My Version 16 Wishlist

jambon

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James Jambon Zidane
With version 16 coming up soon I'd love to see some real improvements to the core game...



Improved Markup Charts

  • All time option
  • Planet based markups
  • More detailed sales numbers
  • External API that can be accessed


Improved Auction

  • Lower minimum fee (for small quantities)
  • Bids and prices can be set to the pec
  • Single 10 minute time extension on bids made within the last 5 minutes (not adding 5 minutes after each bid)
  • Charged a flat rate to list items and remaining auction fee only if item sells
  • Warning when increasing the bid more than 100 ped or 10% (prevent hasty full ped card bids)
  • External api that can be accessed



Improved Item Stats Page

  • Show item decay per use. I get the whole mystery of a new world. But i think it's time that eu was more transparent with things. Leave less to be "figured out" by the players and relying on people to update entropedia.
  • Show level required to max an item (not just minimum/recommended)
  • Enhancers show % chance to decay and how much they affect things.


UI Improvements

  • Allow resetting the progress stats without having to relog (i often fear after 10 years of playing and thousands of logins that one day I'm just going to run out of one time pass codes for my gold card)
  • Create a team default option should be "damage: share loot"
  • Healer loot should have more options (loot to the 1/10th % and % up to a certain ped value). So a healer could get say 10% of the loot up to a total of 25 ped either per loot or as long as they are in team.
  • Map/missions some missions place waypoints over the tp you need to go to making it impossible to select that tp by click it on the map, so unless you know the name of it you can't get there without stopping the tracking of the mission)
  • Create armor sets hot key should take into account the plates on your armor too. Would be nice to one click equip the same armor set with different plates
  • Option to search through message center (auctions, notes, mail). I often save all my auction notices, would be nice to be able to search for previous messages
  • Option to clear all in message center. Some time i'll end up with 50+ notices for entering or leaving land areas.
  • More options to specify the system messages shows in chat (break "other" into more options). Ie server messages, enhancer notices, misses...etc
  • Missions that just need to be turned in should have some icon next to them. I've got like 100 active quests and it would be nice to see which need to be turned in at quick glance



Apartments

  • Correct issue with items being locked on walls. In many apartments (like omeg west habitat) when you place things like signs or paintings on the wall you can no longer select them.
  • Remove the invisible wall on the balconies, i should be able to jump to my death at any time lol


Vehicles

  • Should be easier to spawn anywhere. Some vehicles like imperium spec lancer are virtually impossible to spawn or place unless on perfectly flat land.
  • Mobs should attack flying vehicles.... As must as i like that they don't right now it should be done.


Clothes

  • Several jackets have problems displaying the shirts underneath. When wearing the jacket it can look like your shirt only half covers your belly or it can look like you're not wearing anything under the jacket.


Pills

  • Pills can be refined down to universal ammo just like l rings
  • Ability to sell on auction in food section
  • Pills should stack up to 1 million. Got many stacks of the practically useless 10% for 1 hour skill gain pills


Mining

  • Auto miners, some sort of consumable/decay item that digs claims while you're gone like a tower. Hit any claim and you can add one onto the claim marker. Come back in 5-10 minutes and you get everything it dug just like a tower with a collective skill gain. Crafted like portable tt/repair using resources and sweat.
  • The rarity of some ores should be reduced... There are less miners than ever before in eu and with item crafters dwindling we should make it easier to craft items that require these rarer materials. Ie no reason zanderium needs to be at 700% markup right now.


Land Areas / Joint Ventures

  • All land areas should be able to have "share deeds" sold as a % share of profits on land area. Deeds would show all stats (% share, total deeds issued, land area, last 12 months payouts average...etc.). The actual land deed should show if leveraged by share deeds, how many and applicable stats.
  • Share deeds can be created at the land marker where you set payout frequency, number of deeds and share value. Having the ability to officially joint venture a land area would increase the market for those land areas and allow more participants to get a taste of real investment in eu.
  • Should be applicable to banks, malls, land areas...


Crafting

  • Many more blueprints available for purchase at the technician (or via daily token trader). There's not enough bp's dropping to keep crafting interesting.
  • Fix the stats to show return after taking into account near success extra crafts
  • Show used metal residue during crafting run


Tools

  • Portable auctions and portable storage access tools, crafted using resources and sweat like the tt and repair terminals. This should have been done from day one and is a lost opportunity for extra profit for ma.


Hunting

  • Multiple all damage, health, decay…etc by 10. Minimum damage that can be done in the game should be 10. By multiplying by 10 it gives more of feeling of accomplishment and strength as you progress. Even punies look like you're taking out a decent mob with a few hundred hp doing 10 - 20 damage. Then mid game you'll do 190 - 390 damage and later at end game 1100 - 2200 damage.
  • Many more calypso based instances adding entertaining runs to do
  • More mobs that require you to be fast on your feet. I love how some mobs throw bombs that you can dodge, we need more elements like this where real world skill plays a role in the damage/decay you receive beyond just mashing a hotkey or hitting auto use.


