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  1. #1
    Slayer girtsn's Avatar
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    Girts Smilgs Niedra
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    Post List of good and other developments of the Universe

    During last years I have been quite frustrated about (perceived lack of) customer rights in Entropia.
    Specifically on customers inability to do anything about unfulfilled promises unless it causes a really
    big stir in the community which just cannot be ignored.

    After recent activities I concluded that the way how I approached it was wrong,
    because I have been demanding changes - which is not acceptable for different reasons.

    So I had the idea to instead to create yet another list (YAL?)
    in as chronological order as possible (most recent first) for what happened/did not happen
    to the game by the choice of developers.
    Please send suggestions in replies of the thread, and I will update accordingly as possible.
    Same with missing year, maybe someone has more detailed tracking for what happened when...

    The purpose is for the good as well as the screw-ups to not be forgotten and to improve going forward.
    And to inform the customers of Entropia on the safety of their RC investments based on the history.
    Hopefully this is a better idea than my previous threads
    (e.g. the one for more transparency have felt bad for abandoning it - most of it is reflected here).

    Good developments / used opportunities
    • since beginning - keeping the game that we love alive throughout the good and bad
    • 2019 September - implementation of new "iron mission" system
    • * automatic progression, pick rewards later, easy to use
    • * longer grace period to coexist with old system
    • 2019 - fixed a chat bag from 2017 where custom chat channels "autoleave" people
    • 2019 - introduction of an in-game holding share system
    • * supposing it will be made available for others besides MA
    • * perhaps this even frees up the way to restore inactive LAs like foma daspletors?
    • 2019 - hiring of actual Entropia community activists
    • 2019 - new targeting system (vu 16) after many bugfixes/improvements
    • 2019 - enhancer attachment / detachment improvements
    • 2019 - changing it so run speed is not decreased on slopes
    • 2018.4 - crafting mechanics revamp - e.g. it takes avg 14.7 ped of alternative per amp on D-class In old system it took ~17.11 ped of alt
    • 2018 - promise to concentrate on main game development and no side-quests, so far met
    • 2018 - documented (public) meetings with EU players
    • 2018 - new event system which by definition (as they are not redefined) has better explained rules
    • 2018 - introduction of looter skills
    • 2018 - removal of planet entry fee
    • 2017 - reducing of lags and improving reliability of connection
    • 2017 - introduction of loot 2.0, efficiency - this was likely the only way out of buff screw-ups
    • 2017 - next to loot 2.0 - changes to armor mechanics - decay in proportion to the amount of damage absorbed, making them decay in a linear way, as opposed to before, where decay cost more with more damage absorbed. Also 'Deflected' hits were introduced, were before the minimum was 1 hp of damage. Also, all armors were made to decay significantly less per damage absorbed, making limited armors last about twice longer than before.
    • 2010 - estate fee removal but (likely it's an option planet partners could add back) link
    • ???? - introduction of crapnel and conversion to universal ammo - necessary to try to save MU on stacks
    • ???? - introduction of melee amps and mindforce amps
    • ???? - introduction of CLD - although it is a loan with crazy interest, it is also a way to keep $ in
    • ???? - getting taming and pets back
    • ???? - introduction of updated tiering system one where items cannot be lost in process



