Entropia Universe Improvements Ideas

ramos

Dominant
Joined
Oct 1, 2012
Posts
466
Location
Moscow
Society
Concord
Avatar Name
General Frozen Death
Hello MA!

I'm CEO of an old societies Concord & Concord Academy founded in 2004. We are playing this game for kinda long time. I can remember the days, when Entropia Universe was a unique game with his gameplay and opportunities. Unfortunately, that was a long time ago. We were counting (base on entropialife.com numbers) around 4-5k active players few years ago. Now that number decreased to 2-3k (based on the same web resource). We think that the problem is not just in the returns, but in old-fashioned look to a gameplay. We would like you to give some ideas with which you can capture a wider audience, make more profit, bring new opportunities and ofcourse, the most imoportant for you as a company - make more money.

1. Mechanism for renting UL items. The items should be back to owner automaticly after rent deadline.
2. Society Improvements
2.1 Society wars/tournamets. Fort Invicible is a great event. The event is orginized every week by enthusiasts. Society wars will bring more fun and more activity in societies.
2.2 Wars could be also represented as battle simulator. Members pay the entrace fee and battle each other.
2.3 Society buffs. Also an interesting idea to give a team of 5 society members some buffs.
2.4 Society missions and society ranks. Currently we have just "the biggest societies" and "the most skilled societies". Maybe we could implement a "society level" based on society missions.
2.5 Society limited items as a prize for society missions. They cant be sold or transfered to a not society member.
2.6 Society Fund System. We have implemented a society fund system in our societies back in 2014. The idea is to give the players of society a safe method of renting each other expensive UL items. We solved that problem by collaterals. The main opportunity is that a player is not required to buy an item (armors, guns, etc..) for just 1 hunt/mine run, or just for short periods. The system succesfully works in our society, but it would be REALLY great, if all societies had implemented a system, which would give us an opportunity to rent those items. The system should have list of items, logs of all operations.
2.7 Society Ranks System. Real life companies are creating their own standards in position names. Having a system which gives opportunity to create own ranks would be very cool.
3. Personal Life Improvements
3.1 More beautiful (real life) clothes. I'm very sure, many many players are ready to spent thousands of peds on their outfit (me as example).
3.2 Wedding System. I have met many pairs/families playing the game. MA could organize in-game wedding system for a fee.
3.3 Сonjugal rings. A great idea to provide an paid rings for spouses with some buffs.
3.4 Storage for families. The avatars which organized a wedding should have a common storages.
3.5 Display of married avatars. Maybe a ring icon next to avatar name.
3.6 Paid wedding clothes


You also can look to an experience of another games released in last 5 years. Let's take Fallout 4 for example. Housing system is very improved there. You can build big buildings. Many type of furniture too as well.

We really LOVE our game and we are looking forward in playing this game!

Message to another participants of forum: If you like the ideas, please leave a comment! :)

Thanks.

Concord & Concord Academy with love! :)
 
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1. Mechanism for renting UL items. The items should be back to owner automaticly after rent deadline.

I see some merit in the other suggestions but this one is one I'd like to see for sure.
 
I see some merit in the other suggestions but this one is one I'd like to see for sure.

Those ideas are just an thread to start discussion about those improvements. The discussion will improve those ideas and even make more of them. Those are just our thoughts from one day of our society chat :)
 
Adding to what Frozen said, most of the ideas are around one simple thought - the popularity of the most of wide known or hardcore MMORPGs and online/mobile games lies beneath the will of people to be part of something great and interract with each other. All game mechanics are around those syndicates, clans, unions, and here in EU we don't have that all, we are only idividuals, each one trying to earn ped or at least to loose less. The whole thing should be other way round - this would be more fun for us and more earnings for MA, but the best we get is teamhunt, with the limit of 12.
 
shared buffs such as society buffs, 'home town buffs' if you own a nearby estate, and shared 'team' or society buffs where pets act as your 'team mascot' and allow team auras, similar to the shared buff auras given by other mmos such as the paladin in diablo, could be interesting.

