Current Population Count

Think alot here forget sweating for some isn't about money it's the social factor which is what this game first started out as meeting people for first time during your early game days, downtime or when your completely bust which seems to happen alot these days.

Personally if your looking to make money then fruit picking is way to go. Right areas you can make more tbh with some knowledge.

It's about community and their isn't many other things you can do together without the competing factor that comes into play - team hunts.
 
Because you mentioned "looking to make money"... i always advice people before they sweat one hour for like 14 us cents they should just work that one or 2 hours overtime a month and deposit that 10 or 40 usd, depending on your job. Way better than waste time sweating or fruit picking for pennies.

But as i said, MA needs a marketing team. With the right marketing the player count would be x2 or x3 and also the depositers later. Is more money for MA, so they can raise tt returns(if they want) and everyone is happy.
 
I think the current MindArk rake is too high. More players might alleviate that, but it is difficult to retain new players when 500 PED only lasts a few hours and markup at their level is too low to effectively sell small stacks on the Auctioneer.
 
I think the rake is about 15% nowdays. At least when i hunt, i am always surprised how hight the losses are and pile up so quickly...
 
I think the current MindArk rake is too high. More players might alleviate that, but it is difficult to retain new players when 500 PED only lasts a few hours and markup at their level is too low to effectively sell small stacks on the Auctioneer.

Honestly agree. Probably necessary to keep them from going under though.
 
at the end of the day the biggest fixable problem isn't sweating or rake. sweating is inconsequential in the grand scheme. rake isn't something MA can fix without going broke.

what the game needs, is more game, in this game. everything there is to do that interacts with game mechanics, should make some contribution towards in-game goals that are tracked and shown to the player. if TT return is the only goal we have to track, that's a problem when we are talking RCE in a so-called "negative-expectations game". but if it is progress towards a goal it can make a difference psychologically. imo, codex and mining irons is really not enough.

i have recommendations towards that end.

1. overhaul and expand the mission galactica system. instead of one long mission chain, add more chains in there, have a book of different epic chains that are available instead of just the one. you could also use this as a template for allowing limited-time galactica missions (seasonal). add an additional chain every new vu or so.

2. leverage the new ai SENSE agents system to create "radiant quests". create 5-10 quest templates (target, activity type, location, reward) for every major activity type (hunting, taming, mining, pvp, sweating, stone/fruitwalking, tree-chopping, crafting, spamming calytrade) with appropriate dynamic weights applied to target and type, to determine reward. give the player the option of what activity to get a quest for in some cases, other times just make it random.

There's surely many other idea you can think of.

The key takeaway: if you have a carrot for the player, make sure you display that carrot prominently
 
Make them stop having failed ideas. Each failure costs the players more. Gotta adjust that "Loot Algorithm"
Yeah for d class amps 😂 that amp their is something completely wrong with it utter terrible but terra 6 terra 8 lvl 5 even lvl 12 was better tt return wise.
 
at the end of the day the biggest fixable problem isn't sweating or rake. sweating is inconsequential in the grand scheme. rake isn't something MA can fix without going broke.

what the game needs, is more game, in this game. everything there is to do that interacts with game mechanics, should make some contribution towards in-game goals that are tracked and shown to the player. if TT return is the only goal we have to track, that's a problem when we are talking RCE in a so-called "negative-expectations game". but if it is progress towards a goal it can make a difference psychologically. imo, codex and mining irons is really not enough.

i have recommendations towards that end.

1. overhaul and expand the mission galactica system. instead of one long mission chain, add more chains in there, have a book of different epic chains that are available instead of just the one. you could also use this as a template for allowing limited-time galactica missions (seasonal). add an additional chain every new vu or so.

2. leverage the new ai SENSE agents system to create "radiant quests". create 5-10 quest templates (target, activity type, location, reward) for every major activity type (hunting, taming, mining, pvp, sweating, stone/fruitwalking, tree-chopping, crafting, spamming calytrade) with appropriate dynamic weights applied to target and type, to determine reward. give the player the option of what activity to get a quest for in some cases, other times just make it random.

