State of the game - hunting

Xandra

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Xandra "MadMaiden" Xandottir
Hi,

this is a rant. Call it whining if it makes you happy. Doesn't change anything. NegRep me now and leave, if it makes you happy.

I just finished the 500 Merp mission, means I killed 600 young - old Merp in quite a short time.
Not the first time that I'd do such, back when I was a very young participant I'd actually live at the old outpost N of Jasons and would spent weeks killing small Merp (and Caudatergus, but not this much - as long as I have been able to avoid).

There's a difference now. My 600 Merp in the recent days had a "yellow line rate" of approx. 45%. And not a single one of these 600 Merp looted anything better but low amounts of the usual TT fodder.

I know for sure this was different when I camped the Jason outpost, back then in 2006. You'd not get rich killing merp, but at least 1 or 2 in 300 would have had a "mini" - with maybe even Knight arms, Nerve blast chip, M2722, Crushos, sometimes even Gremlin parts or EWE pistols in it. The young Caudatergus sometimes had Goblin parts, Mk.I, and rarely Vigilante parts. And GSI occaisonally.

These things back then had a value - there wasn't any (L) stuff yet making them obsolete. So grinding on small critters in these days would make you break even (no change) quite often, but you'd have a small chance to loot something that would pay your next month.

This is gone now. Not only have the yellow lines reached obscene percentages IMHO (even ignoring the fragment only loots), additionally close to anything any smaller mobs loots is TT fodder now. Sure, collect 200 PEDs of it and you may actually realize a MU of 103.5% - but hey - these are beginner mobs!

Do beginners have the PEDs already to collect stuff in their storage worth some 1,000 PED? There a lot of different ones, you'll need a lot of stacks as you know!

So the beginners these days not only suffer from drastically reduced starting attributes compared to us, and the reduced skill gains, they additionally are damned to close to only loot TT stuff, thus further hindering their career.

I have, in 2006, looted quite some GSI from small Exaro & Caudatergus, nemesis gloves F from a Faucervix Guardian (+150 then!), a bravo from a young atrax, and quite some other stuff I sold for TT +10 or better. Hunting the same mobs today gives just oils, ammo & enhancer stuff, nothing else anymore.

How would we get the fresh participants then, that we'd urgently need to fuel our starving economy? With making it as hard as possible for them to stay?

There has been a unhealthy shift in the last years. Close to anything that loots & has some markup has been concentrated on some high HP (and high regeneration) mobs. Mobs that are way out of reach to any beginner, or even to any quite advanced newbie.

This way the urgently needed influx of new participants has been limited to some hard cores, and some rich starters. Shitloads of greatly involved depositors have left for good, recognizing they'd be the cash cow for a few Ubers, forever.

Is it this that we want? Is it this that is needed in this game?
Or is it another brick in the wall, that makes EU stay a quite clandestine game with quite a few active participants, while other competitors are earning big money meanwhile?

Have fun!
 
Is it this that we want? Is it this that is needed in this game?
Or is it another brick in the wall, that makes EU stay a quite clandestine game with quite a few active participants, while other competitors are earning big money meanwhile?

Have fun!

hmm I must admit this part is what confused me the most in your post... :ahh:
Who the hell would these other competitors earnin big money be? I know none.

I think what MA does since a few months after I started playing (removing amps from loot table... defense skill gain nerf....) is meant to improve the balance in the game. In theory this should actually be an advantage for the noobs because when the game is more balanced their disadvantage is not that high. I guess there is a reason why this didn`t work and MA started to do some stupid things.It`s their policy to wipe nothing which means that people stilll have their mod faps MMs amps and so on from ages ago...
So basicaly MA didn`t get a more balanced game but instead a game where the average noob will never become uber in his lifetime and thus quit when he realised it. Or maybe just start writing (in) threads like this one.... :silly2:
 
Hi,
hmm I must admit this part is what confused me the most in your post... :ahh:
Who the hell would these other competitors earnin big money be? I know none.

They'd earn their (this much more) money utilizing a constant influx of new players that wouldn't feel fucked up after participating for two weeks. They'd earn their money with keeping as many participants as possible, even slower/ smaller ones, without alienating the Ubers.

One thing is to make it comfy for Ubers, another thing is to shot ones foot repelling the newcomers, IMHO.

Have fun!
 
