Question: EU Economy

BinaryMan

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I am trying to get a picture of the economic structure in EU. From what I've read, here's how I think it works (correct me if wrong):

(1) Broadly, there are money sources and sinks between players and the game. The sources appear to be monster loot drops, random drops (fruit, etc), mining drops, craft results, and proceeds from sales to TT. The sinks are ammo used, degredation of most goods, lost materials during crafting, money spent on TT, auction/misc transaction costs, and buying of land or liscenses. Transactions between players are zero-sum (except if a game-imposed fee is involved).

(2) TT represents a base value the game is willing to pay for an item. All activities appear to generate a net TT loss on average, although high level players can achieve around 90% returns on some activities and potentially profit when margin is included (though this is due to shifting the losses to other players in essence). I assume sweating creates negligable value since sweat cannot be sold for any significant amount to the game (it's purely player-to-player). After converting upward and considering decay and loss, is it possible with high skill to sell the products of it to the game for profit? I figure not that much, and most of the psy products are consumed for effects in the game like teleport and have more value for those purposes in terms of reducing costs of hunting or improving other activities.

(3) Due to decay and other factors, profit seems impossible on average from player-game interactions. A good analogy for this is poker or the stock market; the house or broker takes a cut, but it is possible for some players to profit, only when other players lose. Given that almost all the raw resources of the game that are convertible to something more valuable require tools to gather (which degrade), the simple proof is found (probably) that no matter what the skill level, a net TT loss occurs from each step of crafting and from hunting (on average). Therefore, profits cannot occur except from player-given markups or below-TT losses (you bought it at discount).

(4) Durable goods are rare in EU. Things degrade. Land is perhaps the soundest investment (depending on ROI) because it doesn't degrade and the owner can extract taxes from player activities.

(5) My general conclusion to profit is thus: invest a large amount into land (which the creator encourages) to achieve decent returns, collect sweat (for very small returns per time used; no significant financial risk to the game), or trade intelligently for large returns (which the creator discourages, unless crafting is involved [net TT loss] so you need to invest in high skill levels).

(6) It should be obvious that not everyone can make money. It should also be obvious that it takes money to make money, and we are talking about a much larger investment than what you will get sweating (unless you are also a master at trading). The game therefore rewards an investment beyond a certain amount (I suspect there is a core group of players with a lot of money and time invested into the game that make money regularly).

(7) I believe the value of fruit and stone spawns depends on how much money you have sunk (for example, ammo cost). I tend to think that part of your decay is returned to you personally through this mechanism while the rest goes into the pool. If you think about it, this rewards players who are using higher level items and generating more decay value. This may explain the discrepency between people's drops.

(8) Has anyone mapped out craft trees/model of the EU economy?

(9) Finally, I would like to apply a real-world economics concept to EU. This is in relation to the observation that drops may have decreased from 70-90% return to 40-60% return (I don't know exact numbers, just people claim they are lower; other evidence from MA financial statements appears to confirm this). This may be a reaction to the declining new players and deposits to boost revenue (note negative cashflow overall; the only reason for positive net profit is "capitalized expenditures" which means they put more money into the platform, note: "Investment in the Technical Platform" ~11 million SEK). The effect of reducing return to players is similar to a government increasing taxes: activity declines and total revenue will most likey decrease. What actually needs to happen for MA to be successful is to attract and *maintain* players since as we see from other online games a large player base tends to attract more players (their friends or simply popularity of the game). EU has not attained sufficient mass to afford to reduce drop rates and reduce the size of the playerbase; in fact, the only long-term sustainable solution I think is to return most or all of the value of decay into the game world and take a small cut of certain transactions (like 1-3% of trading activity). You want to promote long-term play and prevent burnout so that the number of players can increase; at a certain size of regularly depositing players, this small fee will sustain operations costs and generate a profit. The loss ratio of activities is directly related to loss of players (this is not only people running out of money directly! It also causes everyone else to feel that they have little chance of making profit, so those people go too!); there is a reason why casino games (like many slot machines) have a payout ratio of 90-95% and not 50%. Why do people return to casinos (to use the often-used metaphor for EU)? It is because of the entertainment experience (which in this case means higher drop rates, less decay, more trading/activities, and being able to get deeper into the EU economy on whatever they spend per month on deposits). Stretching out the funds and playtime will actually increase the growth of the playerbase over time I think.
 