Moving towards buffs that cause us to have typical mmo archetype uses in a team could be interesting eventually as more buffs get introduced...

http://www.onrpg.com/news/class-archetypes-the-clich-of-all-clichs/
The Brute

The brute used to be the main tank in the game, that is, until the Paladins arrived. Brutes are technically the Berserkers, Champions, Warriors, Barbarians, and Knights we know and love. They have high HP and pack a whole lot of PAIN. They are also capable of wearing the highest form of armor in terms of defense, but lack magic defense most of the time. Brutes are always better than spell casters in terms of PVP (despite their lack of knowledge). All they need to do is hack and slash, eventually taking the flag emerging victorious. They don’t really have to be buff, just as long as they fit the description. Take pain and deliver MORE PAIN. That’s all that matters.



Class Archetype Brute
The Brute archetype: knuckletastic, muscle over brains



The Thief

Rogues, Assassins (Shadow Dancer) or whatever you call them, the Thiefs specialize in both ranged and melee combat. Some games separate these two specialties to make way for more classes, but know that they all belong to one specific archetype. Thieves used to specialize in daggers only, but are now able to actually wield two swords similar to the Brutes. While the Brutes take damage and hit for double the pain, thieves rely on dodging and evasion due to their incompetence when it comes to vitality. Thieves also have the ability to trigger stealth, making them formidable foes, and just as the name suggests, good robbers.



Class Archetype Thief
The classic thief, hidden identity and sharpened blade



The Mage

Mages are masters of magic, and the class with the fewest variety in names (Archmage, Enchanter, perhaps). They can cast bolts of lightning along with fireballs that usually finish the job. Mages are limited to the lowest armor set possibly due to their excellent range and magic trickery. One problem with mages is that they really can’t afford to take a hit but, due to their massive damage that can surpass even the highest warriors, they have become VIPs in the field of battle. They can literally burn your arse off, so don’t mess with them. Due to their diverse choices when it comes to elements, mages have been separated into different forms of spellcasters. Not that I blame them, for mages have a unique feel for each element.



On a side note, maybe Storm (from the X-men) isn’t a mutant after all.



Class Archetype Mage
The mage archetype, vulnerable and flowing robes



The Necromancer/Black Mage

Necromancers are mainly mages who practice the forbidden arts in order to become stronger. They have the ability to raise the dead, as well as summon demons from the depths of the netherworld. They are also capable of using magic, but are limited to spells that usually hurt them in return. With high risks come high rewards, or something like that. Almost all classes associated with the Necromancer have the ability to drain life, making them the Dick Dastardly of the class archetypes. Much like mages, Necromancers (or Warlocks, Dark Casters, Shadowmage, etcetera) also suck at defense and need to be protected due to their small lifebar. It’s worth it though.



Class Archetype Necromancer
The Necromancer archetype has crossed the borders of what is accepted





The Holy Knight

Whether you call them Paladins, Crusaders, or Holy Knights, these dudes are one of the feared (if not the most) among the class archetypes. They can heal, deal damage, and smite evil whenever they see fit. It’s the ‘good’ (or holy, or light) that drives them, usually from a religious point of view, makes them nearly unstoppable. These guys are undeniably the cheapest class in the game; however, it is also this form of cheapness that makes them formidable tanks when raiding with a party. With ever present sword and shield, they’ll charge into battle without hesitation.



Class Archetype Paladin
The Holy Knight archetype, the good force and loved by many



The Ranger

Rangers (Archers, Hunters, Bowmen, Gunner) are mid balanced characters who specialize in the field of nature. They can tame beasts as well as other creatures of the wild to aid them in battle. Rangers are similar to the likes of Legolas (Lord of the Rings) with a few extra kinks, such as not being limited to bow wielding <_< LOL. Rangers are excellent trackers as well, giving them the extra hand in PVP. Although these individuals are limited to mid-ranged armor, their allies (or pets) give them an outrageous attack power that can kill even the mightiest of Brutes. They also prefer to fight at long range, along with their pets, but ultimately Rangers are dangerous regardless of range.



