Kim|Calypso Interview with Normandie Radio

Do you think the current cost to play the game for someone who just wants to pick up a gun and go kill mobs without to much thought of mark-up or eco, the type of person who just plays for fun and isnt anal recording all data in spreadsheets, and counting every last pec. The type of person who doesnt want to have to put in so much thought into something that is supposed to be fun, do you think the cost to play for these type of people is acceptable? and if so why? and if not? are there any plans for this to change?


And do you see the above as being part of the problem in EU keeping a hold of it playerbase?
 
1. as part of the calypso advertising, will mind ark be looking into advertising through steam? they have over 4 million active users that, for the most part are avid gamers. i realize, that mind ark will have to tread carefully in this area, as i suppose some sort of starter kit that comes from registering new accounts through steam, that can be easily abused, much like the freebies from the gateway.

2. as for the upcoming marketing/advertising, will mind ark continue to claim EU as F2P? or will they market as a micro-transaction RCE, most F2P are really "free" with available upgrades that cost real money but are not necessary, whereas in entropia, money is the necessary component, making entropia technically not so "free" to play. (even though i know deposits are not required to play entropia, but lets face it we are playing with money and it comes from somewhere. and almost every action costs money weather the player deposited or not.)

3. in the future, albeit not the near future, will mobs be upgraded, in the sense that they are not all identical? such as but not limited to: random scars, off color mobs (possibly albino), odd rare mutations, limbs missing due to mob vs. mob heated encounters (example being and atrox hunting down a snable and ripping off one of its trunks, but the snable managed to escape the hungry atrox), etc. i think this can be possible through a randomized generator that "pieces" mobs together before spawning. this can be great and revolutionary for entropia as i'm not sure any other MMO currently does this with their mobs, making entropia even more unique and exciting.

4. is there any chance if a special loot "chest and key" system? to go into more detail, i played another MMO that players could loot boxes or chests that needed special keys to open. these boxes and keys could be looted in entropia through mining, crafting, and hunting. once a box with its corresponding key are obtained a holder can then open the box and "loot" something from the box ranging from a few peds to a nice weapon, depending on how rare the looted box and looted keys are, common boxes carry some thing simple such as a Valkyrie, or a bit of muscle oil, and the more rare boxes can carry some such as an emik X5 L or a pile of brain oil, let your imagination run wild :)

think that's all i got for now :p
 
When will I be able to continue my Powerfisting skilling?

In another question and answer session you had stated that you had created 45 new powerfists.

From what i have seen so far there are new powerfists dropped by the argonauts , but I have to tell you the drop rate is no where near needed for serious skilling with this weapon. I could personally burn through every fist there in a day and would have to wait another week to hunt.

What is needed is Unlimited powerfists that have enough damage per second to hunt larger than argonauts and a line of powerfists that can be crafted at a reasonable markup instead of those that are currently offered.

Year after year after year I and many others ask for Powerfists to hunt with.

Year after year after year we are given a few snacks and nothing to sustain our hunger.

I am hungry

Feed me


Bones
 
How about opening some voting booths so you can get the hint when people don't like something you've done? Because a ton of complaints on the forum doesn't seem to get through to you.
 
can you please ask Kim to convince you to make a 100pic long fotosession in underwear and send it to me pls?:ahh:
 
Do you think it's fair what has been done to tamers?

1. Telling them Stage 2 was coming soon and never came.

2. Making the skills paid for with thousands of dollars just languish with no use what so ever for the last 2 years and counting.

3. Having a pets area that was unusable on auction for years which also tends to mislead players into thinking something was coming.

Once you have sold all 60k CLD's and then you need more money will you then launch CLD money grab v2, another 60k CLD's or is this a once off thing

Some kind of guarentee that they wont just keep flooding the game with another 60k cld's would be nice it may even make me buy some.
 
Once you have sold all 60k CLD's and then you need more money will you then launch CLD money grab v2, another 60k CLD's or is this a once off thing

Some kind of guarentee that they wont just keep flooding the game with another 60k cld's would be nice it may even make me buy some.

I asked this question multiple times when the news first came out, it was never answered. Many other questions about them were answered, not this one.
 
SOOTO????? What happened to them?
 
I'd like to know why MA has decided to change most natural mob spawns which were generally good pre-VU10 and most players were already used to them, to become mostly weird mixes of mismatched difficulty mobs, completely destroying the chances of hunting several mobs, like Tantillions or Boorums, for example (although there's several other mobs this has happened to as well), which now spawn nowhere by themselves?

If there are plans to correct this, why has this not been done shortly after VU10 implementation, instead of waiting several years? One would think MA would prioritize PED cycling in their planet rather than wasting resources on superfluous things like new mob designs or avatar emotes.
 
I wonder if poor Kim is wondering what on earth he has let himself in for :girl:

Some really great questions, I see I'm going to have my work cut out deciding on which ones!

David from Arkadia was with you in a 3 hours interview... It is only fair that they compete in trying to make players happy.
 
When can I go Fishing?

:silly2:

Spongey

I was wondering this myself. When are we going to get an activity other than hunting and mining? Some possible idea's include fishing - fish could provide shape change buffs/buffs/cool effects/treasure maps ect., taming could include leveling up your pet and having pet fights, a collectable trading card game in-game (I have some exp. with these and would would happy to develop an EU version), collectable "companions" think wow here. Anyone else have some ideas for "other" activities?
 
Wow some really in depth questions here, and also some really funny ones! Thanks for all the great responses so far, its super interesting to see what questions the community care about :)
 
when can we start to kick mobs ass? instead of punching their faces?
 