You can make money simply by being more economical than the average player. If you buy an unlimited uber weapon or mining amp, you should profit.
 
pretty much I would have to agree.
 
"(3)...but it is possible for some players to profit, only when other players lose."

This is only true if there is a 'loot pool.' While this is a rational and probable theory we have no confirmation that such a thing exists. Your poker analogy works here.

It is also possible that each interaction with the system is like a pull on a slot machine. The system has already set aside a payout for a particular mob and each kill is another pull of the arm. In this example we are not competing with each other but rather 1-on-1 with the system.

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(9) Finally, I would like to apply a real-world economics concept to EU. This is in relation to the observation that drops may have decreased from 70-90% return to 40-60% return (I don't know exact numbers, just people claim they are lower; other evidence from MA financial statements appears to confirm this). This may be a reaction to the declining new players and deposits to boost revenue (note negative cashflow overall; the only reason for positive net profit is "capitalized expenditures" which means they put more money into the platform, note: "Investment in the Technical Platform" ~11 million SEK). The effect of reducing return to players is similar to a government increasing taxes: activity declines and total revenue will most likey decrease. What actually needs to happen for MA to be successful is to attract and *maintain* players since as we see from other online games a large player base tends to attract more players (their friends or simply popularity of the game). EU has not attained sufficient mass to afford to reduce drop rates and reduce the size of the playerbase; in fact, the only long-term sustainable solution I think is to return most or all of the value of decay into the game world and take a small cut of certain transactions (like 1-3% of trading activity). You want to promote long-term play and prevent burnout so that the number of players can increase; at a certain size of regularly depositing players, this small fee will sustain operations costs and generate a profit. The loss ratio of activities is directly related to loss of players (this is not only people running out of money directly! It also causes everyone else to feel that they have little chance of making profit, so those people go too!); there is a reason why casino games (like many slot machines) have a payout ratio of 90-95% and not 50%. Why do people return to casinos (to use the often-used metaphor for EU)? It is because of the entertainment experience (which in this case means higher drop rates, less decay, more trading/activities, and being able to get deeper into the EU economy on whatever they spend per month on deposits). Stretching out the funds and playtime will actually increase the growth of the playerbase over time I think.

The economics of EU has been discussed extensively on the Forum and the basic answers to your questions are here on the forum and people calim a lot things especailly "bad loot" but there is no real evidence being presented to back that up beyond the personal experiences of a few.

EU economy is not based on a casino... only for those who wish to play it as such does it appear thet way... To them everything is a casino.

This is a good place to start...

https://www.planetcalypsoforum.com/forums/mindark-news/66126-q-answers-may-07-a.html

Post 79
I believe that the return rate (the "cash/ped" that the users are getting from the system as loot) should be increased. Why shall I play this game and not play on a casino where the odds are much more for me to gain some money?
Submitted by Niovara

I agree, everything we do aims for a better return rate for the users, but must still pay for the systems and us at MindArk. I think you should participate in Entropia because it’s a virtual universe and nothing else.

Market prices are at work, services are up for trade, socializing and training pays off. Opportunities are there all the time for the observant and hard working participant and not just at the same place everyday.

The universe isn’t static and predictable instead it’s built on natural laws and the goals of the users in it and that’s what makes it intriguing and full of possibilities.

EU takes its money from a portion of the decay and certain specific fees and has investors as well providing and pumping money into the company.

Unlike real world tax systems that money taken is not recycled back into the economy at any level...

This is just another more loot argument... allbeit a very detailed one... But EU is not a welfare program for gamers it's platform of opportunities and if you wise enough, savvy enough and willing to invest (not spend) enough you can do well... as many have shown...
 
You can make money simply by being more economical than the average player. If you buy an unlimited uber weapon or mining amp, you should profit.

