Info: Huge investor promises to revamp the dynamics of Entropia Universe loot returns.

Status
New competition is rapidly entering the marketplace, Diablo 3 leads the way now from the big developer perspective, others will follow in a rather short period of time to come to meet demand in this quickly evolving market space.

Diablo III is not an RCE, although a lot of people seem to claim it is. It is simply a regular RPG that has an auction house where you can buy and sell stuff for real money.

Basically, its an RPG with its own eBay. Far from a real cash economy.
 
Diablo III is not an RCE, although a lot of people seem to claim it is. It is simply a regular RPG that has an auction house where you can buy and sell stuff for real money.

Basically, its an RPG with its own eBay. Far from a real cash economy.

And combining the two, close enough to an RCE, we have a marketplace our own ebay where we can sell a limit of 30 items, that doesn't even have PEC enabled for the lower markup goods and small batches of goods, it charges fees/commission to list ....

We call it our auctioneer ;)

All combined elements of Diablo define it as an RCE since I can sell everything onhand, including my virtual currency.

ie. Stop poking at small semantics, it is a micro-transaction based service, just as Entropia is a micro-transaction based service.

This is not uncommon, I have sold 4 items in ~ 20 hours of play for 230 usd, but nothing special, just low end equipment. This guy who remains anon, what he is done is been done by many, he is not a singularity or special in any context, just showing off - http://megagames.com/news/man-made-...tm_medium=referral&utm_campaign=zergnet_28517
 
All elements of Diablo define it as an RCE.

Nothing in Diablo define it as an RCE.


Entropia is an RCE because the entire economy is built on using real money.

Diablo is not an RCE because the economy of the game is only partially tied to the ability of selling and buying things for real money.



If using D3 as the definition of an RCE, then all RPGs are RCEs since you can use eBay to buy and sell things. Oh, and Team Fortress and other "free to pay" games are also RCEs since you can buy hats'n'such for real money.
 
Again poking at semantics NH.

We differ only slightly but what comes in and out as the end result - Money in the form of micro-transactions is the same.

Here we work with Mindark and internally with players using no value virtual current - PED has no value outside of EU.

Diablo 3 uses virtual currency and a marketplace that deals in USD - People deal through the marketplace with Blizzard entertainment directly, just as we deal with Mindark directly for deposits and withdrawls.

Anyhow we are getting offtrack here in arguing about semantics which is not helpful to what we are trying to achieve.


rmah_money1.png
 
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1 & 4 are interesting and what we are trying to tackle as the primary purpose of this thread.

Cost to play is too high - Solvable through bringing more people to entropia or have those who have quit return. Lack of Player Base, resulting in higher costs to play to pay for MA & PP requirements, refer to one.
...

I don't think that with your suggested 80% + 4% return you won't lower playing costs but you will most probably higher them as the actual TT% is most probably higher than 84%.

I do agree that more players might help to lower playing costs, but I don't think that the following is true: "due to more players MA will be able to reduce the charge per player" because more players do also need more servers, bandwidth and support.

Nevertheless, more players will have an influence on the RCE market and with this one might be able to reduce playing costs as resources and/or items might sell much quicker as there is an increased demand. On the other hand I don't think that more players will lead to higher markup. As the hype of EU is over (2004-2007) any extra cost needs to be justified and this influences markup. I have the impression that most items and resources are balanced quite well atm.

If more players is the key, then we might ask how to achieve it. EU as it is now, doesn't have the potential for it, otherwise we wouldn't discuss about it. Increased marketing might temporarily help but won't resolve the problem.

I guess it would be the time to experiment with some new RCE ingredients.
 
I guess it would be the time to experiment with some new RCE ingredients.

Hi Falkao,

Thanks for the reply.

My hope is that something will be considered for the 10 year anniversary, even if it is just a tabled research project. It would be funds out of the 6 Mil USD from CLDs sold well spent before hugely investing into a worldwide marketing blitz which will bring the same problems with it as people leave as the ones prior to it.

Entropia Universes' imaged needs to be turned around and I strong agree that experimenting with some new RCE ingredients as you have put it is the key to achieving this.

