EU 2.0 - What would you do differently?

True Juan

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True TJ Juan
Hi Guys,

Theres always rants about everything bad in EU so I'm curious.

If you had the chance to be the one to run EU 2.0 what would you do differently?
What kind of systems would you setup? How would they work?

Post any ideas, any suggestions, the longer and more complex explanations the better. I will read it all.

Thanks,
True :bandit:

PS. If you dont want to post here, you can also PM me your thoughts.

PS2. If you can please suggest things you would change in EU 2.0(systems, professions, content, storyline) not the EU we have now.
 
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The only thing that I would like is for items to have more markup again.. (So pretty much make more interesting crafting BP's and remove EP's)
 
Other than the people in the game which is why I stay to this day the game itself killed me when EPs showed up and more when they lowered the globals. I miss the days I could spazz out over that simple 50ped global. 1ped globals just isn't the same. But between the two it has to be the globals.
 
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simple. Keep promises... don't make up new systems unless bugs on old systems are fixed and flawless first.

Look at all the broken promises... http://content-of-oblivion.blogspot.com/

https://www.planetcalypsoforum.com/...3-Marco-said&p=2597728&viewfull=1#post2597728

and all of the broken things over time... and stuff changed after it was in the hands of participants...(or not even put in to the hands of the participants i.e. the plot winnings from goldrush, statues, etc.) how many times have estates been tweaked to not work, or moved around so that certain features (such as item points in hallways in calypso apartments) don't work that once did work... can't count the number of items tweaked after they were in participants hands... bad mojo.

Something else I might suggest is leaving the maps that once existed alone instead of reworking areas over and over, leaving some places a fucking mess... How many times has PA swamp camp area been revised? In the mean time I think that booth that's on the ceiling of one of omegaton's buildings is still up there...
beta-boothupside.jpg


Still waiting on the promised extra shops to Omegaton, even though I don't have an estate there any longer... this broken promise actually cost me about 300 bucks since I believed it enough to have a shop, booth, and several apartments there at one point in time that I ended up selling at a loss due to real life taxes... primary reason I initially started buying the places was primarily due to this promise:

To date many of the shops and apartments there still have never been claimed, or even put in game (some even make error messages if you try the estate terminals)


At least they did clean up the old vu 10 sand trap...
omegaton-beta1.jpg


even though the weeds are still there messing with the basement...
beta.jpg



How many estates got turned all around after vu 10? There was promise of revising them to pre vu 10 locations a long time back, but that promise got killed eventually...

Kinda miss the old school locations of things... https://www.planetcalypsoforum.com/...y-Maps-VU-10&p=2124249&viewfull=1#post2124249

http://www.moselbert.de/EU/Entropiakarten.htm
Hadesheim.jpg


The mobs area always moving to new locations... always see threads about people coming back to the game after a year or two break and being confused as hell since everything's changed... seems like Mindark usually mixes everything up every couple of years to throw the whole economy off or introduce something new... first it was Sib and L, then something else, then explosives, then armatrix, etc. it's always changing the way the game works fundamentally, making it hard to really 'love' the game unless you love chaos and change (as some of us indeed do, lol)... that sort of stuff isn't everyone's cup of tea... .making it a bit more stable and easy to come back to play hard after a year or three break should be something they want to do more of, but it seems their aim is in direct contradiction to that goal as it is now.

Since you suggest changes, completely redo the apartments and shops on Calypso... Other planet's apartments look much nicer... The old carpet and 1970s style panelling just doesn't add to the sci-fi theme... and up the item slots in apartments, etc. Calypso and Arkadia have way too few per apartment and shop vs Rocktropia... it probably is balanced by fewer estates being in RT, but how many of the estates on Calypso actually ever were owned? So many of them still show the estate broker as holding them.

On the topic of promises, I know you intend this to be EU related, but compet's promised affiliate program isn't here yet, and the affiliate program for EU itself only has about 2 people in the community that actually got in it and have active links...
Affiliate Program

In the course of the integration of the CryEngine2 as graphics engine for the Entropia Universe this Affiliate Program was initiated. It offers eligible affiliates the opportunity to receive a 5 year, weekly paid commission on the company´s profits of each newly recruited player.
We absolutely differentiate here from other programs as the duration in which we pay the commission is much longer and not just a one time bonus after reaching a certain turnover.