Class Archetype Ranger
The Ranger archetype: draped in leather, knows all the tricks



The Healer

Unlike the other archetypes, Healers are usually called Priests in most games, and the only way for them to be individualized would be through cross-classing. Healers are normally excluded in most games as they tend to focus more on attacking. Healers on can be merged with other characters in order to give them the ability to deal damage rather than simply being a person who heals wounds. Otherwise solo-ing would be pretty useless. This particular class is no longer relevant in most cases due to the stereotypical belief that healers are boring by nature. They have been made ‘cooler’ by shifting from healing to something else (Healing mage, Cleric, Shaman, Shapeshifter, Druid) and usually have some of the more important buffs for the groups.



Class Archetype Healer
The healer archetype, gentle and always available for some TLC



The Blackguard

Blackguards are pretty new in the class archetype scene. If necromancers serve as the counter-mage, then this class serves as the counter-paladins. Blackguards do the exact opposite of what paladins are capable of. For instance, they inflict wounds and diseases instead of healing them. What we have here are holy knights who have lost their faith. World of Warcraft’s Death Knights can also be considered as a Blackguard. They (in some cases) also carry the might and defense of the Paladin, and can be reliable tanks when taken along. The blackguards will have something unholy, demonic and wicked about them, which makes them excellent dark characters to balance the overly good and happy party members.

http://www.whatmmorpg.com/articles/8-underused-class-archetypes.php
8: The psionicist:
Aside from being a mouthful, the psionicist is a spell caster focused on mind magic. They can read thoughts, induce hallucinations, control minds, and move objects with telekinesis.

It's not too hard to understand why psionicists don't show up in MMOs very often. Their abilities are difficult to fit in the boundaries of a balanced game, especially one with humans on the other end. It's obviously not possible to allow the reading of other players' minds.

Still, it could be made to work. In an MMO setting, psionicists can focus on the summoning of illusions and mirror images, on buffs and debuffs, and on crowd control. Developers could also choose to focus more on the telekinesis aspect of psionicists, allowing them to hurl and crush enemies with their minds.

Allods Online and Vanguard: Saga of Heroes are among the few MMOs to include the psionicist as a class unto itself, but there are classes in other games that have elements of it. Guild Wars 2's mesmers, for instance, have access to a variety of illusions, deceptions, and other psychic abilities.


commander

7: The commander:
Any fighting force - from an army to a small group of adventurers - has certain roles that need to be filled: frontline soldiers, healers or medics, scouts, spies, and leaders. All of those are well represented in MMOs but for the last. There are very few games out there with classes devoted to leadership.

To a certain extent, this makes sense. The social aspect of MMOs mean your group's leader is likely going to be the most capable and experienced player, regardless of their class. "Leadership" is also a rather intangible thing, making it difficult to design abilities for such a class.

Still, it can be done, as proven by Lord of the Rings Online's captain, a support class that inspires its allies to new heights of bravery. Warriors and paladins also sometimes have elements of leadership in the form of shouts, battle standards, and group buffs.


beserker

6: The berserker:
It's common for MMOs to combine berserkers with warriors, giving the warrior berserker-themed stances and abilities. But a true berserker is only peripherally associated with a warrior. They're not tanks, and they don't wear plate. In fact, the word berserker stems from the Norse term for "bear skin," so they ought to wear leather armor or hides.

A true berserker is all about sacrificing personal survival for damage. They're in a race to kill their enemy before they themselves are killed. Eschewing the bulky armor of their less brave - or insane - counterparts in the warrior class, berserkers rush headlong into battle, relying on their agility and unstoppable fury to overcome their enemies and compensate for their lack of defenses.

EverQuest and EverQuest II both offer classes called the berserker, but they're really just warrior variants. The same is true of TERA's berserker, but oddly enough, two other classes in TERA, the slayer and the warrior, are actually decent examples of the berserker archetype.


engineer

5: The engineer:
The engineer is not an uncommon archetype in sci-fi games, but you don't see it too often in fantasy. And since fantasy games have a stranglehold on the MMO genre, engineer classes are hard to come by in MMOs.

But it's not too hard to include an engineer in a fantasy setting. Most fantasy games these days have some form of steampunk or magitech twist. There are a few different ways engineers can play out.