Cheers and +rep,
Viper
 
Hi Falkao,

Thanks for the reply.

My hope is that something will be considered for the 10 year anniversary, even if it is just a tabled research project. It would be funds out of the 6 Mil USD from CLDs sold well spent before hugely investing into a worldwide marketing blitz which will bring the same problems with it as people leave as the ones prior to it.

Entropia Universes' imaged needs to be turned around and I strong agree that experimenting with some new RCE ingredients as you have put it is the key to achieving this.

Cheers and +rep,
Viper

Biggest problem is people who have no clue how to play, think of a million and one theories and accually try them, repeating same stupid things that dident work, etc...etc .. O and dont forget after they tried everything besides sacrifising a coat.. they coming forum to blame their fuck ups on loot sys , MA, or whatever..

Bin here 7 years in game and all stories about those big losses are easy explained , gamibling retards with big CC who have no clue.. i suggest try again with pong and work youre way back up into tis (maybe after a while you can crasp the concept of super mario brothers (8-bit version any more advanced for these peoples might be a bit to much to ask)

I blame my slugish mousewheel for next bad loot...
 
Biggest problem is people who have no clue how to play,
.
Bin here 7 years in game and all stories about those big losses are easy explained , gamibling retards with big CC who have no clue.. i suggest try again with pong and work youre way back up into tis (maybe after a while you can crasp the concept of super mario brothers (8-bit version any more advanced for these peoples might be a bit to much to ask)

I am not sure that your suggestion will grow the userbase, but thanks for the input!

I do agree that something needs to be done about this ...

think of a million and one theories and accually try them, repeating same stupid things that dident work, etc...etc .. O and dont forget after they tried everything besides sacrifising a coat.. they coming forum to blame their fuck ups on loot sys , MA, or whatever..

Adding a GREATER quantifiable portion and a LESSER potential portion to the returns should in most cases rectify this problem, limit the gambling aspect, and produce a smaller negative impact on the Entropia Universe in the media & social networking spaces when people go off to rant, blaming their fuckups on the system MA has designed.
 
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I am not sure that your suggestion will grow the userbase, but thanks for the input!

I do agree that something needs to be done about this ...



Adding a GREATER quantifiable portion and a LESSER potential portion to the returns should in most cases rectify this problem, limit the gambling aspect, and produce a smaller negative impact on the Entropia Universe in the media & social networking spaces when people go off to rant, blaming their fuckups on the system MA has designed.

The gambling aspect is player side, all for socialisme real life..not so much in a game. If people have no self control , no patience .. or just are plain dumbasses..Its not the system or the other players its THEM...wanna help noobs explain them how to hunt properly on a 10 bucks budget a month. If they cant learn it at that lvl they better of playing something else.

Its like a deck of cards , i decide the game i play with it.. i can solitaire and not gamble or play a dif type cards game that is gamebling ..its the players decision not the deck of cards.

here i list a few excample i seen just last few day of people being stuborn and dumb )wont mention names but some of these where so called `respected long time players who suposed to know how it works and also advice noobs...

was hunting young trox , we all know trox is big hp but low dam, armor wise settler 5b is plenty maybe even on the big side armor wise.. Then the average hunter on young trox you see on those hunts . last 5 people i saw where wearing , nemesis )he used a ep 40 , 2 peeps in full ghost, even saw 1 in jaguar, after those people i saw one in the same field sort of making sense in a unplated adj pixie..this is just a quike excample to show how in efficient people play this without any to blame but themselfs. )or maybe mother nature for only giving out half a brain'

As long as people keep using the wrong equipmend stay ignorand they lose.. plain and simple
If they accually put some tought in it all its impossible to get those ridiculess losses as many claim on this forum.

O and btw 84% retrun... damn m8 if that youre result you might wanna read up on some eco stuf...

And if you want to help out the losing people just consider a carreer in social service go help people with a gambling addiction.
 
A short summary, thread direction:

O and btw 84% retrun... damn m8 if that youre result you might wanna read up on some eco stuf...

Agree with some of what you say, however one point stuck out (quoted above) that makes it evident you did not read the thread properly and get the punch line of it all.

