I can not see people like CRD or CKI standing by and letting the economies of their planets deteriorate into the same state Calypso has.

They will have comparable items at far lower costs to obtain, people will simply travel off-world, buy them up, return and offer them cheaper here on Calypso, and there you have it, a similar effect.

I think the outcry from the participants of Calypso and collateral damage from this occuring will be far greater than if FPC actually did the job right first themselves.

To requote the obvious about the above :

At the end of the day, FPC/MA are business to make money, and you will find that your customers (participants) do not mind being cash-cows to milk (providing FPC/MA revenue) as long as FPC/MA provides a sensible and reasonable offset to them for being a cashcow.

Keeping your customers happy will keep your bottom-line, performance levels looking good and you in the end, very happy :)


Also I hope that I read this totally wrong and that Marco (hopefully he had one too many that day :beerchug:) will not be taking this attitude towards the performance, competitiveness, enhancement & enrichment of Calypso vs other planets offerings ...

FPC is one part of the Entropia Universe. Some planet partners will have more "competitive" offerings, others will have completely different ones. I believe in synergies and collaborations - in the end, I think it is important to bring people into the Entropia platform - how they come in is of lesser importance.

Of course Marco it is not important as to how they come to the Entropian Platform, the picture of the profit-sharing model on the MindArk website demonstrates that this would not matter.

This is by far the wrong attitude to take towards enhancing Calypso. :(

Anyhow, I am sure Marco has something up his sleeve to rectify the 'State of the Economy' issue which we seem to come back to in the end every time, with all the times inbetween being masked by new eye-candy updates.

~ Sparkz
 
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Your assuming the Marco will have a major say in how the economy of EU evolves over the coming years. It's been well know for a while now that MA holds all the strings to the economy and the partners whether inhouse or not will be subject to their control.

The partners can add items and control various aspects of their planet storylines, events and such but according to what we've been told they have very little control where it comes to the economy of their own planets, if i'm mistaken I'm sure an MA rep will correct me.

If MA continue with their old tried and tested method I doubt we will see the slow and incremental approach you suggest but instead see the blunt force sledge hammer approach we've grown used to.
 
If MA continue with their old tried and tested method I doubt we will see the slow and incremental approach you suggest but instead see the blunt force sledge hammer approach we've grown used to.

:rofl:

Aye, I spent some time last night going over some old research notes into MA's track record with handling such things.

Either way, it will need to happen eventually. The question is when and how.

Personally, I am hoping now that Marco is in charge of FPC, things will be handled with a little more *finesse* having been the community's ear for so long;

Yet at the same time does not turn into a spineless creature (which I don't see him as, but time will tell) in his decision making process to do things right for the long haul, even if it will cause a little more collateral damage for MindArk in the short term.

Reputation of the service in the real world is a hard thing to shake when it starts to fall into the negative realm, requiring many more positives to come out of what put it into the negative situation it is starting slide into.

I have no doubt Marco is aware of this as I have seen his postings/interviews/comments on many many of these sites as well ;)

This new position is definitely going to test Marco as he is literally being thrown in the deep end of all of this.


:cheer: For Marco, You can DO IT !! :D :cheer:

I also hope Marco is seeing all this as constructive, no matter how critical it may sound. The fact remains things must be clearly seen and heard from the *Cashcows* (participants) side of the table before they all start turning into ...

:bull: :bull: :bull:

After that, nobody generally will care what fantastic ideas you have for the future. Got to have people about to be interested in such things.

~ Sparkz
 
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Yes, I understand. But noone forced them to buy them for that price either.

It's the same as the stock market, really. Noone ever forces anyone to buy when everything is on top either. It's up to the individuals themselves.

But on the other hand, if all uber items dropped to next to nil in market value... what would the dreams of all hunters be? To loot something practically worthless? :scratch2:

What do you say about some more fun/ped? That's what I love to get.
 
People talk about others buying when prices are high, like it's some kind of stupid and bad thing to do. The truth is that economies and item values are only percieved (like all life) by examining the history. We travel through space time, but our only sense is of the past. Perception of what we call now, by the time the brain has appreciated it and taken any meaning from it, the recent past. We are like passengers in a train, sitting in the seat facing backwards, commenting on the world passing by the window.

So we look at trends of sales, and are smart in hindsight, possessing full knowledge of what has happened, we look for patterns and declare that we know the past. While I certainly see value in understanding where we've been, it's a small part of the picture.

Not so smart is the man who bets on a graph, only to see it do something different another month. We seem to hold to much value in what other people are willing to pay, and align ourselves to this, even when the % being monitored is only making difference of few pec to cost.