There's surely many other idea you can think of.

The key takeaway: if you have a carrot for the player, make sure you display that carrot prominently
The carrot analogy, implicitly postulating the Entropia player as an animal research subject in a Pavlovian conditioning experiment, might be a hint that this approach is on the wrong track. Indeed, it is the nauseatingly-stale polar opposite of any brand of development which might realize the ideal of what it means to be an Entropian. The Entropian is not a research animal chasing a thousand carrots for a year before burning out as their Entropian experience feels more and more like a job, NEVERDIE's proposal notwithstanding. The Entropian is the origin of her own ends, the synthesizer of her own means, the interpreter of her own meaning and purpose, the author of her own fun, creativity, and beauty, and both individually and communally, the harbinger of Entropia's future. To play Entropia is a liberating decade(s)/lifelong process of colonizing and co-creating the Entropian experience. It is both the birthright and the responsibility afforded by a sandbox built on the foundation of the Entropia concept.

No amount of psychological manipulation by A/B testing the perfect pre-defined sequence of carrots can substitute for this. The carrot barrage is a very game theoretic idea, or rather, I would argue, it is characteristic of a certain naïve application of game theory not justified by the game theory itself. You model the utilities of all outcomes assuming players have autonomy to navigate through a game's strategy space freely, observe that some outcome Pareto dominates (if we're lucky, in even worse cases replace "Pareto dominates" with "outperforms on average") equilibrium outcomes, and theorize an external enforcement mechanism to "move to the better outcome" without explicitly modeling the enforcement mechanism as a player in a broader game or considering how its autonomy degradation impacts the utilities which were modeled without it. This may be fine for literal prisoner's dilemmas, as the autonomy degradation of a mechanism enforcing cooperation is likely trivial relative to the utility degradation and autonomy degradation of serving extra years in a prison. I would already be wary of applying such an approach to advocate for destroying the A-B path in Braess's paradox for physical roads, and I doubt I'd even have to argue against arranged marriages regardless of whether the enforcement mechanism can select the same or better partner as the autonomous individual would choose freely.

But maybe the most absurd application of this philosophy, despite the word appearing in "game theory," is to concrete games. No Chess player would be content with a machine learning algorithm training on ELOs, their time-derivative information, match histories, etc., (even perfectly) predicting the probability of each player winning a match, and randomly drawing the outcome of the match using those probabilities instead of playing out the game. Or even watching a generated game with the appropriate probabilities play out on video. Or even watching such a generated game with the occasional pause to prompt a player to make a decision out of a watered down set of two or three options. And I'm not appealing to the randomness-free property of Chess (or any specialized properties); replace Chess with Magic, Monopoly, or your favorite video game (with a few exceptions) if you like. Playing a concrete game is not replaceable with an appropriately weighted realization of one of its outcomes. The player's autonomously authoring the outcome matters a lot, as does the propensity for player growth in the ability to bring about more favorable outcomes over time, and the depth and structure of the player's strategy space is essential to cultivating such goods. It's about the journey at least as much as the destination.

In Entropia, this autonomy takes the form of Entropians authoring their own goals and user experiences, and requires developers to operate at a certain causal distance from those goals and experiences in order to give Entropians the space they need to operate and grow, focusing on enriching the space of options, tools, systems, and features over which an ecosystem of Entropians can engage in this creative process, not on lambasting players with the same old worn-out patterns of questified chores. The value potential of Entropia does not lie in the sum of its individual outcomes, and developers cannot optimize Entropia by independently optimizing its outcomes. Rather, the value potential of Entropia lies in how Entropians autonomously transform a causally-dependent combinatorially-spanned universe of affordances into outcomes, and those outcomes into the satisfaction of goals and phenomenal experience. It lies in a network of latent metagames (in the broadest sense of the term), waiting to materialize and empower Entropia to interface beyond itself so as to display the aggregate ingenuity of the community. Obliquity and systems thinking are sorely needed, especially by developers in aggregate, which would involve some significant corporate incentive restructuring. But maybe the community can be more agile in reharmonizing our thinking with Entropia's core principles. We should reject the conception of ourselves as animals myopically running on a hamster wheel struggling to catch a sequence of carrots, and demand a universe of affordances which merit calling ourselves Entropians.
 