84% or any number has nothing to do with this thread, the numbers used are samples only to demonstrate a concept;

Of which the concept was just a mechanical representation in itself for the underlaying punch line in the need to attune the RCE core (loot and ruleset system) to provide both psychological support and security,

TO ACHIEVE:
  1. Growth of the playerbase through lure and capture from gaming/media/social networking spaces,
  2. Retain the playerbase by;
  3. Sustaining to some degree the playerbase through financial incentive that does not involve gambling in any of its forms.
THAT THE PLAYER:

Invests and continues to invest further finance into the Entropia service to progress their avatar over time.

AND AT THE TIME OF DEPARTURE:

Some facts that need to reoccur upon the event of participants leaving the service ...

A constant influx flow of new retained participants will be needing to be achieved each year.

The more participants that drop out saying bad things about Entropia on gamer forums,digital-mediaspace and social networks and the like will add to a negative impact on this continued flow of participants each year.

However if changes can be made to the RCE core that limit this impact - As fictionally for fun were presented in the OP .....

not talking numbers, just hypothetical examples - ie. 80% return with a higher potential was just an example

.... Then the chance of the following years lure and capture will be greatly improved, with lesser expenses needed by MA & PPs as the years go by to continue this process.
 
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As long as people keep using the wrong equipmend stay ignorand they lose.. plain and simple If they accually put some tought in it all its impossible to get those ridiculess losses as many claim on this forum.
Everyone is always saying play as eco as possible. The dev latest notes sort of say the same thing. However, everyone always disagrees on what that means somewhat, especially since it means different things at different times. Playing 'smart and eco' back in 2005 is completely different than it was in 2006, 2007, 2008, 2009, 2010, 2011, and now today in 2012... MA is holding a carrot on a stick and is constantly changing the size and direction of that stick... Ask MA about how to play eco or smart and the support team will likely tell you to 'ask the community,' because they honestly don't know what it means and want to give out the impression that some in the community might so that the blind can keep leading the blind essentially as they pad the pockets of the devs.

Just 'thinking' about how to play eco is not the way to be eco because some stuff that should be eco in theory just plainly is not. Any and all of the most eco stuff in game will likely make you lose everything given enough time, just like any slot machine in a casino, even the penny ones that are the loosest ones in the place, will drain you out of cash if you keep dropping enough cash in to it.

All of that needs to really change if MA really cares about player retention. I honestly think up til this point in time MA has never really cared much about player retention, and think they still might not at this time. That's why the pushed that responsibility out of their hands and in to the hands of the Planet Partners. The mentality behind it is probably something like, "We can't figure out how to keep fooling people long enough to keep their eyes on our moving carrot since so many start playing and leave shortly afterwards. Let's give someone else the ability to give it a try - but first let's get that someone to pay us a hell of a lot of money up front for a planet development kit so that we at least get something out of them before they go broke or bankrupt trying, which is the direction we were headed up til now..."

Kinda reminds me of Dr. parnassus plot... "Please take generously"
parnassus-61-e1270398986741.jpg
 
In the 6 years I have been around, I couldn't have put it better myself MM, :wtg:

I know we have not always seen eye to eye on many things over time, (as Lavawalker)

However this is pretty much striking the iron where it is hot, hitting the head of the nail if you will.

What you have wrote here is the concept MA has relied on so much for and that most have been delued by to a greater degree. There are only a couple within the many thousands or today, many hundreds that pay to play that have an extremely eco setup for the higher tier mobs where the carrot on the stick currently lays for the most part.

The concept is dying, the illusion is fading, people are leaving.

It is time for change! Time to experiment with something new, empowering through transparancy without losing a smaller portion of what Entropia is, chaos and the unknown.