I was true 3 years ago. But now it is :bs: mostly. Sorry to say this, mate.
 
There have been many studies done around here (a really in depth mining one was done recently) that seem to find that the average TT return rate over time is right around 90%. Going off of the numbers that I've been using for my own play, I would say this is about right.

I think most people claiming 50% or less return rates don't really have any data to back these claims up and are based more or less on a "feeling". Or it's due to accounting errors and they are factoring in the markups that they payout as well (which MA will not take into consideration). And some people have some serious ped wasting play styles...

But for the most part I would say you've got a pretty good understanding of the economy, and least the way I see it.

I guess the only thing I would add is that you can really just view the Trade Terminal itself as a PED converter. It can change the PED value you have tied up in items into liquid PED. Or it can change your liquid PED into items like ammo or TT weapons. The same can go for the repair terminal when putting TT value back onto items. I believe that MA views PED on your card and TT value of items you hold as the same in terms of their accounting
 
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you can make money simply by being more economical than the average player. If you buy an unlimited uber weapon or mining amp, you should profit.

Thanks for the tip; I didn't realize there were unlimited items because I thought this would destroy the game economy (no net losses, even if the ROI is a long time). I would assume these are incredibly expensive and unique or require other consumable ammo?


"(3)...but it is possible for some players to profit, only when other players lose."

This is only true if there is a 'loot pool.' While this is a rational and probable theory we have no confirmation that such a thing exists. Your poker analogy works here.

It is also possible that each interaction with the system is like a pull on a slot machine. The system has already set aside a payout for a particular mob and each kill is another pull of the arm. In this example we are not competing with each other but rather 1-on-1 with the system.

I meant this to apply to player-player interactions in the sense that players must absorb markup when buying which is necessarily higher than the TT intrinsic value most of the time. Somewhere in this chain someone is paying enough that they will not be able to profit from their purchase. Player-Game interactions are randomized but the average must be less than 100% return to players by design.

The economics of EU has been discussed extensively on the Forum and the basic answers to your questions are here on the forum and people calim a lot things especailly "bad loot" but there is no real evidence being presented to back that up beyond the personal experiences of a few.

EU economy is not based on a casino... only for those who wish to play it as such does it appear thet way... To them everything is a casino.

I reason that poor returns are mostly related to lack of investment in skills or proper equipment as these often define the efficiency of various activities. If at high levels people have around 90% returns, then at low levels they will experience lower returns (otherwise why increase skills or invest in better equipment?). My primary concern is that if MA decreased return to players in general to cover loss of players or diminishing deposits in the future, this may cause a cascading effect of players leaving (at least, those more sensitive to the changes); some types of changes that allow players to retain more may cause certain types of players that might burn out quickly to become more involved in the game economy and encourage them to become long-term players. In any case, turning the trend around and increasing new deposits will be a challenge for the company.

There are elements of both luck and skill in EU, which is why I think poker is a better analogy than a pure game of chance. However, playing against the "house" (game) is often like gambling, while playing against other players yields profits for skilled players and losses for unskilled players most of the time (trading and making smart decisions).


There have been many studies done around here (a really in depth mining one was done recently) that seem to find that the average TT return rate over time is right around 90%. Going off of the numbers that I've been using for my own play, I would say this is about right.

I think most people claiming 50% or less return rates don't really have any data to back these claims up and are based more or less on a "feeling". Or it's due to accounting errors and they are factoring in the markups that they payout as well (which MA will not take into consideration). And some people have some serious ped wasting play styles...

But for the most part I would say you've got a pretty good understanding of the economy, and least the way I see it.

I guess the only thing I would add is that you can really just view the Trade Terminal itself as a PED converter. It can change the PED value you have tied up in items into liquid PED. Or it can change your liquid PED into items like ammo or TT weapons. The same can go for the repair terminal when putting TT value back onto items. I believe that MA views PED on your card and TT value of items you hold as the same in terms of their accounting.