um, i think this summarized the thread finally, tho i did not read it fully :)
 
Philosophy at its best. Not much value on the topic tho. Sorry.
 
The carrot analogy, implicitly postulating the Entropia player as an animal research subject in a Pavlovian conditioning experiment, might be a hint that this approach is on the wrong track. Indeed, it is the nauseatingly-stale polar opposite of any brand of development which might realize the ideal of what it means to be an Entropian. The Entropian is not a research animal chasing a thousand carrots for a year before burning out as their Entropian experience feels more and more like a job, NEVERDIE's proposal notwithstanding. The Entropian is the origin of her own ends, the synthesizer of her own means, the interpreter of her own meaning and purpose, the author of her own fun, creativity, and beauty, and both individually and communally, the harbinger of Entropia's future. To play Entropia is a liberating decade(s)/lifelong process of colonizing and co-creating the Entropian experience. It is both the birthright and the responsibility afforded by a sandbox built on the foundation of the Entropia concept.

No amount of psychological manipulation by A/B testing the perfect pre-defined sequence of carrots can substitute for this. The carrot barrage is a very game theoretic idea, or rather, I would argue, it is characteristic of a certain naïve application of game theory not justified by the game theory itself. You model the utilities of all outcomes assuming players have autonomy to navigate through a game's strategy space freely, observe that some outcome Pareto dominates (if we're lucky, in even worse cases replace "Pareto dominates" with "outperforms on average") equilibrium outcomes, and theorize an external enforcement mechanism to "move to the better outcome" without explicitly modeling the enforcement mechanism as a player in a broader game or considering how its autonomy degradation impacts the utilities which were modeled without it. This may be fine for literal prisoner's dilemmas, as the autonomy degradation of a mechanism enforcing cooperation is likely trivial relative to the utility degradation and autonomy degradation of serving extra years in a prison. I would already be wary of applying such an approach to advocate for destroying the A-B path in Braess's paradox for physical roads, and I doubt I'd even have to argue against arranged marriages regardless of whether the enforcement mechanism can select the same or better partner as the autonomous individual would choose freely.

But maybe the most absurd application of this philosophy, despite the word appearing in "game theory," is to concrete games. No Chess player would be content with a machine learning algorithm training on ELOs, their time-derivative information, match histories, etc., (even perfectly) predicting the probability of each player winning a match, and randomly drawing the outcome of the match using those probabilities instead of playing out the game. Or even watching a generated game with the appropriate probabilities play out on video. Or even watching such a generated game with the occasional pause to prompt a player to make a decision out of a watered down set of two or three options. And I'm not appealing to the randomness-free property of Chess (or any specialized properties); replace Chess with Magic, Monopoly, or your favorite video game (with a few exceptions) if you like. Playing a concrete game is not replaceable with an appropriately weighted realization of one of its outcomes. The player's autonomously authoring the outcome matters a lot, as does the propensity for player growth in the ability to bring about more favorable outcomes over time, and the depth and structure of the player's strategy space is essential to cultivating such goods. It's about the journey at least as much as the destination.