+rep and see you ingame *cracks whip* :)

Everyone is always saying play as eco as possible. The dev latest notes sort of say the same thing. However, everyone always disagrees on what that means somewhat, especially since it means different things at different times. Playing 'smart and eco' back in 2005 is completely different than it was in 2006, 2007, 2008, 2009, 2010, 2011, and now today in 2012... MA is holding a carrot on a stick and is constantly changing the size and direction of that stick... Ask MA about how to play eco or smart and the support team will likely tell you to 'ask the community,' because they honestly don't know what it means and want to give out the impression that some in the community might so that the blind can keep leading the blind

I do however believe that Jan W does care about the game and the RCE concept and will make the right choice in good time to turn around and improve the image of Entropia Universe, bringing back players and working towards their retention.

That being said, get on with it, a decade has almost past! :whip:
 
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Just 'thinking' about how to play eco is not the way to be eco because some stuff that should be eco in theory just plainly is not. Any and all of the most eco stuff in game will likely make you lose everything given enough time, just like any slot machine in a casino, even the penny ones that are the loosest ones in the place, will drain you out of cash if you keep dropping enough cash in to it.


Kinda reminds me of Dr. parnassus plot... "Please take generously"
parnassus-61-e1270398986741.jpg

accually you wrong (and wel thats nothing new seeing you generally wrong about anything that has to do with accually playing the game (hunting mining etc ), not talking about youre trading or shop bugs i have no clue whats up with that side of the game on most except

following part i do agree:
Just 'thinking' about how to play eco is not the way to be eco because some stuff that should be eco in theory just plainly is not

You right eco goes way beond the basics, its a ad up of gear, cycle, picking the proper mob on the proper day , getting out on time if loot oviusly is crap ) a, dpp , dps and defense cost VS chosen mob and a lot more all contributes to youre eco.

And even tough its not possible for all to get a 100% tt return it is for the individual who play's this the right way.

Basicly if it comes down to this , if you keep losing over 10% in the long run you most likely to blame yourself.
 
various posts

Whilst I wouldn't have phrased it the same, most of what you say regarding playing style is largely correct, imo. But it's also not really the topic of the thread. Viper's position is that EU needs to retain players better, and that a lot of players who leave do so because they are unhappy with their loot. If either those are wrong, which I maintain to be a possibility, this thread is mostly pointless. If they are right, then it doesn't matter that it is often the player's own fault that they are unhappy with their loot. That doesn't stop them leaving EU.
 
You right eco goes way beond the basics, its a ad up of gear, cycle, picking the proper mob on the proper day , getting out on time if loot oviusly is crap ) a, dpp , dps and defense cost VS chosen mob and a lot more all contributes to youre eco.

You forgot,

  • Licking your finger, putting it in the air and seeing which way the wind is blowing IRL.
  • Facing true north which is 5 degrees off north when playing Entropia.
  • The "Feng Shui" of the room your playing in, making sure the natural earth energies are flowing correctly and keeping your mind, body and spirit aligned for financial gain.
  • Psionic devices placed in the appropriate place day/night



LOL sorry could not resist - But seriously it all contributes to your wellbeing IRL so it should contribute to your prolonged activity online and higher chance to statistically hit a loot above 50 ped if your PED card can handle it.

In my personal experience, ECO only contributes to a small fraction of prolonging your gameplay, proportionately decreasing your expense while interacting with a system "that seems to for the most part" to be statistically driven in allocating out loot.

In my personal experience, playing eco does not ensure globals, hofs or better loot returns. The same loot is derived, just you lower your expense to play;

And if you have not invested thousands upon thousands of USD into appropriate gear for your level (or on a much smaller scale play with marked up (L)imited gear of relative eco) then your pretty much killing the whole FUN FACTOR of a GAME!

Games usually = Fun without too much hard work and other morally diminishing factors that impact a games fun factor and the players' retention and continued interest in that game

Result of diminished fun/moral = Boring, diminished activity, tiring, lacking attention span - Ultimately people leave, and don't return again.

Ofc, discussing eco is starting to take this topic a little off track, it is not the solution to achieving the goals outlined earlier in the thread.
 
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Whilst I wouldn't have phrased it the same, most of what you say regarding playing style is largely correct, imo. But it's also not really the topic of the thread. Viper's position is that EU needs to retain players better, and that a lot of players who leave do so because they are unhappy with their loot. If either those are wrong, which I maintain to be a possibility, this thread is mostly pointless. If they are right, then it doesn't matter that it is often the player's own fault that they are unhappy with their loot. That doesn't stop them leaving EU.