    Developments that could have gone better / unused opportunities
    • 2019 September - shortcomings of the new "iron missions"
    • * unused opportunity - add description of mobs, stats and their live spawns with the codex
    • * unused opportunity - clear idea what the rewards would be per stage in advance
    • * no attributes as rewards (at least as it looks so far)
    • * no unlockable skills as rewards (at least as it looks so far) - meaning not the super rare
    • 2019 - MA becoming LA manager for CP (damaging LA ownership)
    • 2019 - reported cases of Easter event to end mission before the time runs out
    • 2019 - no fix for the lag / fps-drop in instances (cyclops depths and so on)
    • 2019 - removal of hp bars in new targeting system (vu 16)
    • 2019 - inability to prevent waves/irregular loot patterns (latest example) FEN event item distribution (past looting most items just after events start / go given, better chances for drop by / switching habits, better time-zones, over-amping, waves, coming back after inactivity, new avatar luck, looting bigger event points just after other big points given in, ...)
    • 2019 - making the same error as last time in arso chip tier costs
    • 2019 - balancing of new items, like advancing 2 top non-lootable items with 13 better ones while keeping others on top for years
    • 2018.4 - crafting mechanics revamp - perceived success rate gone up a little, but getting successes is more volatile.
      - observed many of the ~90% return near successes being replaced by ~25% & ~50% return
      - observed near successes, ~33% return near successes got removed...
      - http://www.planetcalypsoforum.com/fo...=1#post3710377
    • 2018 - failure of deeptokens
    • 2018 - failure to fulfill a promise for Compet exchange NPC on Calypso
    • 2018 - Mindark allowed Monria to alter pets from Monria to make them have to be level 7 to leave Calypso space (originally they were exportable at level 1 so could be trained up elsewhere before level 7) (nerfing existing stats after screw-up without a pressing need)
    • ???? - removal of big loots in hunting (missed promotional opportunity)
    • ???? - introduction of explosives crafting and keeping the big loots there as opposed to hunting
    • ???? - bad management of rare loots and discoveries (e.g. big ESI not in rare loot, crap items in rare loot)
    • ???? - basing skill and return system on number of kills/levels not turnover
    • 2017 - undocumented meetings with EU players
    • 2016 - not addressing some very peculiar streaks of rare item looting
    • ???? - many documented failures of events both in rule definition and execution (wrong stats, bugs, ...)
    • ???? - not revamping the tier system which is at 2008 prices, slowness and based on dpp still
    • ???? - not making parameters like dpp visible in item stats, using misleading dpp and dps calculation
    • ???? - failure of planet partners (too many items, failing planets, concept of sub-entities having to compete vs. main itself)
    • ???? - failure of Compet
    • ???? - going from 2 seasonal events to 4 + all the other "attacks" (damaging LA ownership)
    • ???? - drop Easter Rings 2016 - left hand disaster
    • ???? - giving out buff items as top event prizes shortly before nerfing them
    • ???? - introducing soul-bound items, not removing the restriction for buff based items after buff nerf
    • ???? - introduction of EST unlimited limited buff then the buff based better returns
    • ???? - introduction of boxes that can only be bought for IRL $ (damaging RCE)
    • ???? - promised voting rights, not implemented still
    • ???? - treatment of all returns close to 90% as "within normal range" vs made statements on efficiency and looter skills
    • ???? - decision to not allow bulk skill trades (damaging RCE)
    • ???? - not sharing the cost of LA percentage to some extent (damaging LA ownership)
    • ???? - redesign terrain making some LAs worth less than before (damaging LA ownership)
    • 2014 - failure to address attribute gains by repeatable missions
    • 2014 - stables not fully implemented, port Atlantis stable missing
    • 2013 - making all maturities loot the same (damaging LA ownership)
    • 2013 - failure to complete the TEN event on Cyrene
    • ???? - old tiering system that could remove one of the items used in the process
    • 2010 - the long wait for return of taming which was removed in VU10
    • 2005 - big amps on little gun nerf - A105, etc used to fit on tt guns, etc. Changed it so max amp could do is 50% of base weapons damage as add on damage (stat changes to already owned items)
    • 2005 - 2x0 with buffs - one of the game's first nerfs (stat changes to already owned items)
    • 2004 - allowing of tremendous skillgains by afk fapping all day which caused uber avatars with crazy stats to this very day
    • 2004 - not addressing duplication of items bug introducing too many great stats weapons
    • since beginnings - all the promises that were never kept (e.g. the space transport system, the next wave of landplots that would have shopping capabilities, pet battles in octagons, the heart fap next stages beyond VI, voting, etc.)
    • since beginnings - agility past 100 does not improve run speed
    • since beginnings - limited deposit options, misaligned deposit options on site vs. ingame
    • since beginnings - not implementing an item locking system
    • since beginnings - not implementing a system tracking all the avatar ingame transactions
    • since beginnings - not implementing an EntropiaLife like system
    • since beginnings - not implementing an EntropiaWiki like system
    Last edited by girtsn; 10-09-2019 at 17:20. Reason: adding items
    check out Smilgs hunting log and Smilgs coloring, texturing, beauty service
    for chosens high efficiency stuff & looter skills work longterm - and others can go f... themselves. as usual

