Would you still play if...?

If 95% - 98% return was almost guaranteed each run but max cost and reward to play was limited would

  • YES - I'm here for the general gameplay a max loot $1,000 USD max loot is all I need.

    Votes: 37 64.9%
  • NO - I'm here for the big payout if I can't hit $10,000+ USD what's the point?

    Votes: 20 35.1%

  • Total voters
    57

jambon

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James Jambon Zidane
Way back when (like the era of pre-gold) the game was much cheaper to play....
  • Shadow sets and ESI were TT food
  • Unlimited armor sets had full protection regardless of TT value
  • There were few items with high TT value or markup
  • Skill gains were linear
  • Loot had peds and items in it regularly
  • Most mobs had under 1000 HP and regeneration was VERY slow (if at all)

From what I hear even hunting carelessly would get you about 95%+ back almost all the time on hunting runs. Most players could last a long while playing mid-level on a mere $100 - $200 deposit.

However back then globals and hofs were not as frequent/beefy. The HoF board was quite small and a loot of only 5000 peds would land you on the ALL TIME HIGH board.

...Fast forward to closer to within the last few years and the game seems to have slowly turned into a "winner take all style" game that seems to cater more towards only those who have a lot of expendable money in real life to invest, dangling the carrot of massive ATH's in the hundreds of thousands of peds (the 331k mulmun looter) as incentive to deposit and gamble big. Of course common place return for most players seems to to be quite poor unless you're invested in the right gear, skill and grind specific higher end mobs. Not to mention having a sizable bank roll (enough to kill 10,000 of a specific mob is what I believe is recommended.)


  • Mid level unlimited guns have max TT values into the thousands of peds with several thousands peds markup on top of them. IE the gun I'm currently using has a max TT value of 1500 peds and a markup of 3000+ peds.
  • Even limited sets of armor warrant huge markups. (Shadow L = +200%, Perseus = 180%, Aquilia = 140%)
  • Almost all new mobs have HP in excess of 1000 peds and have high regen rates
  • Most missions with decent rewards require grinding tens of thousands of peds hunting
  • Most investments (CLD = $190, Shops $600+, Land Areas$10,000+...etc) cost obscene amounts of money that is completely out of the reach of most people.


So the question is... would you still play if things reverted more to what they were before. Where the cost of gameplay is on a much smaller scale. Markups are low but you still get closer to 95% return on every hunt and there's a chance to global but the odds of getting something bigger than 10-20x the cost to kill is GREATLY reduced. So the HoF board rarely will have top position over 2000 peds.

Essentially, do you prefer to have the goal of sustainable gameplay (working to play for free with a small chance to make a few bucks with an even smaller chance to make a few hundred as a "jackpot"). Or do you prefer things as it is now where cash drains REALLY fast but one lucky click on EPs (or a 30+ ped mulmun kill) can take you from -$4000 USD in the hole up to $12,000 USD profit.

*EDIT*
I think we're getting a little off topic here with some of the responses...

To clarify, yes I realize that the game wasn't even EXACTLY like this and I'm not talking about EVERYTHING going back to exactly the same way it was with the lag, bugs, lack of content, peds in loot, no limited items...etc.

I'm mostly talking about what if they went another direction with the gameplay from the start. Rather than opening it up to attract gamblers (with press releases boasting loots up to 331k), they focused on this more of a small-ball approach limiting the max cost to play (and max possible loot). Yes, have some large investments available (like the banks) but what if you were almost guaranteed to get 95% return even on small runs but there were no mining amps, or condition crafting higher than 1.5ped/click, or mobs that can be solo'd with hp higher than 1000?

Along those small-ball guidelines - there was no gear or item in the game that had a markup of more than 500 peds. Hunting is less of an eco chase securing the rarest and most expensive gear but instead simply unlocking the ability to use the right gun that dealt the right damage type to take a certain mob out.