Yes, I tend to agree that 90% seems more reasonable for highly skilled people with experience and investment into the game. The variable is whether you can cover > 10% for a profit by trading the results to other people (the player skill is in choosing goods and services where this is true). I see that you are also interested in player retention issues. I think it is critical for the active player base to grow at an accellerated rate. Definitely there needs to be more to attract new players (accessible to a wider audience, better instructions, activities other than sweating to engage potential players) and to encourage new players to make regular deposits (clear direction to follow, understanding the game).

Due to the complexity of the game, a large number of casual players probably burn through one deposit and leave without realizing that they need to invest time and money to be efficient. I would say that it needs more "easy to learn, difficult to master" low-level economic elements to get those people into it (alternatives to sweating, for instance), so they don't feel like that's the only thing they can try; I think a large number of people are turned off by not being able to defend against mobs at the start; perhaps a training ground where they can use free weapons with no real money gain? Basically practice some of the activities in the game on a new player island with low level items/weapons, even a seperate play money world to attract people to deposit for the real game should increase conversions and prepare people for the real game so they don't get frustrated and drop out.
 
Thanks for the tip; I didn't realize there were unlimited items because I thought this would destroy the game economy (no net losses, even if the ROI is a long time). I would assume these are incredibly expensive and unique or require other consumable ammo?

Unlimited items still decay (usually at a slightly higher rate than (L) counterparts) But because you can repair them and use them again, you dont have to pay a %markup for every use. They are very expensive, but in the long run, the more you use them the more they pay off your initial markup as well as retaining their markup value to sell when you no longer want it.

narfi

edit: There are links in my signature to two unlimited weapons im renting out, and there are links within those advertizements showing how much they can save you each hour of use over the same exact limited(L) weapons.
 
"(3)...but it is possible for some players to profit, only when other players lose."

This is only true if there is a 'loot pool.' While this is a rational and probable theory we have no confirmation that such a thing exists. Your poker analogy works here.

If MA are holding to the $ deposited = ped in system then the statement is true. However if MA are putting more ped into the system than is deposited knowing that they no longer have to honour it if they went into receivership then its not. I'd be amazed if MA ever confirmed either condition though.
 
My primary concern is that if MA decreased return to players in general to cover loss of players or diminishing deposits in the future, this may cause a cascading effect of players leaving (at least, those more sensitive to the changes); some types of changes that allow players to retain more may cause certain types of players that might burn out quickly to become more involved in the game economy and encourage them to become long-term players. In any case, turning the trend around and increasing new deposits will be a challenge for the company.

And this is the difficulty that MA faces, a problem that I don't envy one bit. Right now their profits are derived from the difference between deposits and withdrawals. The trick is to come up with a system that encourages more deposits than withdrawals, yet still gives a decent enough return rate to make people want to stay and continue depositing, and also funds MA's operating expenses plus a little more to reinvest into the product.

If it's too easy to make money here, everyone profits, no one deposits, and the economy gets sucked dry through decay and people withdrawing.

If it's too difficult to make money here, people stop depositing, players leave the game and the economy simply dies.

I'd be willing to bet that in the early days of EU, when it was still "Project" Entropia, a lot of different variables were tested out on the unsuspecting player base to see what worked and what didn't. What we play in now is likely the result of those findings...
 
There have been many studies done around here (a really in depth mining one was done recently) that seem to find that the average TT return rate over time is right around 90%. Going off of the numbers that I've been using for my own play, I would say this is about right.

I think most people claiming 50% or less return rates don't really have any data to back these claims up and are based more or less on a "feeling". Or it's due to accounting errors and they are factoring in the markups that they payout as well (which MA will not take into consideration). And some people have some serious ped wasting play styles...

But for the most part I would say you've got a pretty good understanding of the economy, and least the way I see it.

I guess the only thing I would add is that you can really just view the Trade Terminal itself as a PED converter. It can change the PED value you have tied up in items into liquid PED. Or it can change your liquid PED into items like ammo or TT weapons. The same can go for the repair terminal when putting TT value back onto items. I believe that MA views PED on your card and TT value of items you hold as the same in terms of their accounting

agree, my numbers support this as well. the peaks and valleys is another story but the avg is 90%+ over enough time.
 
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