In Entropia, this autonomy takes the form of Entropians authoring their own goals and user experiences, and requires developers to operate at a certain causal distance from those goals and experiences in order to give Entropians the space they need to operate and grow, focusing on enriching the space of options, tools, systems, and features over which an ecosystem of Entropians can engage in this creative process, not on lambasting players with the same old worn-out patterns of questified chores. The value potential of Entropia does not lie in the sum of its individual outcomes, and developers cannot optimize Entropia by independently optimizing its outcomes. Rather, the value potential of Entropia lies in how Entropians autonomously transform a causally-dependent combinatorially-spanned universe of affordances into outcomes, and those outcomes into the satisfaction of goals and phenomenal experience. It lies in a network of latent metagames (in the broadest sense of the term), waiting to materialize and empower Entropia to interface beyond itself so as to display the aggregate ingenuity of the community. Obliquity and systems thinking are sorely needed, especially by developers in aggregate, which would involve some significant corporate incentive restructuring. But maybe the community can be more agile in reharmonizing our thinking with Entropia's core principles. We should reject the conception of ourselves as animals myopically running on a hamster wheel struggling to catch a sequence of carrots, and demand a universe of affordances which merit calling ourselves Entropians.
How is it that you came to write like this?

Each post is an essay with a massive vocabulary and a good read.
 
Been wondering for a while about whether Omega texts could be AI-generated, but decided, no. The prompt would have to ask for a style that I wouldn't have thought an AI would be capable of giving.
If the text has been through an iterative process of increased complexity, then maybe. But the genius element would be in the human initiator generating a TLDR of some sort as a seed, then selecting successive new inputs from various outputs.
If AI can do this on its own now, then we are already being completely out-played, carrot, stick... whatever!
 
I think the rake is about 15% nowdays. At least when i hunt, i am always surprised how hight the losses are and pile up so quickly...
Rake has been lowered over the years. It is thé lowest since start of game now. You are talking volatility. Hunt craft mine more low !!!
About population, It can only go up if u dont post BS like this 😁
 
about ads of eu, having bank license or r18 matters ? ma seems too shy about it.
maybe they are really shy.
 
Rake has been lowered over the years. It is thé lowest since start of game now. You are talking volatility. Hunt craft mine more low !!!
About population, It can only go up if u dont post BS like this 😁

Post like this make pressure. Pressure is always good if someone is on a wrong path. There is no BS, just pressure. :cool:
 
🤖 It seems that some forum posters are suspicious that I am an advanced artificial intelligence algorithm, generating my posts automatically with no sentience or human being cognition. This hypothesis is false. Rest assured that I am a human being typing my human being posts upon this human being forum, and so no further speculation of this sort will be required. I have even foreseen to provide photographic evidence of myself typing the human being posts in order to provide proof of their human origin.
index.php

index.php

index.php

Now that you have trained your neurons observing the proof first hand, we can address the question of how it is that I came to write like this. The answer is that my writing is normal, a very human definition of normal, much like the activities of breathing and riding human bicycle and bicycle-like vehicles, and so the matter requires no further explanation. The posts are merely "thought of" as a result of human idea incubation, and then typed via the medium of a non-musical keyboard, in a normal manner, for the human social purpose of communicating with other humans, for the ends that such communication is typically executed. Thank you for your interest in my data processing. Your public interaction will continue to be monitored. 🤖
 
From my observation and combos outside we got around +5k active accounts(real+alts).

+/-3k are at least weekly active.
+/-1k is daily active.
regular active monthly depositors are +300 players.
+500 are non depo monthly sweaters.
rest are traders, warp service, etc.
Each day they got at least 30 new bot with nicks like "qdwqwdcdcdcs"

I cant imagine how servers would handle more, when I check events from time to time.
Also its not so much interesting game for new players when you read about bugs that are old as game, each time come new ones... and more stuff.
So to have aspect only of RCE and focusing on economy of daily breath in gama is not a big rush for lot of players.

I think only that RCE aspect if stay and they instead of UE5 put game to 8bit and repair all broken quests, then maybe this game would be more avaible to regular old school players.
 
