Back on topic
In my example above, a user who starts with an initial value of 100 PED in hunting equipment/ammo will, after just a few hours of hunting, typically end up in the following situation:
- 1st run: They return with ~70 PED in shrapnel and ~20 PED in junk items. These junk items should either be TT'd, sold close to TT value, or kept to sell later in larger stacks (as the Auction House currently functions).
- Let's assume they decide to keep the items to sell later, as the community often suggests. After a 2nd run—if they're lucky enough to complete it—their balance will likely look like this:
~30–50 PED remaining in hunting equipment/ammo, and ~40 PED in junk items.
At that point, the user has two options:
- TT the items and repeat the process, or
- Make another deposit.
And
this is where the problem with Entropia Universe (EU) arises. A typical gamer looking for an MMO cannot accept that a $10 USD deposit isn’t enough to enjoy a game for a few days, even for just a few hours a day.
The
target audience is misaligned. As it stands, the game isn’t attractive to casual gamers who are simply looking for an online experience.
Instead, the game is far more appealing to
gamblers,
"investors", and perhaps
traders—especially if MindArk provides the right tools in the future.
The gambling/investment-oriented audience is large, and EU is
unique in this space—there are no real competitors right now.
In my opinion,
MA should focus on this niche:
- Explicitly flag the game as such,
- Improve the luck factor (especially regarding item markup),
- Remove the current barriers that limit PED cycling, and
- Eliminate grinding aspects that reward items with high markup.
MA should target and advertise to this audience directly.
Otherwise, the result will always be the same:
Out of 1000 new casual players attracted by the “MMO” label, maybe 10–20 will convert into short- or medium-term users—those who end up enjoying the gambling aspects or buy into the idea of investing for better returns or the potential to earn.