I totally agree with your perception. But I make me the following question: ¿Do not get good loots from low level mobs is the result of the current situation of the game or has to do with the system that does not allow a medium or high level player hunts newbies mobs and get good loot? I do not know for sure but it seems to me that my society newbies from time to wet with low-level mobs those objects I can not .
 
as you said the hardest part as a newbie is looting nothing with mkup in any kind of salable quantity. until you have approx 1000 ped invested in the game it is very had to build stacks worth auctioning.

the enhancers components have further diluted the loot pool, at least 30% my loot is enhancer stuff. most of it has so little markup or sales volume that the components are not worth saving to make stacks.

a lot of the hunting loot goes to the tailors, but this profession has been made pretty unessential due to how tight the economy has been made in game. so who to sell to if the resources are not being used?

also allowing loots in the tenths of pecs has hurt things too. how lucky to get 5 weap cells on a mob.

basically by diluting the loot pool to such an extent they are killing the economy. why will people sell stuff when loot has such small mkup that its better to TT it?
 
why will people sell stuff when loot has such small mkup that its better to TT it?
The answer is called supply-and-demand.
If everybody tts it then the markup will increase. More people will then start selling to other players and then the markup will go down.
The only way to increase the markup is by decreasing the availability (the droprate) which is what the Xandra was complaining about. It is pretty obvious that items cannot drop regularly AND have i high markup.
 
the problem in this game right now is the demand. most people are just consuming the necessities to keep going. guns, faps, armor etc. the professions that would demand most the hunting dropped items dont have much of a market due to being luxuries

i know high mkup things cant always drop or the price has to fall, but some demand on consumables would be nice
 
the problem in this game right now is the demand. most people are just consuming the necessities to keep going. guns, faps, armor etc. the professions that would demand most the hunting dropped items dont have much of a market due to being luxuries

i know high mkup things cant always drop or the price has to fall, but some demand on consumables would be nice

when you drop to a certain level of play you eventually stop, grinding low level mobs getting the same stuff isn't fun so people just stop, one of the reasons why they rushed out the mission system before the other missing features.

When ped was in loot there was atleast the chance that items would hold some MU but now most of the low level loots consist of large quantities of the same stuff so it will never gain a MU or looses what it had quickly.

Should the high levels item contain far more of the low level loot items to craft :scratch2:
 
You were just unlucky :rolleyes:... Have a look at this:
"Merp Young 144 PED Sunday, April 25, 2010 01:41"

I won't give his name (top 15 Hunter). I'm sure you can find it if you really want to. As you can see... some are more equal than others
 
when you drop to a certain level of play you eventually stop, grinding low level mobs getting the same stuff isn't fun so people just stop, one of the reasons why they rushed out the mission system before the other missing features.

When ped was in loot there was atleast the chance that items would hold some MU but now most of the low level loots consist of large quantities of the same stuff so it will never gain a MU or looses what it had quickly.

Should the high levels item contain far more of the low level loot items to craft :scratch2:

the only answer would be new items, more systems avalible, and loot distribution balenced in a way to keep the professions balenced.

So for enhancers to work. perhaps some of the enhancer mining commoditys should drop for hunters as well. If lets solely to miners they will almost always demand a super increased MU for their drops.
 
What you described is basically due to the change in loot reference to its market value. Back then you looted the tt value of the Gremlin / Vigi /whatever parts (just an example). There were many of those enough low TT value to qualify as a valid loot for the Merp loot table.

With the change to loot according marketvalues those items won't hardly ever drop, because the valid factor has risen quite remarkable. Even a Hof on a Merp won't give you Gremlin gloves for sure.

Loot tables have grown over the years as well. Many items to fill a mob nowadays make the "ok, what is this one going to drop now" - filter even more unpredictable. For example, I consider brown paintcans a rather normal loot on Drones, however I have hunts one after another, where not a single can drops.

Personally I just can repeat what I said already in other threads. FPC/MA is leaving out the important gear factor for MMO players. As long as their businessmodel is aimed at the 10$ from 1,000 new players that leave after a week, nothing will change. I have lowered my deposits quite a while ago from a couple of hundred euros a month to maybe 100 Euros in two month or so and every deposit I nowadays really consider whether I better just put it under my pillow instead of EU, lol, depends on my mood. I have given up to gear myself up via looting and therefore EU is just something I do to kill time, nothing more. And that's what they want, get the max out of your pockets and thats it. No avatar is ever supposed to play constantly relying on game mechanics (I'll leave the tinfoiled hat discussion to other threads, lol), because that is simply not their business model.

