Evey
Elite
- Joined
- Oct 7, 2006
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- Eve Everglades
Don't get me wrong, they are entertaining ideas, even if I consider them 1000% troll. People can also learn from "How-not-to" examples. Keep them coming, you're doing great!Just beacause you dont like my ideas dont mean they are troll ideas. [....]
Why should the most common activity in the game cost around 70kped to 500k ped just to be able to hunt with a 97% ish return? If mindark takes avg of 3% they should trow out way more guns for ppl to hunt more and be more active in the game.
But hey, that just my point of view, i know others here have another point of view and i respect and understand that.
Cheers!
Not being able to improve since 2014 and still offering alternatives to any current meta hoping one of these tools can jump in your bag for free. Do you know what to do with one if you get it? Do you know the game is not about tt returns anymore? And it's been 7 years since....
As for the returns, according to an old MA developer notes in regards to loot, new accounts can also achieve the 97% you dream of.
[h=3]Developer Notes #14 - Loot 2.0 Update[/h]
One of MindArk’s primary long-term goals is to make Entropia Universe as affordable and entertaining as possible for all participants. Toward that end, MindArk is continually experimenting with various adjustments to in-game systems, with an eye toward lowering cost to play while maintaining a reasonable level of revenue that enables continued development and marketing of Entropia Universe.
Reductions in Cost to Play
On September 11th, we initiated a temporary test in which the MindArk fee for hunting was lowered significantly. In the long term, we hope that a lower MindArk fee will result in increased overall activity and new participant retention, and thereby compensate for the lower short-term revenue. We plan to continue experimenting with these revenue settings in the near future to gather more data.
Early data show positive results from those experiments:
- Hunters with turnover of more than 50000 PED since Sept. 11 have enjoyed returns of 98.6% on average.
- Hunters with turnover between 10000 and 50000 PED since Sept. 11 have enjoyed returns of 97.05% on average.
- Accounts created in 2017 have enjoyed returns of 96.94% on average since the changes implemented on Sept. 11.
As noted in a previous Developer Notes, Loot 2.0 drastically lowered the costs for armor decay and healing, which we can now confirm has led to a substantial increase in the usage of those mechanics. This is an example of the type of positive changes we are hoping to identify and implement in other systems: changes that benefit participants (in terms of lower cost to play) as well as MindArk’s revenue, resulting in a better overall gameplay experience and growth of Entropia Universe.
Loot Distribution Changes
As many participants have already noticed, changes have recently been made to hunting loot distribution, specifically regarding loot volatility and loot sizes. The overall net hunting return was not affected by these changes, but rather the frequency and size of various loot outcomes as a means of promoting more interesting and exciting loot outcomes and removing some of the more frustrating outcomes that were previously possible (especially on larger creatures).
Effects of Critical Hits/Damage on Loot
Finally, we have noticed several misconceptions in recent community discussions regarding Critical Hits that we would like to clarify. Critical Hits do not have a direct impact on loot value calculations per se. Since loot is now based on the actual cost to kill a creature in Loot 2.0, dealing more damage via critical hits (or by having higher damage per pec) does result in smaller loot events for a given creature, but this effect is directly proportional to the lower cost to kill and allows more creatures to be killed (i.e. more loot events) for a given amount of PED spent. Also, the composition of loot improves in such cases and results in a lower proportion of Shrapnel in loot. In other words, the use of items or consumables that provide increased Critical Hit Chance or Critical Damage can never have a negative effect on loot returns.
Originally Posted Here