How long do most 'quitters' last?

Ghost314

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Saw some grumbling from veteran players about mentoring someone only to have their disciple pull a Houdini. This got me wondering if I should try to spend a certain minimum amount of time on the game as a fully F2P player before spending money or even looking for a mentor. This way I don't waste someone else's time or my own money. So among the people who give up and quit, how long do they typically last? Maybe there's a certain point where the grind really kicks up a notch and most non depo players jump ship?
 
As of my experience most will get nuts in a month +-

But maybe a was un lucky on disciples :D

in my opinion getting mentor is crucial, as in this "game" knowledge is truly power. Tho let him know about your attitude so theyre not surprised by possible un happy outcome.

Anyway, good luck
 
Love the question. It's got twisted vibes and logical conflict written into its very DNA.
Someone recently said that nobody quits. They seem to just take breaks that also last different lengths. The Hotel California threshold is probably about 6 months, though. If you last that, then you are probably staying.
I think a lot depends on people's compasses, moral or otherwise: what drives them when faced with various 'opposites'.
You can't know about yourself by asking about the average, I think, even the average 'quitter'. If you have mood swings or times that are like addiction/cravings, then your time will likely be shorter if you are able to kick those things again after a time.
 
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I mean, the complaint is probably that they wish the disciple would have informed them when they decided to quit, not merely that the disciple decided to quit. It's not very reasonable to expect someone to keep playing a game they don't want to play.

With that said, I think spending time just exploring, observing, and reading up front is a great idea (especially if the Mentor you end up getting wants you to progress at a certain pace, although luckily not all of them do). The bottom line is that information is the most valuable thing you'll acquire at the beginning of your Entropia journey.

I don't know if there's a specific point in time after which new Entropians tend to leave, but I do suspect the mindset and expectations new Entropians absorb matters a lot, i.e., whether they become focused on growth and creating their own long term goals/plans versus the immediate gratification of cycling, and whether they view everything Entropia has to offer versus only the three "main" professions (and among those, often only hunting, sometimes even only hunting in a specific level/manner) as "really" playing Entropia. A facet of this (not relevant to my own experience but that pertains today) is that developers have tried very hard to make new Entropians' experiences smoother, but in ways that cannot be sustained long-term and probably foster some counterproductive expectations. For example, F2P used to entail an experience of sweating/fruit collecting/etc. to buy one's first TT weapon, first mining equipment, first vehicle, etc. Today these potential milestones have been eliminated by frontloading a bunch of "firsts" into the tutorials, leading to a moment after which the Entropian both runs out of free stuff and may simultaneously have a hard time finding motivation to work toward reacquiring experiences they've already had as opposed to novel ones. As a result, I suspect fewer Entropians quit today quite as early as they did in the past, but that moment of running out of steam while having already experienced too many of Entropia's firsts wipes a lot of them out.

Welcome to Entropia :)
 
until they run out of ammo
Real talk.

It varies as well. If you stick to just the missions chains you can get ammo as rewards the you can make it quite far over 2 weeks. Get an Adjusted Bukin's and full set of CDF Armor then the storyline sort of ends there, typically won't have much ammo left and most noobs are lost in what to do next so

The real problem is trying to sell the absolute junk loot you get somewhere other than the TT.

It would be cool if there was a noob friendly mission that rewards an end-game type of component used to craft something that can only be looted ONCE per avatar (like the divine chip) giving the noobs something to sell to the Ubers to keep them going for longer.
 
From my experiences, time F2P disciple leaves the game varies significantly.
I had several who stopped playing within a week and I had some who played for months and even got to 80%+ progress then quit.

I think you should not worry about chance of you quitting before you graduate as your play experience will change depending on the mentor and advices you get.
My suggestion is talk to a lot of people and find a mentor you can communicate smoothly for advices and enjoying talking to.
Also, it is good to keep in the mind below 2 things.
1. If you plan to play purely F2P, you may take several month or even over a year to actually graduate depends on how much you play so you need to set your own expectation there. After you run out of free items/ammo, it may take long time to gain the needed currency to hit the graduation.
2. Communication is important in both ways. If you are planning to quit, then it is always good to tell your mentor that you plan to stop playing. This way, your mentor will know if you quit or just taking a break.
 
I had 2 different disciples hit significant uberhofs and cash out.
Either had more than a couple months and neither depo'd.
And neither got far enough to graduate.
So I am not sure if I am good at getting others Hofs , or bad at helping others graduate.
Both are possible i guess.
 