Mind Force

  • More area of effect and effect over time mindforce items. The arson chip is by far one of the funnest chips to use. They need to have similar ones for electric, lacerating, frost...etc. And some aoe chips that to spread damage across mobs would be nice as well
  • Amps


Real World Items

  • Add things like hats, shirts, jackets, mouse pad, mob desktop statues, beer mugs, stickers, collector cards to webshop and real world items auction. Missing a huge opportunity for free advertising and money here ma.
  • A series of collectable cards would be something neat to integrate into eu. Imagine a set of 60 - 100+ cards of different mobs, npcs, and locations. Could have it as a paired virtual item and real world item. Real world cards for pure collector value and virtual cards that in completed sets could provide buffs like rings. Could be a whole new way to stimulate the economy. Cards could be looted with 0 tt value so it's no cost from loot pool. Only cost would be the established markup. Having unique trading cards (hell, maybe have 1000 cards both regular and foil variety) would add some real excitement to loots again. With 1000 different cards there's a much better chance to get something in your loot that no one has seen before. I think it would be so cool to be able to loot trading cards and that hope of being able to loot a full set of foil cards that gives you maybe 5% faster reload or something. Could add in some for of decay on this buff similar to pets.


Teleporter Fees

  • Yes, I can hear people screaming now but i think tp fees are a good thing if done right.... Rather than a variable cost in pecs it needs to be based on a system of tokens.
  • All teleporters on a planet should have a flat fee of 1 token per use.
  • Tokens should be able to be acquired from completing missions (mostly daily missions). We need to encourage people to do the daily missions to cycle a set number of peds per day. Those than don't want to can purchase tokens from those that do.
  • All new players should be issued maybe 100 free (non-tradable) tokens when they start
  • Regular tokens can be sold in auction for markup


Mission Rewards

  • Refill the shops for daily mission / combat token traders. Why was everything limited to a certain number of those items? They are limited items to begin with... I can see a max issued per day limit but common, with all the good stuff down to 0 in stock - what's the point?
  • All fragment mission rewards should be replaced with skill gains or teleporter tokens


Affiliate Program

  • I know an affiliate program is in the works but it's important it's done right. I'm thinking that a % of decay that would go to ma goes to the referring person for a set period of time.


Marketing

  • The marketing campaign needs to be improved. The ads and landing page suck. I think eu needs to turn focus to less of the "you can make money online" mentality to something more of just being an exciting sci-fi mmo. I mean i saw one ad that said "mature mmo" - like wtf? Makes it sounds like a porn mmo.


These are just some of the things I'd like to see added in.

Entropia has grown into a mature MMO that has had some great success in the past. The key going forward is to pivot to the game it NEEDS to be rather than the game it was.

You can see the signs that they recognize that for sustainability they need to start shifting the focus from being a high cost to play to a more traditional MMO structure. Lots of people bitch of EP's and how the economy is horrible, low markups...etc. But I see this as all done on purpose to slowly migrate EU to a more sustainable game that is enjoyable even on a very small budget. They've done things like:


  • Improved the new user experience
  • Offering free starter gear
  • Offering missions that give free ammo (IE gauntlet)
  • Making big changes that have impacted the overall markups in the game
  • Add in more "free" things to do in the game.

I think this trend will continue and I love it. While everyone wants the big loots and high markups they simply don't get that in order to get up to a level where there is more opportunity for HUGE profits we need to adjust the core gameplay to have a solid foundation that a good player base can be built upon. The next few years are going to be a VERY interesting time in the the history of EU. I suspect that we will continue to lose a lot of the old player base that refuse to adapt to the new way of things and EU will shift to more of a micro transaction format that practically anyone can get in on rather than a rich mans playground where mid-late game means investing many thousands of dollars.
 
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This is incredibly frustrating to read with every word in title case, but my thoughts...

Some obvious ideas (bugfixes). Some good ideas (UI changes). But some are utter madness. Teleporter fees just stop bringing it up. Multiplying everything by 10? Bigger numbers are better?

But seriously. Please Don't Write Like This Unless It Is A Title.
 
This is incredibly frustrating to read with every word in title case, but my thoughts...

Some obvious ideas (bugfixes). Some good ideas (UI changes). But some are utter madness. Teleporter fees just stop bringing it up. Multiplying everything by 10? Bigger numbers are better?

But seriously. Please Don't Write Like This Unless It Is A Title.

There I fixed the casing of the post lol

Yes TP fees.... no one wants to bring it up because no one wants yet another expense in the game but as I said it needs to be done right and part of a several changes to the gameplay. They can't just slap on a fee and expect it to fly. Whatever, it'll just be another thing we all get used to like fees for changing clothes, auction fees, land taxes, usury bank loan rates....etc.

As far as I'm concerned, multiplying the numbers by 10 should have been done when they increased the ammo numbers to something insane (10 million bullets is 1000 ped of ammo? My gun shoots 2000+ bullets per shot? What the hell is it a mutated gatling gun with a cyclic rate faster than the speed of light? lol And each bullet basically does 0.05 HP of damage? WTF?). I mean I get why they did it - it's so that they could improve the appearance of loot. to make it look like you got some actual loot when in reality you just looted like 1/10 of a pec lol

But, yes bigger numbers gives more of a feeling of power, satisfaction and accomplishment. And adds a sense of vastness to the progression in the game.