I think a lot of us came to the game with the dream of making money but if there was virtually no chance to ATH higher than 10,000 ped.... would you still play?
 
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I prefer most aspects of the old style a lot and would continue if it went back. I liked the goal of substainable gameplay rather than EU the money pit :).

The universe seemed (at least to me, a small time depositor big time sweater) that it was geared towards having fun (particularly with soc mates) rather then trying to be as eco as possible. One could enjoy the universe for a fair amount of time on not much peds and then invest when upgrading gear etc.

The old slow re-gen did mean with a good armour set it was possible to hunt a very wide range of mobs even with low-ish weapon skills and weapon, which I enjoyed. It gave everyone a chance to hunt every mob even if it cost 10 ped+ a kill and took forever.

In terms of L stuff I can see where MA is going with all the L gear, it gives them much greater control over the economy because they can switch stuff off and replace it. I would still rather see more UL items dropping, I personally might have tied drop rate to number of active accounts. For example 1 mod merc drops for every 100,000 accounts registered, for me this represents a fairer consistent method. I don't like that some items no longer drop because for a long time people were/are still hunting things hopping to get something and it is a bit dicetful on MAs part to suddenly remove something without openly making a list of what does and does not drop.

Unfortunately since VU 10 most updates have seemed to be geared towards changing things rather than adding anything new and interesting. IMO I would probably keep less than 10% of the features introduced since that time but this is just what I think. Maybe the banks where the last important addition however, in the end, they turned out to be half hearted at best and I still feel they were under developed.

It is a tricky one, on the one hand if a developer does nothing everyone will get tired and go some place else, things stagnate, on the other hand a developer should understand what its core values are and try to mould something around that. EU is special because of its RCE but I feel somewhere along the line that was forgotten and now MA is targetting a different audience either people who don't mind paying to play or those who see EU as a casino rather then a community. In the long term I would have geared MA towards a financial model similar to VISA or mastercard taking a small micropayment for every transaction that occurred in the universe, so rather than gearing the universe towards pouring money in and locking it in there (with massive TT value UL items) it would be geared towards generating activity within the universe.

Just my 2 pecs, i look forward to reading everyone elses
 
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Wasn't MA hemorrhaging money back then?
 
So the question is... would you still play if things reverted more to what they were before. Where gameplay is on a much smaller scale. Markups are low but you still get closer to 95% return on every hunt and there's a chance to global but the odds of getting something bigger than 10-20x the cost to kill is GREATLY reduced. So the HoF board rarely will have top position over 2000 peds.

But this wasn't what the game was like?

In the early days, the game was even more erratic and difficult, especially for new players. While now everyone has access to 2.95 dpp, previously new players were fucked compared to the skilled players. There was practically zero information, there was no SIB, there was no profession levels. New players would be getting effective 1.8-2dpp, compared to "high skilled" players (~5k combat average) pulling 2.5-2.6 dpp.

The myth of "everything being TT" was only true pre-gold. Even then, items such as modfap (which healed 100% of HP, as no-one had >160hp) were worth a lot. They also had large TTs then - Mod merc had 1500 ped, imk2 1000 ped - these item stats have not been changed.

MU was cheaper for a while, because there was large supply and low demand. But this soon dropped off and item prices shot up hugely.

I wrote guides for people in 2003 because so many were suffering with horrific returns and pedloss, and didn't understand the math of the game. There was no entropedia. "PEWiki" didnt turn up til quite a while after gold.