I really agree with TheOneOmega about the sweating/fruit to get your first gun and ammo. A lot players sticked around with this exciting goal long enough to be addicted to the community and social aspect of the game.

With current system where they are given a gun and ammo at first. It's more likely they will simply quit once ammo runs out, and won't get to the point where they got involved with the community enough to have that a reason to log in as well
 
Back when I still was mentoring, before taking them on I would take time to explain in detail and without sugarcoating what exactly to expect, that they are going to last a couple of hours on freebies but ultimately will have to make a choice, either they are going to dive into the full experience or just use it as a fancy chat. 4/5 would admit that the game is not for them. You could say that I made 4/5 people quit, but they would quit eventually anyway, this way they weren't going to hold a grudge and spill the bile all over youtube and reddit.

The rest? 100% retention.
 
The problem with the freebies is that new players that did read nothing about EU will think that they will keep doing missions and basically play for free until they hit that uber loot and then quit and withdrawal.

Years ago when Simon and Emma would welcome you at Port Atlantis, when you spawned with only orange cloths and no missions at all, yes not even one mission, the "feel" of what is Entropia was more real, it made you chat and explore, try to know more faster. That way players would decide much quicker if this is the kind of game for them or not, and on my view it was a more fair approach.

"Wait you need to put real money in this game if you try growth fast and skill?" It's just trying to prolong the inevitable...

I like the starter packs too, I think they were a nice idea and on my opinion the only soul bound items ingame should be the ones from the starter packs.

PS: At the time I don't even have the patience or time to mentor anyone but to know from the start if the disciple is thinking in depo or not is a must know thing. To be able to play in the same time zone it's important also. And yeah 75% + of new players quit after the initial ammo from newbie missions is finished.
 
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From my own experience I've lost count how many times I've taken long breaks from the game. Believe it or not I started as a teen as a non depositor.
It was bit different back then, sweat was worth more. In entropia I believe if you can graduate without depositing you'll likely never truly quit the game forever. Something will eventually peek your interest and you'll come back, for a time.
That's how it's gone for me. And each time I've come back I've invested more than before.

This why even a non depositor is important for the game because give them enough incentive and they may turn into a depositor in the future.

Now I'm playing with money I'm willing to lose and its worked fine since 2020. I'm now over 100 looter as well.

There's players who even managed to get there without depositing and kudos to them. At the end of day we all got our own time and pace, each player has a history and will forge their own path just like in RL.
 
Saw some grumbling from veteran players about mentoring someone only to have their disciple pull a Houdini. This got me wondering if I should try to spend a certain minimum amount of time on the game as a fully F2P player before spending money or even looking for a mentor. This way I don't waste someone else's time or my own money. So among the people who give up and quit, how long do they typically last? Maybe there's a certain point where the grind really kicks up a notch and most non depo players jump ship?
As soon as they dont have peds for TT gun and ammo. Normally if you play 1-2h a day or 4h a weekend, most disapear in 1-2 months.
F2P as was here on forum calculated in one post, playing as above make around 20$ a year. You need around 70$ to finish disciple in normal play without tricks.
Of course you can join minions group and sweat 10h to sell it for someone who will burn it in single click of teleportation chip. You can try luck on multiple giveaways, find sugar daddy, etc.
Over all till 20lvl you can chill and play with TT weapons and tools, to maintain such play in normal player hours per day, 20$ is whats needed, and your win is when you have month without deposit.
After 20lvl some doors are open and its moment when most F2P or low depositors hit wall, as with higher tools/weapons lvl comes higher cost of play, and thats when all starts.

So most of F2P players who want a hard core mode, can afk sweat all day, for +50 days, just to burn all in one weekend or even some hours depends on their need of adrenaline.

Just to be pessimist calculate 10h of F2P as 1PED. Then all you will gather will be always a positive exp in this game.
If your ok with slow agony, afk grind... just to have once a month or two some slice of game, then its ok.

Thats why I would say 20$ a month is ok, take it as monthly subscribe contribution on free will. Or jump in with all yearly sub, put that 240$, stay with TT guns etc on punnys, Stash all, after year sell all and you will know where you stand, if not working for you, just deposit to that 110$, cash out, uninstal, enjoy other production.