Also so much is said of stupid and bad people that buy at high prices. What maybe we mean to say is, that we wish we could afford to. Their will always be people willing to pay more than others, to get a leg up and get ahead. Conversely bear in mind that everyone is the same silly market pushing nub to someone else who bought at price below them.
 
Yes, I understand. But noone forced them to buy them for that price either.

It's the same as the stock market, really. Noone ever forces anyone to buy when everything is on top either. It's up to the individuals themselves.

But taking this attitude will not lower the price either. Someone in the upper-class with a lot of wealth will come and nab such items, the downfall is, it kills motivation and aspirations for the greater majority 90%+ of the participant base whom can not afford to acquire such things.

This will eventually lead to an exodus of the participant base, leading to stagnation then eventually decline (which is where we are at now) where GPD outweighs growth, hence market trashing occurs.

But on the other hand, if all uber items dropped to next to nil in market value... what would the dreams of all hunters be? To loot something practically worthless? :scratch2:

Your not seeing the picture clearly nor understanding growth and GDP which is consumed through continued growth.

Do you appease 10% of your populous as leader of your economy/country whom can afford such things and ignore the rest of which then you find your population diminishing as they migrate to new countries and economies looking for new opportunities ?

Or you appease the other 90% also and bring things into the reach of 90+ % of your economy (I should say 100%, but in every economy there are those who are reliant upon others, ie. Sweaters, fruit, dung, stone collectors);

Keeping them all motivated and happy, promoting growth (internally from new clients and externally from other worlds/games/rce platforms), generating continued wealth and prosperity for all.

With this growth your GDP output can increase, hence any additional uber items as you put it will be continually consumed by the growing economy.

This is where MindArk up until this point (Hopefully a stop is put to it soon) has lacked in properly leading/guiding an economy in-directly and allowed, the dwellers upon Calypso, being left to their own devices (human apsirations) for the most part to trash that economy as it continues to decline.

There would be no issue in dropping 1 unlimited item for every 2500 (L) that drop vs the current estimated 1 unlimited for every 10,000 or more (L)s that currently drop.

The same thing to be applied with an adequate ratio in crafting, which will push up the demand for gathered resources (hence their value) but in turn providing a reasonable and sensible offset to have a greater chance in having UnLimited recipes drop (1 click only) for all (L) based consumable crafted items.

Both restricting hunters to 1 successful drop, and crafters, 1 successful combine of an UnL recipe per X amount of time (eg. 24 months), whilst also limiting recipe bp drops of a crafted UnLimited item to 2 or 3 within this same time period, hence promoting activity diversity, keeping opportunities open for all and to stop any excessive devaluation from farming of UnLimited items by any one participant.

Through motivating activity in the economy via addressing people's inner ambitions and desires, whilst placing the achievement to do this within the affordable range (removing the carrot on the stick element altogether) of both the lower class through continued activity, the middle class through both continued activity or the option to purchase such items, your economy will be inspired and driven to achieve and thus leaving you with a powerful economy with real grunt to it.

** An economy that is both viable and worth investing into by ALL **


That way you will be able to easily support the high-end large-amp miners, and a whole lot more of them too, without trashing resource value, as there will be demand present for it's consumption.

People are so fed up with, the carrot on the stick, I will never get one of those routine, EU is gambling, it is like playing lotto ... and the rest of testimonies people put forward about Entropia Universe.

Even those who have received nice drops have been here forever in a day, and after the fact are in such a mindset upto the point it does happen to them.

Example :

Doom and I have been talking about that UNL HL15 for ages now.
When there was a big HOF (last week I think) with an UNL Assassin R150 I sighed yet again: not for me. But hey, I was getting used to it :rolleyes:!

Nexia eventually did get a nice item, two actually, but after how many years ?

This is no way to motivate a populous, or keep them happy and active. It is however a great way to downsize and have revolts in the process. :rolleyes:

The ones not like Nexus who come to that point of 'The Line in the Sand' usually leave disgrunted and usually leave some form of negative trail of carnage with them in the real world hurting Entropia's reputation.

It might be small, but they all add up to a consensus, which when such things start to appear on premium industry websites, deters future growth and development of MindArk's business;

Acting much like a negative handicap upon MindArk which is very hard to shake. Or better stated by the saying, Pushing Shit Up Hill. :silly2:

Which brings me back to the previously posted,
Ideology of Wealth and the Working Class.

I feel this would be a positive step forward in stimulating continued participation growth & activity for FPC overall whilst retaining it long term in the newly established competitive environment.

Placing achievements outside of the average persons' reach will prove to encourage a delicine or withdrawl of participants to a competitor who eventually one day will meet these needs.

Taking a leaf out of World of Warcraft's book of active account's success ...