Shadow sets and ESI were TT food - Wrong - Shadow was not TT food after COT, ESI (Generic Skill Implant) was not introduced until much, much later than gold. Skills were un-sellable in the old game.
Unlimited armor sets had full protection regardless of TT value Correct - but (L) armour did not exist and MA required differentiation between them.
There were few items with high TT value or markup Wrong/Correct There were few items, but thats because there hadn't been 13 years of game development. There has always been items which are desireable and therefore expensive.
Skill gains were linear Correct - but this caused huge problems, such as skilling with m2201 on combibo to level 100 (Pham), autoclicking faps in acid pools, autoclicking scanners, autoclicking m2201 in the ring.
Loot had peds and items in it regularly Correct - but that's worse than now. Peds have no markup and when you've looted your millionth pair of "Star Satin Marina Shoes (F)" from combibo, you'd wish for (L) guns with 130% MU :)
Most mobs had under 1000 HP and regeneration was VERY slow (if at all) Correct - but there were loads of mobs which were absolutely lethal (No spider young existed, just the stalkers), and no-one had the skills to efficiently hunt when compared with today. Now, you can get 40 dps within 6 months, previously it would take a lot longer.

I loved the old Project Entropia but the game is completely different now - and it seems whoever you got your information of what the game was like (you obviously didn't play it), has a terrible memory.

There's one thing having rose-tinted glasses, but you're making up a fantasy game which never existed.

I for one, do not ever want to go back to the days of rubberbanding, about 200 people playing, no instant teleport to revive, no teleport chips or vehicles, no item stats whatsoever...
 
I don't think it's possible to turn the clock back, mainly because of heavily invested areas of the game. PP''s LA's, deed holders. It's a cash cow to more than MA, if the customers stick around to pay all that overhead remains to be seen.

It would be interesting if MA would open a new game, Entropia rebooted, and have it running side by side. If they did I would "definitely" give it go. Regardless of the years invested into this game.

Lets face it if the worst happened that's exactly what MA would do anyway. There would p*ssed people, but it would happen regardless.

If the clock turned back all the weapons would have to re-calculated. But all that aside we have a top heavy customer base, I don't MA would want to give them all a free ride due to skills.

We have what we have, MA slowly turns the tanker to please all. We're still here, what our contribution is may not be what it was back in the day. As I've said may times, MA does what it needs to do to survive. I think if their art project was swimming in dollars, they would give us a easier ride.

Maybe they could turn the HP down of all the mobs, but the weapons would have to change too. Can't see it happening.

Rick
 
It is interesting what you say about the very early game Aio. I joined early 2007 and things seemed to have settled and it was very playable by then (although the game still suffered from lag and d/c'ing). Still I think overall it was probably more straightforward back then than it is now even with the new tutorial island... A few years after we had that new player starting zone with the arrivals centre which I think helped a lot. It was enough and set the tone that this was a sandbox now go make some friends and learn some stuff.

Probably very few would want to play that early version again that you are talking about but I do think there was a sweet spot not so many years after (I would say somewhere between VU 9 and the cryengine upheaval).

I would like to hear from some new players who have never experienced pre VU-10 to see if they like the sound of what they hear :).


Regarding Rick's entropia rebooted, maybe this could be done in an "ancient Greece" style way, where time travel can be used but items restricted between the two. (If this was to happen I would like to see the rebooted entropia managed by participants such as the deal Monria have but that is slightly off topic.).
 
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I tell you what though here's an interesting solution. Another MA planet, where you go through border control have to leave everything you're carrying at the door, including skills....EVERYTHING.

You get to play a cheaper style game as a complete noob, with a second 'new' set of skills running, then return to your existing ava when you leave the planet and collect your things at the boarder control.

It would only work if it was really well thought out, and not some noob developer with nothing under the hood. It would have to have content from day one.

The beauty is the planet would carry no baggage or concerns about exiting skills, or worries about any of their gear interrupting the rest of the universe (it all would be planet specific).

Needs vision :)

Rick
 
I tell you what though here's an interesting solution. Another MA planet, where you go through border control have to leave everything you're carrying at the door, including skills....EVERYTHING.

You get to play a cheaper style game as a complete noob, with a second 'new' set of skills running, then return to your existing ava when you leave the planet and collect your things at the boarder control.

It would only work if it was really well thought out, and not some noob developer with nothing under the hood. It would have to have content from day one.