Why did you make new currently useless robot items to be looted on beacons when there are already enough currently usless robot items to go around?
 
I don`t know, if Kim can answer such a question, but i`ll give it a try.

What about old item drop rates. For example i can`t get last piece (foot guards) of a craftable samurai armor set. It`s not like the BP`s are rare, they just don`t exist (or do they?).

And why can`t we get an official loottable?
 
I don`t know, if Kim can answer such a question, but i`ll give it a try.

What about old item drop rates. For example i can`t get last piece (foot guards) of a craftable samurai armor set. It`s not like the BP`s are rare, they just don`t exist (or do they?).

And why can`t we get an official loottable?

hey, +1 from me on asking about foot guard bp drop rates!
 
Yeah, fishing would be great as well as maybe farming?...Will farming and fishing even be considered?
 
Also - why are we getting new component nlueprints when there is a ton of unused ones.
 
Is support department run by 3 people?
 
Since recent community researches point towards equipment eco not really mattering much towards returns in the long run, why don't old-school items like omegaton series amps, imk2, mod mercs and other such extremely eco items drop at all anymore (hell even one drop a year for such items would still be great)?
 
Considering how essential high markups are for players to turn a profit or reduce their costs to play and keep going within entropia and on calypso and considering the fact that longer crafting chains would allow to shift the money spend towards those who like to spend big decreasing the costs to play for those collecting base components for such crafting chains - are there any plans to launch some really long crafting chains for calypso ?
Not like the current 2-step ones but more like 10+ steps building up on each other.
Chains that would yield highly desireable items at the end (either for their efficiency or exclusivty/luxory/appearance/special effects), but would require alot of effort to get there with lots of crafters from different specialisations involved.
Ideas for such items could be: Upgrade modules to large spacecrafts, Upgrade modules for landareas/shops/appartments (instead of paying straight), higher versions of vehicles (like MKIV and up), special more advanced enhancers for guns/armor, very exclusive large fireworks (launching lots of different effects over a longer period of time), luxury clothing/furniture
Currently we have on calypso in cases where an item has a high markup the main reason for this to be in its very rare droprate, but when the reason would be the huge effort needed with hundreds different componets to be put together by the community in such a chain i would think that this high markup would split far better out to lots of players involved in such a chain.
Would it in your opinion be a good idea to held a competition for players to design crafting chains and submit them ?
 
Since vehicles and the ability to spawn them are now an integral part of entropia and on calypso. Are there any plans to implement and allow spawning of other destroyable objects like defence walls / gun turrets / mobile shield generators / drones in pvp areas ?
Have you considered allowing the spawning of other objects like vehicles and give them a structural integrity ? Like tents, tables, lamps, fireplaces - this could really allow the building of some nice partylocations that could get 'cleaned up' automatically when the respective avatars log out or recall their items.
 
Wow, two REALLY good questions there John!!!
I fully support the questions on crafting chains and 'spawning' of items, rather than dropping them, as being questions that rank higher than the ones I put in the thread earlier.

Yes, it's about what PPs can do with the platform they have, where they have freedoms and should make use of these, and where not.
For crafting chains, this is, ofc a balancing issue too, and thus MA needs to approve each and every BP I imagine, but I would love longer chains. If older bps are to be left untouched, then it does have to be new stuff, as mentioned.

For item spawning there is the problem of potential overuse in important areas, but maybe Calypso has freedoms on how items are set up, as well as on areas with restrictions (MS has no drop capability at all, but spawn ability in hangar). It would thus be a case of giving tents etc 'ticks' in the 'spawnable' box at the same time as introducing spawn-free areas, maybe.

I've thus used this post to consolidate your questions, John, rather than adding any more of my own!
 
1. will there be at least one mission where your moving, aiming, shooting etc skills plus tactics actually matter? if yes, will it be this year, in 3 years or...?
2. will there be mob(s) that have low hp but very high damage so there is point of getting it down before it reaches you? //just for diversity to the massive hp mobs that you shoot for minutes while watching tv.
3. will the headshot one day damage more than legshot? when?
4. will there be missions similar to the crysis for instance (clearing out an area of enemies) or sneaking into area and snipe someone out?


J.
 
Where do you see Planet Calypso in 5 years and what will Planet Calypso's main strength be over other planets?
 
Considering how essential high markups are for players to turn a profit or reduce their costs to play and keep going within entropia and on calypso and considering the fact that longer crafting chains would allow to shift the money spend towards those who like to spend big decreasing the costs to play for those collecting base components for such crafting chains - are there any plans to launch some really long crafting chains for calypso ?
Not like the current 2-step ones but more like 10+ steps building up on each other.
Chains that would yield highly desireable items at the end (either for their efficiency or exclusivty/luxory/appearance/special effects), but would require alot of effort to get there with lots of crafters from different specialisations involved.
Ideas for such items could be: Upgrade modules to large spacecrafts, Upgrade modules for landareas/shops/appartments (instead of paying straight), higher versions of vehicles (like MKIV and up), special more advanced enhancers for guns/armor, very exclusive large fireworks (launching lots of different effects over a longer period of time), luxury clothing/furniture
Currently we have on calypso in cases where an item has a high markup the main reason for this to be in its very rare droprate, but when the reason would be the huge effort needed with hundreds different componets to be put together by the community in such a chain i would think that this high markup would split far better out to lots of players involved in such a chain.
Would it in your opinion be a good idea to held a competition for players to design crafting chains and submit them ?

What about building houses in 2013?

Wouldn't this be a perfect opportunity for long construction chains?
A house would need building bricks, wooden construction parts, windows, floors, roofs, etc etc.

:rolleyes:
 
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