Captain Jack
Elite
- Joined
- Dec 28, 2010
- Posts
- 3,733
- Society
- Endgame
Dear Henrik Nel, Magnus Ryme, and all others with an invested interest in the land area system,
There are numerous problems with the current land area system. I would like to hear your thoughts on some potential overhauls. Most of these suggestions should be very simple to implement, others perhaps somewhat more complex. All of them are worth taking into consideration.
1. First and foremost, LA owners generate revenue for MA by promoting events and ingame activity, but there is absolutely no reciprocation. Currently land area managers are left high and dry in the MA events (Mayhem, Migration, etc) which results in considerable loss of productivity all through these events. This is highly frustrating.
I understand that it is seen as our responsibility to do our own promotion, but that leads me to the second major problem.
2. The current LA event system is very rudimentary and only allows us to produce relatively monotonous events which often do not even draw enough activity to break even with the cost of promotion.
I would really like to see significantly more options for event promotion. All of the pieces are already in place for this, the keys simply need to be handed over to the players.
For example?
- Allow LA owners to create a token of some sort (like FEN tokens) which only drops on our land areas. These could be set to drop from mining or hunting, along with a slider bar to set drop rate frequency (which would need to be locked in for, perhaps, 30 days at a time). These tokens could then be cashed in at an NPC near the fertilizer station for basically any prize planted by the LA owner.
- Implement a system which tracks various parameters set by the LA owner (global count, global size, global number specificity) and set award triggers based on these parameters. The LA owner would plant prizes in ahead of time, set the parameters, and allow the event to run it's course. This would essentially allow us to operate events much like what you see posted on PCF, but in a much more streamlined and dynamic way.
- Instantize the land areas, giving us the ability to have one instance per DNA on the land area. This would improve versatility of lands, allowing for more diversity in mob selection and maturity offerings without diluting, over crowding, or contaminating our mob spawns.
- Give us special spawn abilities for boss mob spawns. This could be easily done through a system similar to creature control pills. Perhaps offer a "credit" for every Improvement Point which has been consumed by locking in maturity/numbers over time, and we can spend these "credits" on various creature control capsules specifically to spawn on the land area. At the most basic level this could be implemented simply using existing mobs ingame regardless of the mob spawn on the LA. More advanced would be having the option to generate boss mobs of existing mob spawns on the land area.
- Do away with the tax system altogether.
This is easily the most radical concept in my proposal but I think it is still worth consideration.
Most players are turned off by the concept of taxes being taken out of their loot on top of the natural loss implemented into the game's mechanics. LA owners are invested in promoting the Entropia Universe experience of it's players. I believe that a more appropriate approach would be some sort of profit-sharing model similar to what is currently done with Calypso Land Deeds, in which LA owners would simply get a share of the revenue generated by the activity we promote. This, I believe, would lead to a significant increase in player participation on land areas and enable LA promoters to be significantly more creative in utilizing the previously recommended tools.
Thank you for your time and consideration in this matter.
Very respectfully,
- Captain Jack
There are numerous problems with the current land area system. I would like to hear your thoughts on some potential overhauls. Most of these suggestions should be very simple to implement, others perhaps somewhat more complex. All of them are worth taking into consideration.
1. First and foremost, LA owners generate revenue for MA by promoting events and ingame activity, but there is absolutely no reciprocation. Currently land area managers are left high and dry in the MA events (Mayhem, Migration, etc) which results in considerable loss of productivity all through these events. This is highly frustrating.
I understand that it is seen as our responsibility to do our own promotion, but that leads me to the second major problem.
2. The current LA event system is very rudimentary and only allows us to produce relatively monotonous events which often do not even draw enough activity to break even with the cost of promotion.
I would really like to see significantly more options for event promotion. All of the pieces are already in place for this, the keys simply need to be handed over to the players.
For example?
- Allow LA owners to create a token of some sort (like FEN tokens) which only drops on our land areas. These could be set to drop from mining or hunting, along with a slider bar to set drop rate frequency (which would need to be locked in for, perhaps, 30 days at a time). These tokens could then be cashed in at an NPC near the fertilizer station for basically any prize planted by the LA owner.
- Implement a system which tracks various parameters set by the LA owner (global count, global size, global number specificity) and set award triggers based on these parameters. The LA owner would plant prizes in ahead of time, set the parameters, and allow the event to run it's course. This would essentially allow us to operate events much like what you see posted on PCF, but in a much more streamlined and dynamic way.
- Instantize the land areas, giving us the ability to have one instance per DNA on the land area. This would improve versatility of lands, allowing for more diversity in mob selection and maturity offerings without diluting, over crowding, or contaminating our mob spawns.
- Give us special spawn abilities for boss mob spawns. This could be easily done through a system similar to creature control pills. Perhaps offer a "credit" for every Improvement Point which has been consumed by locking in maturity/numbers over time, and we can spend these "credits" on various creature control capsules specifically to spawn on the land area. At the most basic level this could be implemented simply using existing mobs ingame regardless of the mob spawn on the LA. More advanced would be having the option to generate boss mobs of existing mob spawns on the land area.
- Do away with the tax system altogether.
This is easily the most radical concept in my proposal but I think it is still worth consideration.
Most players are turned off by the concept of taxes being taken out of their loot on top of the natural loss implemented into the game's mechanics. LA owners are invested in promoting the Entropia Universe experience of it's players. I believe that a more appropriate approach would be some sort of profit-sharing model similar to what is currently done with Calypso Land Deeds, in which LA owners would simply get a share of the revenue generated by the activity we promote. This, I believe, would lead to a significant increase in player participation on land areas and enable LA promoters to be significantly more creative in utilizing the previously recommended tools.
Thank you for your time and consideration in this matter.
Very respectfully,
- Captain Jack