The beauty is the planet would carry no baggage or concerns about exiting skills, or worries about any of their gear interrupting the rest of the universe (it all would be planet specific).

Needs vision :)

Rick

Why?

Who is forcing anyone to play EU expensively?

Why can't you pick up bukins + 101 and shoot <100 hp mobs?

I've never logged in and had a massive message saying "YOU MUST HUNT 3k HP MOBS TODAY".

I re-iterate, feel free to wish for no SIB and unmaxed weapons again.. you'll all be begging for your 80% returns back :)
 
Ahhh the good old PE.

Ahhh the umbra vilige :)

Ahhh the adj V1 for tt+1k

Good old memories.

I think i need mod fapper ASAP!
 
  • Skill gains were linear
  • Most mobs had under 1000 HP and regeneration was VERY slow (if at all)
You can't have no skillcap AND linear skilgain, evidently it took time for MA to realize it. If it stayed linear, by now we all would have so much skills that to counter that even snables would have to be changed to 5000 HP, with a regen of 100hp/sec. There would have been an Iron Challenge for Hussk :). And without the slowing down at the higher levels, the skill disparity of the playerbase would have been tremendous, even a hundred of guys from 2015 couldn't have stand against an everyday mob of an 2005's hunter (not that they should, but such a gap is disheartening for younger generations).

I don't care about the amount of HP as long as the loot is a function of the removed hp. I don't mind regen as I believe it comes back in loot, within certain limits (I keep hearing numbers like 200-300% of HP, but I don't let my mobs to regen even half that much anyway).

  • Unlimited armor sets had full protection regardless of TT value

It was good while it lasted but frankly it was a design error. What I wonder is why MA didn't make the second logical step, making UL weapons to lose damage as they deteriorate. Newcomers in the Rookie channel often ask if the weapons do that - they know that's how things work, they expect it. But apparently MA didn't have the guts to present such a change to the old spoiled players.

  • Loot had peds and items in it regularly
  • Shadow sets and ESI were TT food
  • There were few items with high TT value or markup

Ped in loot = no markup. And practically all the looted items go back to TT (only to be looted and tt'ed again by someone else, and that's why there always was abundance of items in loot). Basically no markup in loot at all. Compared to that, even 105% doesn't look shabby.

Shadow and the other similar stuff stopped being tt food because of introduction of storages and auction and the growth of the userbase compared to pre-gold times. Once markup started to go up, people started to hoard less common items, until everything ended up in storages. MA could control that and increase the cap, but that wouldn't be a RCE game.

TL;DR: I like the game as it is now. I would like it to get more polish, but deep inside it works fine.

And answering the question, would I still play if the game suddenly reverted to the pre-gold situation - I would like to but couldn't, I have a fortune (by my standards, of course) in the gear that would become a tt food overnight and I would die of heart attack :)
 
PE was fun because it was new... The game as we know it now is much more balanced, has better graphics, more features, and arguably less bugs considering the vast increase in the size of the game.
 
I think we're getting a little off topic here with some of the responses...

To clarify, yes I realize that the game wasn't even EXACTLY like this and I'm not talking about EVERYTHING going back to exactly the same way it was with the lag, bugs, lack of content, peds in loot, no limited items...etc.

I'm mostly talking about what if they had gone another direction with the gameplay from the start. Rather than opening it up to attract gamblers (with press releases boasting loots up to 331k), they focused on this more of a small-ball approach limiting the max cost to play (and max possible loot). Yes, have some large investments available (like the banks) but what if you were almost guaranteed to get 95% - 98% return even on small runs but there were no mining amps, or condition crafting higher than 1.5ped/click, or mobs that can be solo'd with hp higher than 1000?

Along those small-ball guidelines - there was no gear or item in the game that had a markup of more than 500 peds (and drop rate was adjusted accordingly to ensure this). Hunting became less of an eco chase securing the rarest and most expensive gear but instead simply unlocking the ability to use the right gun that dealt the right damage type and unlocking the gear with the right protection needed to take a certain mob out (with both those things being readily available for low markup).