A main characteristic of this program is the fact that these commissions are also paid if the player who originally registered for Planet Calypso decides to play on other planets inside the Entropia Universe. Of course, First Planet Company´s main interest is to keep the participants on Planet Calypso, but for the commission is only relevant that the initial registration was made for Planet Calypso via our affiliate network.

I'd definitely get a rock solid affiliate program initiated as a part of EU 2.0... and uh, make it 'clean' so that it won't be a spam magnet

http://www.entropiaplanets.com/thre...rk-2009-20xx-and-the-german-xarxa-gmbh.22019/
 
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Remove the gamble. Make loot have a 95% rate of return 100% of the time. Every time. Every kill, every mine, every craft.

If I ever get the funds (win the lottery or something haha) I will make a game like that.
 
Take out unL SIB guns.
 
1) Get a QA team
When a fix is designed, test it!, test it again!, test it different!

2) Fix the important defects
Specifically, quest items that don't drop, make them drop again
Shop floors that you fall through and can't access the buliding
Quests that lock your items in inv if you offer too many
Rotate plots back to how they were when the owner bought them
and I am sure there are more that fit into this category

3) Fix recent/important broken promises
Fix Ark land plots's
Finish the statues, even if you have to have another auction for the others
Do something more with Caly land plots

4) Stop the wishful projects and get the house in order, before considering other things
 
Simply go back to pre vu 10. Then fix the bugs. And finally ban the account sharers, those that publicly hire people to play their toon, and for good measure remove Nanocubes from TT and make them craftable or lootable only.
 
Revert hunting to 1.0
 
Remove the gamble. Make loot have a 95% rate of return 100% of the time.

So every mob you kill you get 95% back? No more globals (except when cost to kill * 95% is above global treshold), even less chance of item drops? What is the fun in that?
 
The only thing that I would like is for items to have more markup again.. (So pretty much make more interesting crafting BP's and remove EP's)


I strongly repeat my opinion again, that removing the EP do not solve the problem in EU.
Everyone saying EP is addictive, gambling, non-productive economic are all subjective via their own opinion and reason.


Why people are still willingly to spend on EP?
What are the chances of crafting EP?
The way you comment on these two question will represent who you are.
Bear in you mind, that EU is supposed to be dynamic. To make EU becoming like you, is the end of EU.


It won't be surprised if EP becomes the major activities in the future, if the main players continue to craft EP. In a long run, the positice results will continue to build up more players to craft EP :rolleyes:
 
Remove the gamble. Make loot have a 95% rate of return 100% of the time. Every time. Every kill, every mine, every craft.

If I ever get the funds (win the lottery or something haha) I will make a game like that.


When I complained about 40%-70% on loot return, it's all about EU's transparency on their business model, loot system, promises & commitment on their controls of the game.

But some players think I whine like a kid and that's too bad :laugh:

Making a loot system that gives all players an average of 95% loot return is stupid (EU staffs should take note).
At the end, EU is just going to end up like Second Life.

I am not sure, why you like to keep contributing 5% of playing EU (You should get what I mean).
 
Remove the gamble. Make loot have a 95% rate of return 100% of the time. Every time. Every kill, every mine, every craft.

i wouldn't go that far.

I'd set non-multiplied loot to be 93% return of killcost. Near successes being 91%.
remove all multipliers smaller than times 20 and bigger than 250.

So it generally would give good return and when you get a multiplier, you get something big.
 
At the end, EU is just going to end up like Second Life.

Which is still there and the company that created it, for at least as long as MindArk.
 
Much less control to "planet partners".

The current sad state of the "economy" is in large part due to a race to the bottom among PPs as to who would provide the cheapest and most easily available pony for everyone.
 
Remove the gamble. Make loot have a 95% rate of return 100% of the time. Every time. Every kill, every mine, every craft.