Growth and prosperity is never achieved through making life too difficult for the average person, challenging yes, but never too difficult.

Ideology involving wealth and the working class

Those whom are wealther will tend to purchase expensive toys and come online to dick around and play with those toys, hunt some large mobs have some fun and then off again;

Hence more-so periodic participants.

The not so wealthy middle class and lower class participants in society in the real world are more the working class, yes they have a lesser budget to work with, but you are sure that they will invest wisely and work longer and harder to make progress and achieve goals.

These participants are your real income stream, the ones who will spend what they have available in decay with the goal of obtaining something nice as a reward for their hard work;

They do not simply buy stuff, chip in or just dick around, they work at it to achieve success through rewarded progression.

More participants online increase the demand for resources including those mined and the use of these resources in items to be crafted.

These participants are the ones you must capture and retain.

The rich will always be around, the working class/workhorse engine of any economy (and FPC's decay/time online earnings) are the ones you must cater for to make FPC a ROARING success and a pilot example for all other co-competitors interested in developing a world within the platform ;)

^^ And a special note Bolded for Marco to take special note of ^^

Anyhow, I think Marco is more than informed of this.
I don't think he got the role because of his good looks :D
Just Kidding Marco ;)

Time will tell in what plans he has for us.

Hopefully addressing 'The State of the Economy' as a primary (not an overnight thing) as I know for sure it will come back to haunt him long term, once the honeymoon eye candy and any other new distractions grow tiring for people.

Even on these forums the same message (drum being beaten) can be found through-out history.

I think I have added enough Sparkz to the mix on how to make this happen, let us see what comes about.

Cheers,
Sparkz
 
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The economy rollercoaster takes a dive and everyone claims they saw it coming, it was inevitable, load of science crap talk and jargon - it will never go up again, we're all dooomed. Right. :wtg:
 
The only thing that will improve EU's economy and appease the masses is to make the economy more complex.

Almost every item ingame is a commodity now. There aren't enough ingredients for crafting to make things rare. The current complexity of EU would be fine with maybe 2-5k active players, but as numbers increase the supply of everything goes up and too many things become commoditised (think animal hides, oils, lower level craftable goods etc).

The other side to the economy is more people, we need more active participants working in a more complex economy.

Make the economy more complex and interesting, combined with improved graphics of Cryengine and we'll have a winner.

Examples of added complexity would be:
Fix taming, introduce saddles so we can ride mobs, pack animals etc that all need equipment to work - maybe even armour up your exa!
Mindforce - introduce new chips (L) that are crafted.
Give us more events that chew thru consumables
add more types of base line items needed for the crafting
Allow alot more domestic items (lamps, curtains, wallpaper etc) many of them in loot.
 
Since I have decided to let this slide altogether due it taking away from my day to day activities in EU and generating un-necessary agro within;

I decided to add in all the thoughts I had this morning to the most recent post I last made in this thread .... post # 1633493 ,
that were not included in the other posts ....
post # 1631773 , post # 1632999 , post # 1633272

So *bumping* it and leaving it for what it is.

If they can pull off all the suggestions made (not rocket science either, plain and simple economics mixed with human behaviour), the only other things that MA will be needing to plan for other than the next ERA Marco has planned (storyline) is the foresight in planning ahead on *Server Farm Hardware* to support the growth ;)

Maybe with the hope of seeing this within 5 years ...

fpc_actively_living.jpg


Make it happen and make it a reality, as you will find bringing this into fruition will empower a self propelled marketing tool to draw in more people wanting to explore the opportunities. (Your current participant base will actively do it for you without the need to ask them to)

Word of Mouth is a more powerful tool than any event or roadshow (which you must spend money upon) if you have a truely powerful economy in place with *REAL* viable potential at hand.

Address that which MindArk's core development is based upon. Development of a secure and reliable RCE - Real Cash Economy - Environment.

Everything else, eg. Eye Candy, Storylines etc should reinforce, enrich and provide further inspiration & desire to achieve bigger and better things, not be the underlaying driving factor of the economy. (Hence are secondary to affordability & motivational inspirations/desires/inner-ambitions driven by human behaviour and money)

Cheers,
Sparkz

PS. An important exercise to do ... Back to Basics

Sit down quietly in an area where you won't be disturbed, cast your mind back to the first early days of when Project Entropia was still only an idea in your minds and discussions were still in the lounge-room/over the dinner table of one of the partner's homes.

Now ask yourself, what motivated you to bring Project Entropia into existence, what motivated you to invest money and many many hours of time and hardship into making PE launch a reality.

Try to feel those desires and recognise the *fundermental/rudimentary emotions behind* the driving force that motivated your decision to go for it, motivated you spend those initial dollars you had in your pockets, motivated you spend many hours and sleepless nights designing, planning and implementing things to bring Project Entropia to fruition.