Cheers Jimmy :)

I tried to outline a summary here > https://www.planetcalypsoforum.com/...loot-returns&p=2984134&viewfull=1#post2984134
 
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You forgot,

  • Licking your finger, putting it in the air and seeing which way the wind is blowing IRL.
  • Facing true north which is 5 degrees off north when playing Entropia.
  • The "Feng Shui" of the room your playing in, making sure the natural earth energies are flowing correctly and keeping your mind, body and spirit aligned for financial gain.
  • Psionic devices placed in the appropriate place day/night



LOL sorry could not resist - But seriously it all contributes to your wellbeing IRL so it should contribute to your prolonged activity online and higher chance to statistically hit a loot above 50 ped if your PED card can handle it.

In my personal experience, ECO only contributes to a small fraction of prolonging your gameplay, proportionately decreasing your expense while interacting with a system "that seems to for the most part" to be statistically driven in allocating out loot.

In my personal experience, playing eco does not ensure globals, hofs or better loot returns. The same loot is derived, just you lower your expense to play;

And if you have not invested thousands upon thousands of USD into appropriate gear for your level (or on a much smaller scale play with marked up (L)imited gear of relative eco) then your pretty much killing the whole FUN FACTOR of a GAME!

Games usually = Fun without too much hard work and other morally diminishing factors that impact a games fun factor and the players' retention and continued interest in that game

Result of diminished fun/moral = Boring, diminished activity, tiring, lacking attention span - Ultimately people leave, and don't return again.

Ofc, discussing eco is starting to take this topic a little off track, it is not the solution to achieving the goals outlined earlier in the thread.



dude 1 reply tracker website hunting rank ... not counting skil sort of breaking even include skills got no clue how much profit, accual number aint that importand.

but i am atm mostly between 250 and 300 in hunting rank listing and i hunt dailly and a shitload.

my way issent hocus pocus just common sense.
 
my way issent hocus pocus just common sense.

I am not saying it is bad or good, and I am not saying it is or is not common sense,
If it works for you, continue with it is my advise.

Do what works for you and if your having fun doing it, fantastic!

But it is off-topic to finding solutions to keep the masses happy in continuing on with the game and not leaving it in a rage-fit giving Entropia Universe a bad name along with it.

In essence we need to cater for a much wider audience with better return rates that are stable/fixed to some degree with only a much smaller portion as outlined in the concept that is a potential to make a profit or small loss.

The fact that your now going off track again is what I was having a tease at (read the blue & then post # 100 in this thread), economy and effeciency is NOT the entire solution to the problem, it makes up only a very small percentage of part of the solution.

However it is not the end all and be all it.

I appologise if I offended your methods of play, enjoy the game how you play and are happy with.
 
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Re : Post# 100 in this thread.

No further input on how we can change the underlaying RCE concept to attract and retain paying players ?

What changes do you all think would help attract people to Entropia Universe to continue playing and investing their hard earned cash into their avatar over the years of play and then when it does come time to leave, that they don't go out with a negative dummy spit over the system MA has designed.

I believe there needs to be a tabled research project undertaken to determine a new underlaying loot distribution, assignment, record keeping/accounting system that has some sort of baseline return that is by far greater than the lesser potential return to make a profit. This would involve an assessment also of all produce and items in the economy, tiered and untiered along with mobs and their challenge rating vs loot table.

None of this which is gambling in essence having loot statistically and/or randomly assigned from universal hunting, mining and crafting loot pools that we all contribute to and draw from:

Independent Lootpools - One concern that we see very often on community forums, especially when a big All Time High is achieved, is that one profession is unfairly “financing” a huge loot in another profession. This misconception often results in one group of participants (i.e. hunters - one lootpool) becoming upset or frustrated that their activity is being used to fund the rewards given to another group of participants (i.e. miners - another seperate lootpool). To hopefully dispel this misconception, we would like to inform participants that the loot pools for each main profession (hunting, mining and manufacturing) are completely independent of one another, and that a large loot in one profession has absolutely no impact on potential loots in any of the other professions.
 