If I ever get the funds (win the lottery or something haha) I will make a game like that.
Even real world casinos don't do that exactly... it does it across the board... an average.... a 'real casino' type thing in Entropia that actually did 95% across the board would be ok for a bit, but still cost someone a ton since losses would probably be higher than they are at the moment...

https://www.nbcconnecticut.com/trou...t-Gambling-Slots-Investigative-311877231.html

http://freakonomics.com/2011/09/01/...ost-how-slot-machines-disguise-loses-as-wins/

https://www.thoughtco.com/slot-machine-payback-percentages-537725

http://www.dummies.com/education/math/using-probability-when-hitting-the-slot-machines/

In Loot 2 the system does the regular gambling from Loot 1, but also accounts for extras like armor decay, fap decay, and looter skillz. Many have grumbled about these changes. I think it was a step in the right direction sort of, but has a lot more steps to do to make it right... they basically, from what I understand, emptied out the loot tables and put shrapnel in in it's place, and are working on slowly re-adding stuff back in to the loot tables over time... Problem is that we are in the middle of that process, but it's still got a long ways to go til it gets to where it needs to be. Also, the loot that we do get isn't really 'needed' as much since a lot of the crafted stuff is pure crap. There's been a lot of suggestions on ways to fix that, such as making all items able to be sib-ified, adding buffs to old school unsib stuff, and generally re-doing the blueprints all together. Those are mostly suggestions falling on deaf ears... that could change eventually, hopefully...

What they could posibly do is more 'progressive jackpot' type algorithms in the loot instead of the ho-hum rng stuff they've done up til now... i.e. the longer you played daily, or weekly, or monthly, the higher your returns could potentially be since you'd get put in to a progressive jackpot that you were gambling for in addition to the regular ol ho-hum rng that pays out flat almost hourly (almost in waves as some suggest - smaller waves now than before, but still in waves as it is now...)... Could be interesting if you started getting extra little loot, similar to the armor and fap decay thing, when the system starts counting the number of hours you log in a day or something... or perhaps base it on number of skill gains per hour or something... so those actively participating get a little better chance or something vs those ho hum play 4 minutes a week folks. (probably shooting myself in the foot with that since I do that some weeks, lol, but I do usually play with skill buff pills active, so could balance itself out in that way instead of just counting hours or minutes shooting or swinging a sword or club. Not sure on real world progressive jackpots, but think it has to do with number of spins on the wheel more than in number of minutes progressive pot's been building)

Yes, in eu 2.0 more progressive jackpot with the basis of it on number of skill gains per hour could be interesting...
 
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Many of these posts are about what they would change in CURRENT EU. I am talking about EU 2.0 and how you would change it from the start.

- systems
- professions
- content
- storyline
etc.
 
Which is still there and the company that created it, for at least as long as MindArk.


Well, of course, they can survive in any tough situation. The cost of maintenance can be minimum when you have some sponsors and good gamer to deposit.

A game company closed down is always because of management decision or financial crisis.
 
Well, of course, they can survive in any tough situation. The cost of maintenance can be minimum when you have some sponsors and good gamer to deposit.

A game company closed down is always because of management decision or financial crisis.

Then what were you trying to say by "going to end up like..."? I don't get the point. Nor the logic, because cost is not minimized by someone covering it.
 
Then what were you trying to say by "going to end up like..."? I don't get the point. Nor the logic, because cost is not minimized by someone covering it.


For your info, I played Second Life since it started. BIG changes in the SL between 2012 to 2014.
There are reasons why I stop being active in Second Life since 2014. I'm sure you can guess.

If EU is going to change to average 95% loots return or removing RCE concept or something similar like Second Life's business model, EU is death for me.

Because I will rather back to Second Life and I am sure you can guess that too, if you played Second Life.


P/S: San, I do not wish to describe in details but those points are from my heart. Hope you understand.
 
For your info, I played Second Life since it started. BIG changes in the SL between 2012 to 2014.
There are reasons why I stop being active in Second Life since 2014. I'm sure you can guess.

If EU is going to change to average 95% loots return or removing RCE concept or something similar like Second Life's business model, EU is death for me.

Because I will rather back to Second Life and I am sure you can guess that too, if you played Second Life.


P/S: San, I do not wish to describe in details but those points are from my heart. Hope you understand.