I think a lot of us came to the game with the dream of making money but assuming you were starting new today if the cost to play was capped (as described above) and there was virtually no chance to ATH higher than 10,000 ped.... would you still play?
 
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I think a lot of us came to the game with the dream of making money but assuming you were starting new today if the cost to play was capped (as described above) and there was virtually no chance to ATH higher than 10,000 ped.... would you still play?

This is big assumption I think many people joined this game for a lot of different reasons. I joined because of CSI program where a murder was in VR game and I always wanted to play a game like that. I goggled and found this or second life. I could get my head round second life and found this more to my taste.
 
If was starting today - yes, I would. I've never hit anywhere close to 10k in my decade of playing nor do I expect to get anything like that ever nor was it ever my goal, so it wouldn't change anything for me.
 
This is big assumption I think many people joined this game for a lot of different reasons. I joined because of CSI program where a murder was in VR game and I always wanted to play a game like that. I goggled and found this or second life. I could get my head round second life and found this more to my taste.
You talking about Marika or something else? I'm surprised with as Hollywoodish/indy film as ND is that he hasn't tried something similar to that nowadays... especially with his presidency and all that.
 
How many of you complainers acutally played at that time? Constant connection loss and rubberbanding. No not everybody made profit back then when there were only ul guns and so on. I think it sucked compared to today.
 
I think we're getting a little off topic here with some of the responses...

To clarify, yes I realize that the game wasn't even EXACTLY like this and I'm not talking about EVERYTHING going back to exactly the same way it was with the lag, bugs, lack of content, peds in loot, no limited items...etc.

I'm mostly talking about what if they had gone another direction with the gameplay from the start. Rather than opening it up to attract gamblers (with press releases boasting loots up to 331k), they focused on this more of a small-ball approach limiting the max cost to play (and max possible loot). Yes, have some large investments available (like the banks) but what if you were almost guaranteed to get 95% - 98% return even on small runs but there were no mining amps, or condition crafting higher than 1.5ped/click, or mobs that can be solo'd with hp higher than 1000?

Along those small-ball guidelines - there was no gear or item in the game that had a markup of more than 500 peds (and drop rate was adjusted accordingly to ensure this). Hunting became less of an eco chase securing the rarest and most expensive gear but instead simply unlocking the ability to use the right gun that dealt the right damage type and unlocking the gear with the right protection needed to take a certain mob out (with both those things being readily available for low markup).

I think a lot of us came to the game with the dream of making money but assuming you were starting new today if the cost to play was capped (as described above) and there was virtually no chance to ATH higher than 10,000 ped.... would you still play?

for 90% of the playerbase the max loot is pretty much capped to 10k peds. maybe even less.
 
I think we're getting a little off topic here with some of the responses...

To clarify, yes I realize that the game wasn't even EXACTLY like this and I'm not talking about EVERYTHING going back to exactly the same way it was with the lag, bugs, lack of content, peds in loot, no limited items...etc.

I'm mostly talking about what if they had gone another direction with the gameplay from the start. Rather than opening it up to attract gamblers (with press releases boasting loots up to 331k), they focused on this more of a small-ball approach limiting the max cost to play (and max possible loot). Yes, have some large investments available (like the banks) but what if you were almost guaranteed to get 95% - 98% return even on small runs but there were no mining amps, or condition crafting higher than 1.5ped/click, or mobs that can be solo'd with hp higher than 1000?

Along those small-ball guidelines - there was no gear or item in the game that had a markup of more than 500 peds (and drop rate was adjusted accordingly to ensure this). Hunting became less of an eco chase securing the rarest and most expensive gear but instead simply unlocking the ability to use the right gun that dealt the right damage type and unlocking the gear with the right protection needed to take a certain mob out (with both those things being readily available for low markup).