BUMP for more input please ladies and gents.

A little birdy has told me we have both PP & MA's (B.A.S.E & Jans') attention on this one :)

Please write you thoguhts and feelings on how we can improve entropia to lure and retain more clients/gamers.

Posted on behalf of Jan Welter Timkrans

One of the main reasons for introducing this new system was to finance a substantial marketing campaign for the Entropia Universe. We are committed to initiating a marketing campaign as soon as possibly at much larger scale then we have ever done before.



/EDIT: This was posted in response to questions from Viperstrike voiced yesterday in this thread and through private messages. I thought that the rest of the community would benefit from knowing this as well and that is why I posted the statement in public. - Kim


Ofc this is secondary to a fundermental change needed before we pursue such adventures :)
 
I liked this one :) And agree to an extent!

#include <PersonalLootPool.h>
#include <TTreturn 90%.h>

Everyone happy in long term i sure to you!

Some text

Regards,
Viper
 
Some text

Regards,
Viper

To an extent - or half more precisely.

I don't remember if I said this here or somewhere else, and honestly I don't really feel like going back to check, right now.

Anyway.

Personal loot pool + 90 % return
VS
No personal loot pool + 90 % return

They are exactly the same thing. The returns you would see from a system that uses just a general probability to get loot, would give the same result, on average, in the end.

So you see it's only necessary to talk about the average return, and forget about the rest. Ironically, the current system has snow no tendency for using a personal loot pool and the average return for a reasonably eco player will be close to 90 %.

(This is provided that you play like a sane person, and don't do stupid crazy things like dropping a million bombs in the same spot.)

Aside from the above, you might want to address the issue of loot distribution as a whole; it's not much comfort that the average return is 90 % if theory shows you will need to hunt for a million years before you can expect to have reach such a result. In the OP you described a system which had a very "linear" distribution. As I (and others) complained, your idea sounded like the most boring shit we had ever seen.

That's not to say you were on the wrong track. It's possible the solution lies somewhere between what we have and what you suggested.
 
Hi,

Adding another post I found on EP by Airboy to the thread with his suggestions.

Link > http://www.entropiaplanets.com/forums/threads/entropia-is-a-dead-end.7860/page-2#post-52430

Airboy said:
I was aiming for a system similar today, but with less variation in the tt value loot return. Let's say a system where the loot on a "avarage" hunting trip would be somewhere between 70-90 % instead of a 50-130 % system, the loot would have the same avarage loot, but we less extreme. Instead big globals and HOFs in tt value, we would get more rare items that maybe would have some markup value, more "silent" globals.

Of course more rare items would make the items less rare and would effect the markup downwards, so it's would demand some clever system and balancing to make it work, if possible at all. But one way is to have "super effective" limited weapons in the loot, with very low decay and high damage/ped.

For example, a "super effetive" gun "A", with a tt value of 40 ped, could have decay that are only 25 % of a normal gun and a damage/ped (included ammo cost) that are 4 times as high as a normal average gun. The value of the gun would be about 40pedx4=160 ped.

I think the key to a better loot system is more rare limited items. People hate limited stuff, but we need them to be limited, because if they are unlimited the would fast be to common and would destroy the balance. With a "super effective" weapon and other limited items MA can give away high value loot, without directly giving away tt value/peds. That would make it harder to claim it's "gambling", because you don't directly get a high payment in cash (ped tt value). Of cource, as long as we can get rare items in the loot, you can claim it have a gambling aspect.
 
Let's say a system where the loot on a "avarage" hunting trip would be somewhere between 70-90 %

Why is everyone determined to get us worse loot?

Also, the (other) problem with his suggestion is it relies wholly on MU to keep people playing. And no-one is going to pay MU for something that is guaranteed to lose you money. So these super guns would have to improve your return rate enough to be profitable. Which appears to contradict the original 70%-90% point.
 