They can be like the engineers of Guild Wars 2: steampunk McGyvers who can produce all manner of gadgetry, from turrets to bombs to flamethrowers. They can be more traditional ranged fighters focused on guns and other technological weapons. They can also be a pet class, creating robot helpers, and Aion is reported to be introducing a tanking class that marches around in its own mechanical exoskeleton.


alchemist

4: The alchemist:
Similar to the engineer, the alchemist relies on science, rather than magic or brute force, to aid its allies and crush its enemies. But whereas engineers place their faith in cold technology, alchemists take their strength from chemicals, potions, and tinctures.

Alchemists are a natural fit for a support class, producing a variety of healing elixirs and empowering their allies with special concoctions.

Alchemy is a common theme in fantasy, and usually plays some kind of a role in MMOs - perhaps as a crafting profession - so it's a little odd that alchemists are one of the rarest class archetypes around. Maybe throwing potions at people just doesn't seem as heroic as swinging a sword or hurling a bolt of lightning, but if you've ever seen a chemistry professor nearly blow up a classroom with a fiery demonstration, you know alchemists can be as badass as any warrior.

True alchemists are hard to come by, but the engineer class of Guild Wars 2 has a number of elixirs and alchemical abilities. Oddly enough, World of Warcraft's new martial arts class, the monk, also has access to a number of alchemy-like brews for offense and defense.


gunslinger

3: The gunslinger:
When it comes to fantasy settings, the list of ranged weapons usually starts and ends with bows. Some daring rangers take up the occasional crossbow, and if you're lucky, you might see some thrown weapons, but there is another weapon type that gets neglected: guns, and especially pistols.

Gunslingers are a class devoted to mastery of the pistol, usually dual wielding a pair of them. While they often take inspiration from cowboys and Western fiction, they can also be cunning assassins, elegant duelists, or piratical vagabonds. They often overlap with the rogue archetype a bit, which might be why we don't see too many of them.

Still, there's a certain flair to the gunslinger that other classes just can't replicate. They've got the rakish charm of a rogue, the range of an archer, and the visceral punch that can only come from the blast of gunpowder.

Aion's upcoming 4.0 expansion will include a new gunslinger class, and while Guild Wars 2 has no dedicated gunslinger archetype, their thieves and engineers both have the option to dual wield pistols, making them decent substitutes.


battle mage

2: The battle mage:
Battle mages are a "best of both worlds" combination that blends elements from opposite ends of the class spectrum. Like a warrior, they wear heavy armor and effectively wield melee weapons, but they also have access to the magical powers of a spell caster.

Battle mages reject the idea that a caster must be a frail, robed Gandalf clone that crumbles like tissue paper without a tank to protect them. They're badass, in-your-face wizards who can brawl with the best of them. They're as comfortable swinging a greatsword as they are reciting an incantation.

Considering how many awesome traits battle mages combine - the visual flair and destructive potential of a magical class with the hardiness and brawn of a warrior - it's surprising more games don't try to include them somehow. Maybe it comes out of some desire to keep classes balanced with each other, but there's no reason a battle mage couldn't be designed to not overtake other classes.

Rift's Storm Legion expansion offers two takes on the battle mage with its new harbinger and tempest souls. World of Warcraft's death knight and Guild Wars 2's mesmer also have battle mage elements, but are not exact matches to the archetype.


arcane archer

1: The arcane archer:
The arcane archer is similar to the battle mage in that they combine physical weapons with magical mastery. Whereas a battle mage takes up plate armor and melee weapons, the arcane archer borrows from the ranger toolkit and uses light armor and bows.

Arcane archers combine the two main types of ranged combat in fantasy games. Their magic enhances the accuracy and power of their bows, and their arrows trigger powerful spells and magical effects.

For whatever reason, they're one of the most under represented class archetypes around. Developers seem unable to imagine an archer that isn't a traditional ranger.

Rift's rogue archetype offers both ranged and magical souls, but none of them quite match the arcane archer archetype. World of Warcraft's hunter class has a few magical skills, but the game offers no true pairing of magic and ranged combat. This is especially strange when you consider that Warcraft lore features a number of ranged fighters who combine bows with magic, such as the dark ranger Sylvanas Windrunner.