I think a lot of us came to the game with the dream of making money but assuming you were starting new today if the cost to play was capped (as described above) and there was virtually no chance to ATH higher than 10,000 ped.... would you still play?

So there's no excitement - looting items is meaningless, as everyone already has the best gear, and max value/markup is small so doesn't make a difference to your bankroll - and the cost to play is next to nothing?

Sounds a bit shit to me.

Eco has always been a core concept of Entropia - IMK2 has always existed, and those who have the most efficient setups have made the most money. For a player to make money, a player (or many) has to lose. This has been a theme of hunting since day 1 (and mining, crafting when they were added).

You're talking about an entirely different game here - even from day 1. It isn't a discussion about direction. I still maintain, however, that you can do absolutely fine in Entropia right now, today, if you think about what you're doing - even playing on a low turnover.
 
Would you still play if there was no multyplayer?

Yes! :yup: (without sec thought!)


/OP I don't care eitherway, the only I care is a bug-free loot pool and enviroment, guaranteed 100%!!!!
That's impossible right now.
 
Why?

Who is forcing anyone to play EU expensively?

Why can't you pick up bukins + 101 and shoot <100 hp mobs?

I've never logged in and had a massive message saying "YOU MUST HUNT 3k HP MOBS TODAY".

I re-iterate, feel free to wish for no SIB and unmaxed weapons again.. you'll all be begging for your 80% returns back :)

Well for 2 years I was running Valour sword, and it didn't cost me a fortune. I don't think it mattered that players were not 10/10 hit ability. Lets face it, the standard gun was Justifer MK11 for most hunters and it would take ages to unload a lot of ammo.

I quite enjoyed hunting drones and collecting the Gazz to sell for 120%+

I joined just after gold when there was still coins in loot, and we could get 6+ peds for 1K of sweat.

10/10 matters now of course.

But I will say this; the LR32 LR48 LR53 (L) days was my favourite time in the game. So for me personally, I thought it was sad when those guns died.

I'm happy skilling my pets for now thanks. Targets to get, I'm on personal mission. Sure I'm not shooting but don't care right now.

Rick
 
I voted for the big payout..What's the Point otherwise in a RCE game? with 95% there is no profit
 
Well for 2 years I was running Valour sword, and it didn't cost me a fortune. I don't think it mattered that players were not 10/10 hit ability. Lets face it, the standard gun was Justifer MK11 for most hunters and it would take ages to unload a lot of ammo.

I quite enjoyed hunting drones and collecting the Gazz to sell for 120%+

I joined just after gold when there was still coins in loot, and we could get 6+ peds for 1K of sweat.

10/10 matters now of course.

But I will say this; the LR32 LR48 LR53 (L) days was my favourite time in the game. So for me personally, I thought it was sad when those guns died.

I'm happy skilling my pets for now thanks. Targets to get, I'm on personal mission. Sure I'm not shooting but don't care right now.

Rick

Unamped, JMK2 costs 6.97pec/second while LR32(L) costs 9.94 pec/second. A common "midrange" weapon now would be the LC150(L), which costs 15.03 pec/second. The game has evolved to more dps, but also more eco. If the key is to hunt cheaply, for a long time, then people need to drop a few levels and hunt with the lc100(L). The reason why unmaxed weapons used to work as opposed to not now, is that you compete against others. If everyone else has 10/10 hit and 2.95dpp, you will lose out running 7HA and effective 2.3dpp - this is why the game is all about constantly adapting. Guns of the LR32 era were also removed as they were too unbalanced, especially with tiering. Can't remember the exact skill requirements of a lr32(L) but I know it was silly-low for 40dps. Again, the design ethos changed so players have to adapt.

I also loved hunting for ores in bots & argos - and you can still do this with miner bots - but you surely can see how this shits all over miners? It's like suddenly, miners can loot generic fuses or muscle oil when mining.

