Thursday, Feb. 7, 17:00 UTC 2019 deadline? I hope I get in on time with this post... as I don't know exactly where to post it, unclear...
Question 1:
My first questions is to do with the economic of the flow of items in Entropia, a number of things negatively effect the economy:
-Sweating has been constantly made easier over the years, yet hardly anything to counter in the influx of extra vibrant sweat.
-Putting out weapons/armour in the loot pool, which could of been put in the crafting section of the game.
-The tools in the trade terminal are limited weapons, with no markup, making them the cheapest limited weapon in the game for markup. (Because of this I know one creature and one tool from the terminal can give a TT return always in profit, not stating which item or creature specifically)
-Most older blueprints for weapons, tools and armour are not worth producing, skill grinding normally results in people TT trash rather than producing components for further productions to sell. I good example of this is the explosive blueprints.
-Creatures should only produce items that crafters should be able to create; B101 blueprint, Solomate azura blueprint, Solomate Rubio blueprint.
(this question is not about markup, but about supply and demand for resources and equipment in Entropia)
Are we likely to see an improvement in this?
Question 2:
Recently with the amount of failed projects, Deep Tokens and Compets are a few examples, public relations have been very low, but this has not directly effected the universe compared to recent implementations. Currently these updates have been very frustrating to older members and confusing for newer members.
Out of all the issues in Entropia and promises made to its users about improvement, why has effort been made to update the interface, when many of the more important aspects need to be seen to?
Follow up questions to question 2:
What direction do you see this update effecting Entropia and where is this leading to?