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Idea tovn

I really like idea about revamping loot system. I didnt liked old one at all.
Im much happier if im receiving usual return then praying for every action vhat im done.
System should implement personal lootpool so every player should pay same money for playing. Old system let some people use their lackiness and profit, but most of us pay for them. It vasnt nice since i lost big time. Vho vants hunts and mining runs vith 90% nolooters? This vas main reason for me to end active playing till better times.

Return should variate around 95%.
Return should base on cost to do actions excluding foolish actions like bombing same place or shooting in air. Offered concept excludes need for skills on same action repeating. I say this because it lets use better gear. Skills affect missing - so missing could be extra cost. Lover veapon damage because your too unskilful - every hit could count full damage and so if creature lifepan is reached vith 10 shots, but you need 15 to kill it makes you pay more. Of course donnt forget overkill. So here comes skill based playing vhich affects economy big time.
So return is made from cost to do actions counting skillful playing. Killing mob vith full abilities on used gear(and other activities). This means all veapons have same eco. Except ve here using some eco index to variate chinese gear from carefully made ones. This part can be handy at manufacturing vith different skills.
Every thing should be limited vehicle type. You can repair different things different times till vearing out. So manufacturing could get main role at supplying players not just repair terminal. Clothes should count game time till vearing out. Like lvl1 noob clothes could be veared month, but good ones year. So clothe making could be real deal not just skilling.
Returning to lootpool - hov to distribute return. It knovs hov much it needs to return after 5% substracting vhich goes to game. And return after sucesfully did kill, drop or anything could go variating from zero to limited border about tvice over unpaid deposit. so ve have used 100 peds in hunting, but ve here received only 40 peds - it means ve need get 55 more till average. So it is chanse after next action to get from 0 - 110 peds. Exceeding this limit could make return get only under cost to do action till paid comes under forseen border.
So it could make feel like before, but only in smaller radius. It in longer timespan alvays vill return all robbed money vhich you shouldnt be paying for game.
Lastly about % your here getting from game. It vill not differ if player vill pay 50% or 5%. You vill get same quantity because player vill play more and vill get more good time(1h or 12h for same cost). So more recommendations to friends and so on. So playerbase vill grov. More chanses for players to use market for playcost covering. Only skilling should be rigged in this vay because if playing gets cheaper skilling gets cheaper too, but mostly i liked like it vas nov - hardcore. So it should counts tovards cost for playing.

Manufacturing should be specialized only on special equipment/plant or vhatever its called in english so there could be city for manufacturing. And hunter could knov vhere to find place to sell his items and any else too.
Mobs should drop thing vhat in reality is droppable. So shinkiba shouldnt drop faps or colors. Rare equipment could be manufacturing global(vhich comes from needed skills).

Huh so much ideas, but hov it couldnt be so - im litle game developer myself and im seeing much poetential from game if correctly polished.
 
Thank god this is in Fan Fiction

Tonight's top story:
Entropia Universe participants burn the Mindark headquarters to the fucking ground!

The full story later at ten, Now back to My little Pony -Revenge of the Pony Lord.
 
2013 Roadmap! Loot revamp

Necro bump for 2013, the 10 year anniversary.

Input still welcome as in the roadmap some of this may occur ! :wtg: :wise:
 
The remaining 20% (20 PEC)

The remaining 20 PEC will have a designated 20% returned to the playerbase as gifts for their continued play and hard work (4 PEC), leaving 16 PEC profit to be split between MA AB and the planet partner.

50% of this 16 PEC, 8 PEC will become MA AB profit of which will be used to pay our employees, investors and maintain the systems used to maintain the operation of the gaming platform.

The other 50% of this 16 PEC, 8 PEC will partly become profits used to pay our investors (Planet land deed holders) along with paying the planet partner staff who produce the planet based content.

The 4 PEC to be returned to the playerbase as gifts for continued play and their hard work

That would be wonderful if decay generated revenue for the company. However, since your deposit is counted as revenue, they can't take more revenue through decay. That would be impossible. It could work like this if they get their banking system in place, which apparently they still want to do. But as it currently stands, the peds that are lost through decay just evaporate into thin air and the only purpose decay serves is to reduce your in-game tt value, requiring you to deposit if you want to continue to play.
 
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