You could get 6ped/k sweat, because (a) there was a sweating skill cap of 200, and (b) all mindforce attack & heal chips used ME. If we reverted I'm sure all swunters would be extremely unhappy with (a) and heavy mindforce users like... yourself... would be extremely unhappy with (b).

It's absolutely fine doing pets - as long as you aren't just ignoring the warnings that the pet system will not be developed further. It is a fairly large gamble to spend a lot of money on the hope that compets will be integrated (deeds still not paying out - "shareprice" has fallen - no signs whatsoever of integration and especially PED transfer between the two systems). As long as there isn't threads in 1 or 2 years about how you dumped 1, 2, 10, 50k into pets and there is no market for them.

My point is, you can play this game at all levels - free (sweat/swunting), $1/hour (punies), $10/hour (atrox), $100/hour (eomon). To ask for a "cheap play zone" is redundant as you already have the functions right now.
 
What Aio said! :cool:

Would you still play if 95% - 98% return was almost guaranteed each run but max cost and reward to play was limited?
First, I would yes.
Second, it is fairly easy to get 95% average on kerbs. Or was at least, haven't tested lately. You only needed enough skill to hunt naked and the right weapon/amp. And shitloads of patience, cuz there's min turnover limit I believe.

It's all possible right now, and no need to worry u ever get ATH on kerbs... :) So yeah, we kinda have what you asking for. It's just we have other options for different play styles as well.
Socialism looks good on paper, only problem is it doesn't work very well with the real ppl (or is unsustainable long term, like it's Western European variety).

And I agree with Rick as well, I think nothing's wrong with the game or it's economy, it's just that it worked too well and the ppl who managed the game lost perspective and made some wrong choices, bought some castles and a costly new engine. By the time they sobered up the recession hit so in the end there was no other choice - either sell your game off to the players or go under. We have to live with the consequences of this... and we're actually doing surprisingly well it seems. Still, we would do even better if there was no dead weight to carry around. :yup:
 
About selling the game off, nothing stops mindark from buying back clds with their own earnings. If that is the problem which is slowing down development, it would be prudent to do that slowly if they think it would help them long term. However, they would be unable to hide that activity in annual reports.


And no I wouldn't play if everyone is guaranteed 95 to 98% because without the risk, there will not be any markup. Everyone will simply overfarm even more than they do now and undercut egregiously like morons like they also do now.

Also, I do believe that given responsible play, you are already guaranteed within that range anyway at a TT level. So no other changes are required. It all depends on your activity and your activity dictates how long you have to grind or play until you get there.
 
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-) here for gameplay
and
-) limit of 1000$ loot

are 2 different points. I agree with the first, but don't agree with the second. so I voted No to conserve the status quo.
 
Do you realize that even if return average 95%; that does still always goes down to zero (in TT value), so it s just the cost to play that is lowered.
And/or markup need to be very low to balance it, otherwise to profit is much easier .

Now, you can't compare early years (mostly it costed them money), or occasional promotion campaign (like this 330k who earned a page in some economic and many gaming websites) and regular gameplay.

+ people have bought all the stuff, it' hard to introduce new mechanics/way to grab money at this point.
player base is not so big, the game is kinda "old" . (and somewhat overplayed).
Finally, the game failed on many things, they turned it into something else thoses last months/years

Idk what the future is, but obviously the ascending phase is way behind us.
With so many high levels and people who roll thousands of peds on daily basis, hmm, also there are tons of assets in the game, it is a big boat , compared to a few years back.

Your 2-3% X the peds rolled daily, what does it give?
Ohand btw, the average return is really different from people to people .
 
Looks a bit like the players are in this for the gameplay but the house is in it for the high stakes gamblers risk seekers.
 
I tell you what though here's an interesting solution. Another MA planet, where you go through border control have to leave everything you're carrying at the door, including skills....EVERYTHING.

Not necessary the skills, but surely the gear, materials, BPs aso.

If I would plan to create a planet in EU (as a PP), I would demand exactly that from MA.
 
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