It is obvious how they think when you look at the rewards being given from the missions: Fragments and Attributes. Can it be cheaper? You cannot even chip out attributes, it literally costs them nothing but brings tons of income on the decay side. And yeah, we are the willing cows going for it of course, because we all think we will miss out someday because we didn't get them today. We chase stamina today and within one or two years we will have probably something that will raise it by nature, I can only laugh at people talking about "cool, you get 0.1 hp per stamina point", omfg, wake up. We are talking things better than they are to justify the things we do.

I am surprised though that they haven't thrown a double or triple skill event yet at us. Guess that will come when mission income starts to fade and bridge the gap to mindforce or vehicles.
 
For merps specifically....its probably because a ton(im guessing) of people are doing them right now for the mission.

Items seem to have a limit to how fast they can enter the world. If more people hunt a specific creature, the items it drops will be spread among more people and thus the drop rate will seem lower.

Al thought ill certainly agree that overall a lot of items seem far too rare. But as someone else said, you cant have high markup and common items. Its supply and demand.
 
For merps specifically....its probably because a ton(im guessing) of people are doing them right now for the mission.

Items seem to have a limit to how fast they can enter the world. If more people hunt a specific creature, the items it drops will be spread among more people and thus the drop rate will seem lower.

Al thought ill certainly agree that overall a lot of items seem far too rare. But as someone else said, you cant have high markup and common items. Its supply and demand.

I honestly would rather have A LOT of item drops, making the MU on them low.

More gear to the people... Increase drops, lower MU... I guess MU is something Mindark actually thinks of even though they say they does not...
 
the only answer would be new items, more systems avalible, and loot distribution balenced in a way to keep the professions balenced.

so true be it (L) or UL we need new stuff:D ranging from low-uber gear and not some event thing

(not trying to turn this into wow) but if we had some new dmg typs and armor to go that would hopefully do alot.. maybe also make new dmg type weapons or make more of the "gause" type class

and also i'd rather like to see 10 globals on "noob" mobs rather then the 3K pedders that make you feel like a !!!! victim when you see that 0 next to your ped balance after blasting away 3K peds without a single global only a very small ESI :p

but if nothing happens i'd stil love the game =) not for it's content and poor loot but for the great people that play and it's unique ways of beeing random:D (lets not use the famous word that exuses everything)
 
You have to find something else to hunt that not alot of people want to hunt or can hunt.. this generally means you are like everyone else atm which understands this or you are one of the few skilled competing against those which hunt the same mob that others do in team...

hmm... seems like everyone is screwed.. might as well hunt what you enjoy and chill :laugh:
 
I have`nt tried the merp mission yet and not sure I will. I did just complete killing 500 argo which I thought might yield some better loot or at least less losses than the foul I did before them. In 600 argo I got one 62PED global. They did loot a few paladin face masks and knight thighs which made up a mini or three. But these are the same items they have been looting for years. In the end I lost only 50 or 100 PED and considered that a success. In all my hunting I have never seen another paladin or knight part. It is pretty much impossible to gear up from hunting for loot and always has been in the 5 years I`ve been playing. Unless you count mis matched noob armor in there.

I did happen to loot gremlin gloves from a merp while out mining about a year ago. They got sold to a soc mate below cost. Aside from that I never got any good loot from a merp.

So the conclusion is the only way to advance and gear up is to buy in. Perhaps that is the type of player MA wants. But we see where that is getting us. Yes, nowhere fast. The player base is`nt getting any bigger. Inflation has went stagnant. And there really are`nt many players filling the ranks of those we lose. And no one is challenging the uber spots that`s for sure. Unless some more rich people turn up to pay tens of thousands of dollars to chip in and gear up.

What we are left with is a typical scenario of noobs and ubers with a middle class that foots the bill and really can`t do much but grind and hope in 10 years they will be somewhere other than where they are today. So continue the nerfs. Keep up the stingy loot filled with useless junk and watch the game further erode as far as players and activity. I hope MA has a good plan because I don`t see the current trends making for much longevity unless the addicts keep pumping in the money on a hope and a prayer. They were lucky to get 25 USD from me yesterday. It`s about half gone after 2 hours of hunting argo. And for me that is not sustainable for a game.
 
What you described is basically due to the change in loot reference to its market value.

I think you have that backwards. Market value is determined by supply. Supply isn't determined by market value.

The reason the market value has increased is because the stuff has simply stopped dropping. It stopped dropping first, THEN the price went up. Not the other way around...