  2. #2
    Dominant tekmaster82's Avatar
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    Thanks for taking the time to document these points. I hope the first list will grow over time.

  3. #3
    Quote Originally Posted by girtsn View Post
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    Developments that could have gone better / unused opportunities
    2018 - crafting rework: they raised the material consumption per crafted item, forcing crafters to buy the materials at lower MU, the overshooting on every success is absolutely worthless when crafting L or UL gear.

  4. #4
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    Quote Originally Posted by Alukat123 View Post
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    2018 - crafting rework , raised the material consumption per crafted item, forcing crafters to buy the materials at lower MU, the overshooting on every success is absolutely worthless when crafting L or UL gear.
    I mean... i keep reading ur bs comments in every thread but this... improved COS meaning more mat consumption per item.... thats just...

  5. #5
    Quote Originally Posted by Piotr View Post
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    I mean... i keep reading ur bs comments in every thread but this... improved COS meaning more mat consumption per item.... thats just...
    it's about all those 25% and 50% return near successes that are happening nowadays, the 5% increased COS isn't enough to compensate for the additional materials lost on all of those bad NS...

  6. #6
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    Quote Originally Posted by Alukat123 View Post
    This quote is hidden because you are ignoring this member. Show Quote
    it's about all those 25% and 50% return near successes that are happening nowadays, the 5% increased COS isn't enough to compensate for the additional materials lost on all of those bad NS...
    Unlike u I make posts based on facts, heres some for u:
    Now it takes avg 14.7 ped of alternative per amp on D-class
    In old system it took ~17.11 ped of alt

    But i could give u countless of other comparisons

  7. #7
    Quote Originally Posted by Piotr View Post
    This quote is hidden because you are ignoring this member. Show Quote
    Unlike u I make posts based on facts, heres some for u:
    Now it takes avg 14.7 ped of alternative per amp on D-class
    In old system it took ~17.11 ped of alt

    But i could give u countless of other comparisons
    here's a fact
    In old system most near successes were 90% return, now at least half are 25% & 50% return...
    118% material MU 150% sales MU craft pretty much loss all the time due to so many bad return near successes.
    Last edited by Alukat123; 05-11-2019 at 18:43.

  8. #8
    Slayer girtsn's Avatar
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    do you have a date of implementation? sounds like one for the +
    Quote Originally Posted by Piotr View Post
    This quote is hidden because you are ignoring this member. Show Quote
    Unlike u I make posts based on facts, heres some for u:
    Now it takes avg 14.7 ped of alternative per amp on D-class
    In old system it took ~17.11 ped of alt

    But i could give u countless of other comparisons
    check out Smilgs hunting log and Smilgs coloring, texturing, beauty service
    for chosens high efficiency stuff & looter skills work longterm - and others can go f... themselves. as usual

  9. #9
    Marauder Angel O2 Mercer's Avatar
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    A good amount of your points are fully opinionated, yet another thread that you will use to push your view of how things should be.

    You fake acknowledging your mistakes, and proceed to make exactly the same thing. More drama and self centered bullshit to the forums.

    I can't be the only one noticing this.

    (No surprises though)

  10. #10
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    Quote Originally Posted by girtsn View Post
    This quote is hidden because you are ignoring this member. Show Quote
    do you have a date of implementation? sounds like one for the +
    2018 apr 28 i think (and there was a few months test phase b4 that)

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