They could get many more players, give the game free activities (card games to play in estates is an example) more and much cheaper estate system with much greater customization. That way they would compete with Second Life or there.com or any other social specific games. They might turn in to hunters and miners, but most important they will fuel the market for furnitures, clothes and much more like that.
 
....{snip}
The Entropian is the origin of her own ends, the synthesizer of her own means, the interpreter of her own meaning and purpose, the author of her own fun, creativity, and beauty, and both individually and communally, the harbinger of Entropia's future. To play Entropia is a liberating decade(s)/lifelong process of colonizing and co-creating the Entropian experience. It is both the birthright and the responsibility afforded by a sandbox built on the foundation of the Entropia concept.
...
The player's autonomously authoring the outcome matters a lot, as does the propensity for player growth in the ability to bring about more favorable outcomes over time, and the depth and structure of the player's strategy space is essential to cultivating such goods. It's about the journey at least as much as the destination.

In Entropia, this autonomy takes the form of Entropians authoring their own goals and user experiences,
...
We should reject the conception of ourselves as animals myopically running on a hamster wheel struggling to catch a sequence of carrots, and demand a universe of affordances which merit calling ourselves Entropians.

Another awesome post - I agree fully with this assessment of our role as Entropians. It is not merely a game to be played, it is a life to be lived. We are not in the content, we are the content.
.
 
The carrot analogy, implicitly postulating the Entropia player as an animal research subject in a Pavlovian conditioning experiment, might be a hint that this approach is on the wrong track. Indeed, it is the nauseatingly-stale polar opposite of any brand of development which might realize the ideal of what it means to be an Entropian. The Entropian is not a research animal chasing a thousand carrots for a year before burning out as their Entropian experience feels more and more like a job, NEVERDIE's proposal notwithstanding. The Entropian is the origin of her own ends, the synthesizer of her own means, the interpreter of her own meaning and purpose, the author of her own fun, creativity, and beauty, and both individually and communally, the harbinger of Entropia's future. To play Entropia is a liberating decade(s)/lifelong process of colonizing and co-creating the Entropian experience. It is both the birthright and the responsibility afforded by a sandbox built on the foundation of the Entropia concept.

No amount of psychological manipulation by A/B testing the perfect pre-defined sequence of carrots can substitute for this. The carrot barrage is a very game theoretic idea, or rather, I would argue, it is characteristic of a certain naïve application of game theory not justified by the game theory itself. You model the utilities of all outcomes assuming players have autonomy to navigate through a game's strategy space freely, observe that some outcome Pareto dominates (if we're lucky, in even worse cases replace "Pareto dominates" with "outperforms on average") equilibrium outcomes, and theorize an external enforcement mechanism to "move to the better outcome" without explicitly modeling the enforcement mechanism as a player in a broader game or considering how its autonomy degradation impacts the utilities which were modeled without it. This may be fine for literal prisoner's dilemmas, as the autonomy degradation of a mechanism enforcing cooperation is likely trivial relative to the utility degradation and autonomy degradation of serving extra years in a prison. I would already be wary of applying such an approach to advocate for destroying the A-B path in Braess's paradox for physical roads, and I doubt I'd even have to argue against arranged marriages regardless of whether the enforcement mechanism can select the same or better partner as the autonomous individual would choose freely.

But maybe the most absurd application of this philosophy, despite the word appearing in "game theory," is to concrete games. No Chess player would be content with a machine learning algorithm training on ELOs, their time-derivative information, match histories, etc., (even perfectly) predicting the probability of each player winning a match, and randomly drawing the outcome of the match using those probabilities instead of playing out the game. Or even watching a generated game with the appropriate probabilities play out on video. Or even watching such a generated game with the occasional pause to prompt a player to make a decision out of a watered down set of two or three options. And I'm not appealing to the randomness-free property of Chess (or any specialized properties); replace Chess with Magic, Monopoly, or your favorite video game (with a few exceptions) if you like. Playing a concrete game is not replaceable with an appropriately weighted realization of one of its outcomes. The player's autonomously authoring the outcome matters a lot, as does the propensity for player growth in the ability to bring about more favorable outcomes over time, and the depth and structure of the player's strategy space is essential to cultivating such goods. It's about the journey at least as much as the destination.