But you would be correct in saying that MA can effectively control the market value of a particular item by increasing or decreasing it's drop rate...
 
When Blazar started dropping low level mobs were a loot pinata for newbies. Just like Orange paint when I started and BTAU after that. Merp wool used to have a good markup, and they were one of my low level grinding mobs. When footguards were introduced paladin feet were a great drop from them, and you can still loot gremlin as well. Do you think, maybe, that mobs come in and out of favor depending on VU's and right now, with everyone hunting them for the missions that there may be better mobs out there for newbies?
 
so true be it (L) or UL we need new stuff:D ranging from low-uber gear and not some event thing

(not trying to turn this into wow) but if we had some new dmg typs and armor to go that would hopefully do alot.. maybe also make new dmg type weapons or make more of the "gause" type class

New damage types? Nah. They could just introduce the "rest" of plasma pistols. And all of the SIB plasma rifles. And all of particle beam weapons. and the list doesn't end here.

Oh, and if half of these are craftable and use ores/enmatters (NO NEW MINING RESOURCES PLEASE!) that otherwise mostly get dropped into the TT, then you at the same time also make miners and crafters happy.
 
More usability of the commonly looted stackables would improve hunting overall and this is achieved mainly trough crafting system.

Crafting system should be rebalanced. There are a lot of BP's that have no usability besides skilling with, especially among components. I've been watching the sale volume for quite a few lvl 1-5 BP's from both component 1 and 2 BP and besides a few BP's the rest have little or no sale volume at all. Some still craft those for the residue or skilling, but overall they are mostly a sure loss. Some BP's even use materials with some nice markup which makes them totaly unappealing.

If there would be a series of blueprints interconnected to each other like the Simple I conductors - Simple II conductors and Simple III conductors are for all the lvl 1-5 BP's, crafting would be more appealing to a lot more ppl. By increasing the demand of the materials required for those BP's, markup in hunting will increase a bit.

Simply adding items in loot is not a good idea for the future. An UL pistol once looted is here forever, or at least untill it get's tt'ed. At one point that item would be worthless because enough will be looted and there won't be any demand for it.

L items have a limited lifespawn that's why they retain their value.
 
A related point is that very few mobs (in my limited experience) have any loot worth talking about at all - dropping a huge variety of stuff with no MU worth talking about is routine for most. And I am talking here about mobs with comparable difficulty.

For example, berycled (even small ones) very often drop wood and occasionally drop shogun parts - and even more occasionally drop gremlin. Combibos, of comparable or even slightly higher difficulty, drop junk.

Argos and tripudion are comparable in difficulty - argos are worth camping, tripudion not so much. Small Atrox are probably better than just about anything round about as difficult to kill. And so on...

Which of course leads to over-crowding of areas where the good mobs are. The famous area east of Twin Peaks is a good example. When I go there there are usually at least two or three other hunters, and I spend a lot of time running around trying to find argos to kill. (Other argo areas have some argos beyond my skills and gear - 2A plated shogun is my best armour, for example.)
 
Hi,

thanks for the many constructive & insightful replys! And for the Rep ;-)))

After reading it I'd like to add some more ideas/ clarifications. I might have been a little too nebulous on some things.

About the 600 Merp:

It's not about the Merp alone, nor the last 600 alone - it's about the situation of hunters of small mobs at all. I'm doomed to hunt those most of my time for keeping alive with my limited budget, so I guess I know what I'm talking about. What an irony - about 5 years after I started this game I'm hunting the same mobs that I skilled on at the end of my first year ...

I'm talking about Exaro, Snables, small Daikiba, Combibo, Molisk, Argonaut, Atrax, this range of mobs typically hunted by new participants after the first few deposits. (Atrox, Maffoid, Feffoid, Allophyl left this range, unfortunately). These are mobs that loot enough for me to keep me going on - when I hunt them with max. eco gear:
Without armor (or with very basic armor), with gear worth a lot of PEDs (UL Embra, maxed L FAPs, for instance), with quite some HP, evade and other skills. And with a storage worth quite some PEDs already, huge stacks of most of the resources already, and with the possibility to quickly sell for some 100 PEDs if I'm dry.

No new participant can compete here - it lacks the skills, it lacks the maxed gear, it lacks the possibility to chose the best armor/ weapon/ whatever for the given task. And it lacks the possibility to sell at least anything for quite some time, or has to TT it if not ready to spent days trying to get an acceptable price.