Dungeons and Dragons Online and TERA are among the few MMOs offering anything like a true arcane archer.

https://www.reddit.com/r/MMORPG/comments/3zgh2g/are_there_popular_mmorpgs_with_bufferdebuffer_etc/
Rift and LOTRO, in my experience, are the most supportive of this.
All 4 rift classes have at least one dedicated support tree of some sort.
Loremasters, Captains, and Minstrels in LOTRO have buffing/debuffing options that (at least used to) drastically change fights.
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[–]jack-tripper 4 points 1 year ago
EverQuest - Shaman, Enchanter, Necromancer, Cleric, Bard, Druid
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[–]LeiloniCleric 3 points 1 year ago
Aion has two buffer/debuffers in the Chanter and the Songweaver.

https://en.wikipedia.org/wiki/Status_effect
Buffs and debuffs[edit]
In many MMORPGs, the terms buff and debuff are commonly used to describe status effects. Some spells or powers may debuff an enemy while buffing an ally at the same time.

Buffs[edit]
Buff is the term generically used to describe a positive status effect that affects mainly player or enemy statistics (usually cast as a spell). Examples of buffs include:

Increase the movement speed of the target.
Increase the attack speed of the target.
Increase the health points of the target.
Increase target's perception.
Increase target's physical defense.
Heal the target over time for a period of time.
Boost the damage output of the target.
Debuffs[edit]
Debuffs are effects that may negatively impact a player character or a non-player character in some way other than reducing their hit points. Some examples of debuffs are:

Reduce the movement speed of the target.
Reduce the attack speed of the target.
Decrease the resistance of the target to various elements or forms of attack.
Reduce the stats of the target.
Cripple target's perception.
Lower target's physical defense.
Drain target's health capacity.
Removing health over time while status effect is active.
There are countless other debuffs, depending on the game played, though all share the same concept: to make a certain target less powerful in one or more aspects. Both buffs and debuffs are generally of a temporary nature, wearing off after a certain period of time.

Auras[edit]
Many modern real-time strategy games have hero units, single units that are powerful, but limited in number (usually only one of a single type allowed). In addition to their normally very high stats, many heroes also have auras which confer beneficial status effects or attribute bonuses to any friendly units that enter within a certain radius of the hero. This makes the hero unit an important factor in an engagement as, in addition to their formidable combat skills and powerful abilities, they also make the units around them more effective.

Some heroes and spellcaster units can also confer or inflict buffs, debuffs, and other status effects to units as spells.

Plenty of buffs in game, but not so many debuffs yet... There's a few, but not many...

No real "commander" or necromancer types in game either... perhaps when allowing multiple pets to be spawned at once time happens we can start seeing that type of thing more... would love to see pets able to attack and be used as an army as my 'zoo' grows... similar to the way old necromancer type worked in diablo II with the skeletons, etc. Lag's already here, why not make it worthwhile lag?
 
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Let me sum it up. Introduce item rental, improve societies and the player base will start growing again.

Sry OP, those are not the reasons for the downfall. There's some good ideas in there and yes, almost everything can be improved somehow... but the real problems of this game are not in those areas.

Biggest problem is the lack of imagination, combined with complete absence of self-confidence. Every other game out there is better than the one we have. We can't invent anything new ourselves anyway 'cause we're just a bunch of losers.

The success of the early Project Entropia - Let's boldly go where no one has gone before!
The recent history of EU - Let's try to copy whatever everyone else's doing and we'll be OK!
No we won't...
 
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Those ideas are just an thread to start discussion about those improvements. The discussion will improve those ideas and even make more of them. Those are just our thoughts from one day of our society chat :)

This has been discussed many times before and it really is a bad idea if you think about it. Here is what would happen. People with really deep pockets would buy up any good UL items (even paying a premium for them) and open up rental shops. Every new or good gun would end up in their hands eventually resulting in a monopoly/oligarchy of all unlimited items. Want to use them? Sure they will rent it to you.. but guess who sets the prices? They would.

While it seems like a cool idea up front, it provides a terrible environment on the back end. Therefore I disagree with this idea.