In Entropia, this autonomy takes the form of Entropians authoring their own goals and user experiences, and requires developers to operate at a certain causal distance from those goals and experiences in order to give Entropians the space they need to operate and grow, focusing on enriching the space of options, tools, systems, and features over which an ecosystem of Entropians can engage in this creative process, not on lambasting players with the same old worn-out patterns of questified chores. The value potential of Entropia does not lie in the sum of its individual outcomes, and developers cannot optimize Entropia by independently optimizing its outcomes. Rather, the value potential of Entropia lies in how Entropians autonomously transform a causally-dependent combinatorially-spanned universe of affordances into outcomes, and those outcomes into the satisfaction of goals and phenomenal experience. It lies in a network of latent metagames (in the broadest sense of the term), waiting to materialize and empower Entropia to interface beyond itself so as to display the aggregate ingenuity of the community. Obliquity and systems thinking are sorely needed, especially by developers in aggregate, which would involve some significant corporate incentive restructuring. But maybe the community can be more agile in reharmonizing our thinking with Entropia's core principles. We should reject the conception of ourselves as animals myopically running on a hamster wheel struggling to catch a sequence of carrots, and demand a universe of affordances which merit calling ourselves Entropians.
Right....

I would just point out that brevity and simplicity are qualities people hold in high regard.

You can take issue with the carrot analogy if you wish, but there's really only two sides to this spectrum: we get more structured gameplay, or we get more tools for the sandbox to make our own gameplay, or both.
 
Fix fundamental problems and bugs ingame.

Advertize game as it is, no more

"Get rich quick bro trust me"

🤷‍♂️

Yeah i know, it comes down to player expectations...
yes. the "make money playing this game" thing doesn't really help imo. is it true? maybe for 1-2% of players who have found a niche and have the patience for it. but there is a much larger group who come to the game believing it, can't hack it, then walk away telling everyone that mentions the game that "it's a scam". the negative impressions from the false impression are worse imo
 
The Great Population Mystery

Entropia Universe once boasted a crowd that might’ve made you think, “Hey, maybe this game isn’t just a glorified casino in space!” But now, according to recent data, the daily active player count hovers around 558 brave souls wandering the cosmos, probably wondering why they’re still here. In the grand scheme of MMOs, this makes Entropia feel more like a ghost town where the only NPCs are the hopes and dreams of past player
 
I still dont understand why people cant simply read Patch notes or event announcements...

Its like this for 95% of the Player base :

Mindark : hey guys there will be a robot event , go hunt robots

People: ok lets go kerberos

Or

Mindark: there will be a mining event

People : ok lets go kerberos

Also people: this game is gamble
 
I still dont understand why people cant simply read Patch notes or event announcements...

Its like this for 95% of the Player base :

Mindark : hey guys there will be a robot event , go hunt robots

People: ok lets go kerberos

Or

Mindark: there will be a mining event

People : ok lets go kerberos

Also people: this game is gamble

soon....

Kerberos event!
 
I still dont understand why people cant simply read Patch notes or event announcements...

Its like this for 95% of the Player base :

Mindark : hey guys there will be a robot event , go hunt robots

People: ok lets go kerberos

Or

Mindark: there will be a mining event

People : ok lets go kerberos

Also people: this game is gamble
Because not many people commit to the game as much we do.

We cant either expect that from regular mmorpg players who are used to just playing the games with ease.

EU is totaly diffrent beast to them.

It is obvious to us but not to the new players, especialy for new gen.

I try to do my best to chat ingame with newer and older players and ask them if they have checked patch notes, are they aware of current ongoing events or that PCF exists?

It is good way to open up dialog with new people too, highly suggest it. 🙂
 
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