I don't understand, that's why I'm asking. I'm not arguing with you. I'm a former SL resident, too, stopped being active around 2007. There had been drastic impacts back then also. SL isn't a game per se, it's a platform to present your own content and this had increasingly political consequences. But it still exists and I'm asking to understand your angle in comparison to EU and MA because it interests me.
 
If you had the chance to be the one to run EU 2.0 what would you do differently?
What kind of systems would you setup? How would they work?

Post any ideas, any suggestions, the longer and more complex explanations the better. I will read it all.

If I may, one of the biggest starters about what I would do differently is about what I would do the same, as it provides proximity.
My world would also attempt to be RCE with higher mus resulting from actions from higher skillsets, but also requiring input from mass materials that higher-skilled players 'haven't got time to get'.
Player progression should slow down as thing get tougher, providing a sort of pyramid of attainability and desirability. There would be a wide range of skills, with areas available for various niches.
I would not focus greatly on having the best graphics, but on systems which work well together 'behind the scenes'.

I see elements of that last one in EU, but pathways that are introduced all too often become cut off for years without further development, such as pets, land plots and buildings, space, etc. I might toy with the idea of factions for a storyline, but as this has not yet really taken off yet in EU, it is hard to talk about doing things differently. I would have areas where pvp was viable and contain higher risks/rewards, but not make entering these essential. Space would thus look a bit different my way, for example.

One difference I would try to create is to have welcoming social environments - and better needs for teams in gameplay which works! I liked the fort events (still available?) and like the teamwork on motherships, beacons etc, but feel that development has been lacking here for quite some time. ...
 
I don't understand, that's why I'm asking. I'm not arguing with you. I'm a former SL resident, too, stopped being active around 2007. There had been drastic impacts back then also. SL isn't a game per se, it's a platform to present your own content and this had increasingly political consequences. But it still exists and I'm asking to understand your angle in comparison to EU and MA because it interests me.


Noted :)
You stop in 2007? That was a quick decision.
Players like me, are still staying around at that time.
Hoping they will changed back to that normal business model or by moving their business office away from USA to Europe but it never happened.
 
Noted :)
You stop in 2007? That was a quick decision.
Players like me, are still staying around at that time.
Hoping they will changed back to that normal business model or by moving their business office away from USA to Europe but it never happened.

Quick? It was after several years. Are you asking LL to uproot and move the whole company? That's not an easy decision and they would face just different problems. Growing censorship was an issue for me (a.o.) but that's still better in the US than anywhere else. And again, what does all this have to do with MA? They are in Europe.
 
Quick? It was after several years. Are you asking LL to uproot and move the whole company? That's not an easy decision and they would face just different problems. Growing censorship was an issue for me (a.o.) but that's still better in the US than anywhere else. And again, what does all this have to do with MA? They are in Europe.


Hmmmm, you sound like an experienced person in these businesses.
Well, back to me, I got a feeling, that EU is changing their business model soon.


Anyway, I do not want to be rude to the thread owner, I will just stop here.

EU 0.0, EU 1.0 or EU 2.0..... no difference to me, as long as they control and commit on what they have announced and advertised. It's all about on loot system and RCE.
 
i wouldn't go that far.

I'd set non-multiplied loot to be 93% return of killcost. Near successes being 91%.
remove all multipliers smaller than times 20 and bigger than 250.

So it generally would give good return and when you get a multiplier, you get something big.

I want a RCE MMO. Not a CASINO.

I want a RCE game with ZERO GAMBLE. All skill, if I go hunt 100 dollars on a mob I want 95 back EVERY TIME. Then I can make that 5% back from markup to players, rare item drops, etc.
 
I want a RCE MMO. Not a CASINO.

I want a RCE game with ZERO GAMBLE. All skill, if I go hunt 100 dollars on a mob I want 95 back EVERY TIME. Then I can make that 5% back from markup to players, rare item drops, etc.


LOL ask WIZZ, he already achieved that.
 
I want a RCE MMO. Not a CASINO.

I want a RCE game with ZERO GAMBLE. All skill, if I go hunt 100 dollars on a mob I want 95 back EVERY TIME. Then I can make that 5% back from markup to players, rare item drops, etc.
Tried neverwinter or something similar?
 
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