So where I'm in a quite comfortable position (besides that I'm in a grind that dwarfs even the most evil Korean grinder MMORPG ...) a new participant here has ways more problems. Usually I'm a quite friendly person, and so I'm quite often meeting newer participants, for a TP run, a short team hunt, for a rescue from a sieged outpost - and I hear what they tell me. I hear what they complain of. And if I FL them, I see how fast they pass to be never be seen again, then, despite all help :(

It drives me mad to see all these urgently needed newcomers change their mindset from "enthusiastic & zealously" over "back in reality" to "frustrated & cynical" this fast. "Hope at least a little of my deposits will reach your loot!" one of them said before vanishing for good.


About the items in loot:

Guess one of the problems is that the item distribution never has been "cleared off". For instance, nobody needs a FAP 5 or Settler armor anymore - but they still drop a lot resp. are offered as BP at the technician!
Why not make them rare drops? And replace them with Vivo T1 (L) drops resp. BP's for a very cheap Pixie like (L) armor, with slightly lower stats?

Similar with weapons in loot - close to all that drops from above mentioned mobs in the beginner range are CB5 and S30. And old UL Non-SIB stuff that is completely useless for everyone. The smallest laser weapons that drop are H380 (L) and Riker UL1 (L), and you know what drops them most of the time ...

There's a wide array of mobs at the start of the career of any new participant that will close to never drop anything of at least a little value anymore. The meaning of loot has nearly been reduced to the sheer TT value for a huge part of the community. There's no "Whow! An item! wOOOOOOOOt!!!!" anymore - this has been replaced with "thx Lootius - 12 PEDs are better than nothing".


About the markup:
The only way to increase the markup is by decreasing the availability (the droprate) which is what the Xandra was complaining about. It is pretty obvious that items cannot drop regularly AND have i high markup.
This is one view. Mine is different.
I'd balance the droprate, too - but there needs to be something in the loot at least, and we don't have PEDs there anymore. So MA cannot reduce for instance the drop rate of Animal Hide to push the markup of it without replacing it with a higher droprate of something else, thus reducing this commodities markup - a vicious circle!

What would be needed to resolve this would be a stimulation of the demand. Why not, for instance, utilize quite some of the most low MU stuff to craft ammo? Explosives, for instance? Or "Improved Medium Weapon Cells", for instance, that would offer a slightly higher DPS compared to the TT ones, for a price that would make it suitable for the hunters of the bigger game?

Why not stopping to drop items at all & replace it with limited BP's of limited gear instead, of all levels according to the difficulty of the mob killed?

I think a stimulation of crafting would be what could help here. But then there's some problems: Giving out shades and caps for free severely hurts the tailors, as does the stupid clothing fee, combined with the huge TT values a lot of the clothing has.
The high prices of housing (apartments) severely hurts the market for furniture makers.

Is there any real crafting left anymore at all? Besides the mining amp gambling, and the few ones crafting the few used armor/ weapons?
Is the beauty/ plastic surgery stuff re-implemented at all?


At last, the competition:


When I mentioned that I didn't think of direct competition of other RCE games - to my best knowledge there isn't any ready yet to challenge EU.

But we live in times when video gaming starts to get socially accepted, when millions of people all over the world find their way into virtual worlds of one kind or another, and when insane amounts of $$$ are spent & earned in such.

In a marketing babble some times ago MA announced to want to challenge one of the big players, don't find the link anymore - this big player just recently sold an ugly mount for 20 or 25 $ in its store, and sold some 100K of it in just the first day ...

Right, this isn't exactly a competition - it's very different types of games.

But when someone has learned to play one of these mainstream games, with comparatively low monthly costs, constant care, frequent updates, new content every other month and a huge, vivid community - do you think many of them will he happy facing the harsh starting in EU?

Do you think, even if they have the money, and know that they might once in a future be able to reclaim quite some of it, they will be ready to spent literally years for just even becoming a middleclass player? To get stuck there forever then?


OK, so far. Hope I was able to clarify some things. Don't get upset about what I wrote above, quite some of it are just raw ideas, not further thought out!

Have fun, and best loot!
 
Hi,

Did you hunt these Merps in same condition than in the past ?
I guess no.
Hihi, didn't have a grenade launcher then & would never ever have been able to survive 20 - 30 of them long enough ;-)))

Take another mission with small Mob, but do it with same gear that you ahd in the past. Something killing slowly and uneco. The loot will change.
This is an interesting idea! Worth trying, thx! Just uneco - this will be hard. Hm - Jester and Maddox I on small foul?

Have fun!
 