I don't know about you but when I play a game if I'm only doing 1 or 2 damage to something it just feels hollow. It's just like how the sound of a gun plays a big role in "feeling" the power of it.

Take the Paper Mario series... I loved Mario RPG it was arguable one of the best Nintendo games of all time. And when Paper Mario came out as a sequel I was stoked. Then I played it and the battle system had been boiled down into some BS kiddy crap where you were dealing in single digit damages the entire game. As a result the whole battle system just seem patronizing and you didn't really feel your progression of strength like in Mario RPG where you started doing 15 damage and eventually got up to doing 1500 damage.
 
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As far as I'm concerned, multiplying the numbers by 10 should have been done.

Ever play world of warcraft? Bigger numbers each expansion makes it look just plain stupid.. oh great a fireball for 100 million
 
Some great ideas

You forgot to mention MindForce amps
 
Ever play world of warcraft? Bigger numbers each expansion makes it look just plain stupid.. oh great a fireball for 100 million


lol not really I couldn't get into it for various reasons. And I'm not saying get crazy with the number but a factor of ten is reasonable.


Some great ideas

You forgot to mention MindForce amps

Ahhh yes that would be good too
 
Would love a referral system where you get a portion of decay the whole time person you referred plays the game. That would make it much more interesting to me.













#space_flight ~ where pilots and players meet
 
tl;dr

NO TP FEES
anywhere
ever
period
 
Am against TP fees.

With that said, just had a thought, what if sweat is the TP fee? Maybe 1 - 10 sweat per TP.

Will help newbies as well.
 
Now that sounds a really good idea \o/
 
TP fees... while adding decay... would reduce the number of ped cycled per hour by the playerbase.. probably doing more harm than good..

Other than that this wish list is worthy of some +rep.. w/ the addition of MF amps ;)
 
TP fees... while adding decay... would reduce the number of ped cycled per hour by the playerbase.. probably doing more harm than good..

Other than that this wish list is worthy of some +rep.. w/ the addition of MF amps ;)

Sweat as TP fees "forces" the playerbase to either spend maybe 15-30 minutes a week to "earn" the fees for maybe a week's worth of TP usage, or they have to buy a couple of peds of sweat for each week's TP usage.

Someone who can only spend 50 peds a day on a hunt will probably sweat the fees themselves.

Someone who spends 1000 peds a hunt will probably not mind spending 1-2 peds a week on helping newbies.

More newbies who benefit, the higher the chance that some will decide to deposit and do more in the game.

We need more players after all.
 
TP fees... while adding decay... would reduce the number of ped cycled per hour by the playerbase.. probably doing more harm than good..

Other than that this wish list is worthy of some +rep.. w/ the addition of MF amps ;)

re the more harm than good bit: there are various examples of this in game imho, especially related to 'wasted' time due to travelling instead of where you want to be cycling peds. I guess I'm mainly thinking of space again here. I don't know how far you can easily get on planet with a decent level tp chip as most of me is still in eco-mode. It may even be the case that having vehicles has slowed people down, who would, years ago, simply have hopped a couple of times using their chips.

Anyway, I like the list and agree with most suggestions to add more informational transparency etc.
 
Sweat as TP fees "forces" the playerbase to either spend maybe 15-30 minutes a week to "earn" the fees for maybe a week's worth of TP usage, or they have to buy a couple of peds of sweat for each week's TP usage.

Someone who can only spend 50 peds a day on a hunt will probably sweat the fees themselves.

Someone who spends 1000 peds a hunt will probably not mind spending 1-2 peds a week on helping newbies.

More newbies who benefit, the higher the chance that some will decide to deposit and do more in the game.

We need more players after all.

No. TP. Fees. Of. Any. Kind. Anywhere. Ever. Period.

I spend quite a bit on my hunts, but I definitely would mind having to spend 1-2 peds a week "helping newbies" with some stupid sweat TP Fee or any other kind of TP fee scheme.

I buy ME off auction to tp around to remote areas, newbies can sweat and sell it to traders who know what to do with it if they can't afford to depo.
 
I would like to see my health regen a bit quicker than just 4 points every 20 seconds.

They could for example use Agility to calculate how much health is restored per 20 seconds.

Have 80 agility, your health restores 8 points / 20 seconds.

This wont happen though, the mobs seem to regen pretty high, where us puny humans are like Neanderthal's. Just the way Mindark like us.
 
I would like to see my health regen a bit quicker than just 4 points every 20 seconds.

They could for example use Agility to calculate how much health is restored per 20 seconds.

Have 80 agility, your health restores 8 points / 20 seconds.

This wont happen though, the mobs seem to regen pretty high, where us puny humans are like Neanderthal's. Just the way Mindark like us.


I think using the stamina stat would make more sense for that actually...
 
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