Have you lost touch with those initial emotions, desires and that driving force which MOTIVATED you ?

Are you *too* comfortable, conditioned & confident in what you have achieved upto this point in time, in that recognition of those desires and that driving force has diminished, and forgetting how & why the majority of the revenue to date had been generated ?

Now go back to the start of the exercise and go over the questions again, asking yourself if you answered the questions honestly, or if are you denial of your answers.

If you have forgotten the emotions/desires/driving-force which brought Project Entropia into being, or if they have diminished, then work on bringing them back to the forefront of your mind and keep them there ...

They are the *initial & long term* motivating driving force and inner desire every new participant has when they make the decision to become involved with, and continue involvement within the Real Cash Economy,

generating revenue for ... MindArk, Entropia Universe.


First Planet Company is a direct reflection of the above, an environment of entertainment faciliting the achievement of the above basic human behaviour and inner desires involving real world money in a successful manner.

And should not reflect the concept of giving people a carrot on a stick and telling them to run after the carrot, while telling them, "you will get there eventually, just keep running" on a periodical basis without adequate results along the way (ref - Cashcow Offsets in previous posts) to motivate them and keep them motivated long term in running for the carrot.

What the hell is the carrot everyone keeps talking about

The carrot is the happy & balanced co-operative unison of the participant with FPC/Mindark in the generation of revenue for FPC/MA which meets their desire to make money as an organisation, whilst providing the participant with both an enjoyable and rewarding experience throughout their virtual life within Entropia Universe upon FPC/MA Calypso along with satisfactorly satisfying the motivational inner ambitions & emotional desires of that participant with reference to the real life money they have spent/invested along the way.

What FPC/MA's primary economic mission should be

To remove the stick and give the participant the carrot, ensuring that every participant is inspired and motivated, setting them to 'Auto Run', as a result 'Auto Encouraging' them to get their family, friends, associates, and if done right, people they have just met (The ultimate and most powerful marketing tool available) to run with them, in turn bring growth and prosperity to both the internal economy and the service provider, FPC/MA.

Shall FPC succeed ? Only time will tell.
 
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Shall FPC succeed ? Only time will tell.

Im very curious what Marco has to say about posts made by Lavawalker.

They make a lot of sense to me and I hope FPC will prioritize this well ... making a kick-ass MMORPG is one thing Marco ... droping the stick and giveing the participant the carrot is another

No matter how cool of a game you can make if done on a weak base (current economy) it wont last long. You have to cure the desease not the symptoms.
 
There aren't enough ingredients for crafting to make things rare
Ozi, I assume you mean that there are TOO MANY ingredients to make crafted things rare? If the price of ingredients goes up then so will the price of the products. Also fewer people will craft. Personally I think this would be a bad thing. What would hunters think about the price of (L) weapons rocketing?
 
Ozi, I assume you mean that there are TOO MANY ingredients to make crafted things rare? If the price of ingredients goes up then so will the price of the products. Also fewer people will craft. Personally I think this would be a bad thing. What would hunters think about the price of (L) weapons rocketing?

No I am saying there needs more materials and there needs to be more customisation so less of the economy is a commodity base.
 
Honestly i think MA should adress this issue ... i rmember ML-35 selling for 2000 ped not so long time ago ... the fact that they are priced at what 10-15 times more now is only because they become more and more rare as more players come into the game ... honestly i dont think those guns are worth anything more than 2-3.000 ped and the current state of things is just some freak ecconomical accident caused by people wanting to earn fast money like Lavawalker said ...

now ML-35 is just an example .. applies to everything really

if we had 2-3% of players in 2005 run with uber gear why should we have 0.03% have uber gear in 2010 .. i dont see a real reson for this coz MA dont really earn anything from the sales of the guns and it is not in their best interest to tolerate such high market fluctuations on the price ...

Your mistake is in keeping your definitions static in a dynamic world. There are dozens of unlimited SIB items in game now that are "more uber" (kinda meaningless, but you know what i mean) than 99% of previous gear. However expensive the ML35 might be now, it's not nearly as relevant as it was two years ago, and therefore there's no need to drop more.

In what is a good strategy, these days MA generally displaces or supplements markets, rather than flooding it. This way, each generation of players gets a new opportunity to try to loot something interesting and useful.
 
the above discusion about the workings off the economy ..is valid as far as lava walker has elaborated on the topic..

i do think that a pyramid form will eveantually go 2 bell form or even better eclips form type economy...as far as i can c its still pyramid shaped and we are losing way 2 maney active and longterm players .. last 2 years...and the newcomers are minimal..:(
 
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