Hi,

addition:

Went for foul first, then for molisk. First TI, then Atamis place.

Used uneco stuff, as mentioned: For foul up to scout CB5 as tagger, Maddox I when incoming, Axe 2x0 to whack down, Maddox again as finisher:
killed 50, lots of no loots, 8 bones from all, serious loss.

A stray Bristle old that ambushed me gave ~ 10 PED, at least.

Went over to Atamis for molisk. Killed 25 up to scout. Same as above, but changed Maddox for MPH DLx/ a101, because out of light BLP ammo. What a beauty! Carrying this as finisher usually.

Had to switch back to TT sword from Axe, that went haywire. Used Embra for the bigger ones to whack down HP.

Similar result - killed 25, had 1 (!) drop of teeth (5) in this. Disgusting!

I understand I'm in a "bad wave" phase. Stopping hunting now, going to Nea's now to skill healing. This morning, when I visited, not a single healer was present - where did they all go?

Have fun!
 
"When I were a lad"

I joined in what I call the Golden Era of EU (or PE as it was then!) Where gold and silver could be found in the loot and items did drop. The opalo could be amped properly and was a formidable economical solution for low-end hunting.

Gone are those days, and how sad this is too.

Now what you get is a confusing array of materials, most of which is worthless, which makes it confusing to the average hunter to keep track of how they are doing.

The biggest problem we are facing is, what I perceive to be, a chicken and egg problem. The reason, in my honest opinion, items are not dropping is due to the fact that there are not enough individuals actively participating. For balancing to work, there needs to be suitable demand for the items, without the numbers of individuals participating, you cannot drop otherwise it makes all the other items worth less and less.

Unfortunately, due to this, it means that hunting is less and less attractive for new players, and thus, they don't stick around, as other posters have explained already.

In my opinion, the best time in EU was the tail-end of 2005. So many people were online and enjoying EU. They could eek out their means for longer with the trusty Opalo and a half decent amp. More people willing to stay in the lower echelons and enjoy their experience means that there is more in the loot pool for everyone else. Being über is irrelevant if you enjoy your time regardless. 8 no loots in a row is the the exact opposite for the definition of fun. If you could live on less for longer, it would give you more chance to loot something nice, therefore you would stick around for longer.

My recommendation to MindArk/FPC is to even out loot on lower end mobs and save the high variance for high-end mobs. This will keep more people participating and would hopefully bring back the thousands that have discarded the experience due to expense.

If people would like to recommend this post for reading to MindArk/FPC, I am more than happy for you to do so.

Bring back the Golden Era of EU, just like it was before Club NEVERDIE was released.
 
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If there was a separate server with current graphics (but old terrain climbability) and everything back at 2004-2005 in loot, damage, mob hp regen and zero catering to the crafters and ATH still 4-5k ped and 55 ped global was awesome because it was all win and not something needed to break even...

...then not one gamer would remain on current server. Possibly with the exception of 5 people who own unique weapons.

I'd even give up graphics and server stability to get that.

WELCOME BACK to the game, we make you swear and sweat and squirm at your computer and if you have any old good gear we force you to sell it to make ammo cash available because to hunt mid-lvl mobs with mid-lvl skills and mid-range weapons 3 hours per day will cost you roughly 1k ped per week. $100 per week deposit needed and that's while hunting mobs that do not give high MU loot more often than once a month. That's you and 5k other hopefuls looking for that UL gun or that one armor part with markup over 1k. The rest of the loot will be MU +1-10, 103% maximum.

I hate what they did to the game. 5-6 years of nerf and cold sweat.
 
This Thread should be STICK...
as I think that this discussion should be view by
all the players of EU.

I got nothing to add in here, as I'm a new player (again).
But I'll follow this thread at least as long as I play in here.

Peace.
 
This is what I believe a loot variance curve should look like for Entropia Universe, being fair on n00b level participants and giving high-risk options to high-end participants.



The result of this will be, in my opinion, more low-end users willing to stick around and participate for much much longer and also a shift in which mobs can give ATHs and large HoFs on a regular basis.
 
EU is just something I do to kill time, nothing more.

Which is pretty much how the game should be played. There are lots of activities that pass the time and cost little like crafting components with lyst and oil, enmatter mining unamped, TT fisting argos etc etc. Bit of luck gets ya through, or not. Is even fun sometimes :D

Wait for the big hit (will happen eventually) and then spend it all on big gunz :yay:

And repeat. Sorry bit off topic.
 
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