Cheers
 
Add Sport

In my few MA is missing a trick and should look more at sporting events. If I won the lottery I’d paid to have a planet build and have all different kinds of sports stadiums on it.
That being said Entropia Universe has a lot of boxing rings yet no World Champion, a racing track yet no horse racing, a car racing track yet no car racing, a stadium yet no sport in it (such as Football, Rugby etc.). Grass yet no tennis, swimming yet no swimming contests, Guns yet no shooting competitions. Halls and tables yet no table tennis. A basketball court yet no basketball played on it. Water falls cliffs and water below yet no diving competitions.
Obviously some of the events would be harder than other to arrange. These event could make MA a lot of money.ie.
Boxing 32 players could compete for the World Boxing Championship Crown each paying 500ped for the privilege. All the players would be paired off into two and fight one on one in a boxing ring. The winner going through to the next round and the loser going out. Then the remaining fights are paired into two again and fight and this carries on until there is only one player left and they are Crown World Champion and win 5000ped and the runner-up receives 2500ped and the two losing semi-finalists get their 500ped entrants fee back.
Car Racing Formula 1 on a Saturday each player in the Universe is allow to drive around the track to see if they can get the fastest lap time. However they must pay 1000ped per lap. Then on the Sunday the fastest 16 lap time players enter the race on Sunday the race is over 50 laps and the winner gets 10000ped 2nd place 5000ped and 3rds place 2500ped.
Football In order to own a football team the player must pay 10000ped. Football team names are taken from places in Entropia Universe. The football team owner pays 5ped each. The best 32 football are put into groups of four and each team in the group plays each other and format is like in the European Champions league. The team own get 500ped for each win and 250ped for a draw. The winning team owner in the Champions league gets 100000ped with the runner-up getting 50000ped. The team owner would offer his players 100ped each if they won the Champions league.
Tennis over the Wimbledon fortnight there is a Tennis Competition it costs 125ped to enter the first round and there is 128 players. AL the players would be paired off into two and play a match with the loser going out and the winner going into the next round. In the 2nd round all the winners are paired off and play each other until there is one play left and they are crowned the Tennis Champion and win 5000ped with the runner-up receiving 2500ped and the two losing semi-finalist getting their 125ped back.
Basketball and Ice Hockey competitions could be run simpler to the football competition. And a Table Tennis Competition could be simpler to the tennis competition.
MA don’t thank me for my ideas put some free ped in my account.
 
There are two problems with Item Rental which probably explain why its never been implemented.

1) Practical - at the very second the item is out of time it has to transfer back to the owner. From a programming perspective, its tricky, even more so if it is being used at that time.

2) Economic - Eventually you'll have a handful of 'D. Trump' types in Entropia that own all the really good items and rent them all out. Some may welcome that. I wouldn't.



Be careful what you wish for, you may just get it.
 
In my few MA is missing a trick and should look more at sporting events. If I won the lottery I’d paid to have a planet build and have all different kinds of sports stadiums on it.
Once upon a time there was a golf course in game... and some hint that Planet Michael would introduce dance offs... Monria is starting to do boxing matches, but long way from anything worth actually watching.
 
There are two problems with Item Rental which probably explain why its never been implemented.

1) Practical - at the very second the item is out of time it has to transfer back to the owner. From a programming perspective, its tricky, even more so if it is being used at that time.

2) Economic - Eventually you'll have a handful of 'D. Trump' types in Entropia that own all the really good items and rent them all out. Some may welcome that. I wouldn't.



Be careful what you wish for, you may just get it.
It can be a cron script which is being executed everyhour, selects all expired rental items and try to return them to their owners. If the item is in use the scripts pass that item to the next script execution. Nothing hard. Most of ubers rent/lend their items to their friends or just to another players (i have done it many times) with a collateral. The idea is to create a user-friendly GUI which will allow to do that automaticly.

This has been discussed many times before and it really is a bad idea if you think about it. Here is what would happen. People with really deep pockets would buy up any good UL items (even paying a premium for them) and open up rental shops. Every new or good gun would end up in their hands eventually resulting in a monopoly/oligarchy of all unlimited items. Want to use them? Sure they will rent it to you.. but guess who sets the prices? They would.

While it seems like a cool idea up front, it provides a terrible environment on the back end. Therefore I disagree with this idea.

Cheers

In other words, there should be rules. Yes. It could a rule, that a single avatar cant rent more than X items. It can be paid licenses for rental business. There are really tons of ideas that can impove the game.
 
And actually, i just want to attract MA's project managers attention. Maybe we should organize in-game strikes? hehe
 
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