Alternative to making EU affordable

deathception

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Bambideath deathception durka
So I plugged in the question to chat gtp, to suggest ways to make the game more sustainable for players and allow Ma to keep revenue , I got this as a response

1. Tiered Content for Different Budgets





Introduce budget-friendly zones or systems where costs are lower, but the potential rewards scale accordingly:


• Low-Budget Zones: Areas with lower costs for hunting, mining, or crafting but smaller loot potential. These areas attract newer players or those with smaller budgets, allowing them to engage longer without heavy losses.


• Dynamic Loot Scaling: Let players choose “risk levels” before engaging. Higher risks yield higher rewards but cost more PED per attempt, while lower risks cost less but yield lower rewards.

2. Subscription or Membership System





Offer an optional monthly membership that provides benefits such as:


• Reduced tool/weapon decay or repair costs.


• Access to exclusive zones or events with better loot chances.


• Bonus skill points or faster skill progression.


This ensures consistent revenue for MindArk while reducing the financial barrier for regular players.


3. Enhanced Markup Economy Support





Introduce systems to make markup trading more viable:


• Player Marketplaces: Allow players to set up small shops (physical or virtual) in public areas for a small fee, making trading easier and boosting in-game economy activity.


• Resource Buybacks: MindArk could establish automated buyback offers for certain high-demand loot at slightly above TT value, creating a guaranteed “markup floor.”

5. In-Game PED Rewards System





Introduce small, consistent PED rewards for active participation:


• Daily or weekly missions that provide a small amount of PED to offset costs.


• Seasonal leaderboards or challenges with PED-based prizes.


This keeps players engaged and offsets costs without reducing MindArk’s revenue significantly.



7. Microtransaction Enhancements





Encourage optional cosmetic purchases that do not impact gameplay but boost revenue:


• Custom armor skins, vehicle designs, or home decorations.


• Seasonal or themed cosmetics tied to in-game events.


These allow players to spend money without directly affecting their core gameplay costs.

9. Better Loot Transparency





Implement a clear loot progression system:


• Players should feel their spending is tied to clear progress (e.g., filling a “loot meter” that guarantees a payout after consistent effort).


• Transparency builds trust and encourages continued investment.

Why MindArk Wins Too:





• Higher Player Retention: Affordable options and rewarding gameplay encourage more players to stay long-term, generating consistent revenue.


• Increased Deposits: Players who feel they’re getting value for their money are more likely to deposit regularly.


• Broader Market Appeal: Lowering barriers makes Entropia more accessible, attracting new players while maintaining high-spending veterans.
 
Zones don't work... Entropia is one universe, free for everyone to travel, without limit.

I do subscribe to Entropia... at exactly the time and value I decide, not on a schedule that has nothing to do with my circumstance.

I gain all subscription benefits when I choose to deposit (including the buffs you describe in the form of pills and other add ons), and here's the big win - I take no penalty should I decide to not subscribe for a while... years if I want, and I can still play fully the whole time. I'm a big fan of that freedom.
 
its the range that need to be widened and not implenting separated areas.
re-intorducing cheapa$$ rifle equivalent items to all the planet TTs will widen the range to lower budget, cuz they costed 1/10 of current TT items.
rocktropia the thing area offers pistol and assault rifle that use specific ammos and they are the only option for 1/10 cost hunts, though untradable with others...
for mining, we already have such items at TT.
for craft i dunno ;(
 
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