I dont take F2P disciples, its always shit when they quit and all effort and help is gone. But some mentors when see it even pay so they finish and then dont care if quit. I prefer to firstly say how it looks and its better if new player unistall in same day then in two weeks.
 
the most what i saw the last years or even since i've joined is that most new players compair this to other mmo's. This is a huge mistake.

if you want to free to play then its a really long road ahead of you but its i think not impossible. But a really good mentor could help here and dont expect wonders. also in my oppinion a newbie friendly soc is way more important then a mentor. people that are willing to help you start so your not depending on 1 person.
ask ask ask read read read, dont believe everything immidiatly if someone says something , certainly if you dont know the guy. but also random people can give you gold advice keep that in mind.

set your goals slowly do not look at other players how much skills / gear they have, it will come. some are lucky some are less lucky. do what you think you are willing todo to get to a certain point. even 10 dollar a month can help get you a kickstart but its gone quicker then you think if you look at all the shiny things others have. free to play you learn more the value off things i believe. but a small depo can get you a small starter boost.

there's no right or wrong it all depends on what you expect and want. but remember nothing gets cheaper as you get higher level ( at least if you want to progress ) , and also not "progressing" is ok :). if you like doing lower level mobs / things for years then have at it :). there's people that are sweating for 20 years now and they are happy :).
 
problem is mentors don't teach how to sustain f2p long term usually if there is a mentor involved at all. Also, problem is there's not really a lot of options for that in game. There are a few, just not too many.
 
problem is mentors don't teach how to sustain f2p long term usually if there is a mentor involved at all.

That itself is a problem if a F2P player not searching for a F2P mentor.
For example i wont take F2P players for mentoring. That is not how i ever played, im not much help to a player who want to play the game as F2P.
 
8 disciples in total, 5 have graduated an 1 still plays very very casually.

There’s my data.
 
Saw some grumbling from veteran players about mentoring someone only to have their disciple pull a Houdini. This got me wondering if I should try to spend a certain minimum amount of time on the game as a fully F2P player before spending money or even looking for a mentor. This way I don't waste someone else's time or my own money. So among the people who give up and quit, how long do they typically last? Maybe there's a certain point where the grind really kicks up a notch and most non depo players jump ship?
My advise is before you jump into being mentored gain a bankroll either by depo or sweating, fruit picking. From their a mentor can work with what you got offer advise but it will run out and eventually you will need to depo until you either get skills (mining, crafting) or gear and skills(hunting). Investment isn't just the bankroll it's skills as well.
 
Back when I still was mentoring, before taking them on I would take time to explain in detail and without sugarcoating what exactly to expect, that they are going to last a couple of hours on freebies but ultimately will have to make a choice, either they are going to dive into the full experience or just use it as a fancy chat. 4/5 would admit that the game is not for them. You could say that I made 4/5 people quit, but they would quit eventually anyway, this way they weren't going to hold a grudge and spill the bile all over youtube and reddit.

The rest? 100% retention.
This.

Realistic expectation, either make or break them. 👍
 
Maybe there's a certain point where the grind really kicks up a notch and most non depo players jump ship?
On this point I'd say it is not the grind that kicks up a notch because your limitation, if you set yourself that, is the F2P. However, the same old grind may not age well in your mind, which may want you to pick up the pace above what F2P allows.
One progression used to be plain sweating, perhaps in circles, to sweat hunting (swunting), where you kill the mob after drying it, and hoping that the sweat + loot is break-even. I spent a long time at that level just growing my hp and evade, with an occassional gamble on higher mobs now and then to see if I could now kill them, thanks mainly to growing those two skill areas, and maybe a better (L) weap to increase kill speed.

It's all about your own pace. My other 'improvement' was slowly F2P-ing myself to having bigger stacks that incurred lower (relative) auction costs whenever I sold them. Finally my 'curve' enabled me to craft the right stuff for profit when opportunities arose, or go mining for profit with enough bankroll to not lose all again in a run of bad luck.

Since those times MA has introduced harvesting trees and most planets have daily missions that are break-even, which adds variety on the very very slow F2P road.

Most people quit because they spend too much to keep a certain speed going - OR because MA throws a major chunk of unmentionable stuff at players occassionally. OR, the long-term negatives of ongoing unfairness in game with bots, alts and other stuff simply gets to people and wears them down over time until their souls are dry. Hope that helps :p
 
Many good players dont mentor anymore.
Many shitty players took their place.

A lot of "successful" players in this game are "one trick ponies" who will quit the game as soon as their niche change, and will become forum doomers: "omg, game is so bad now" (all tho the game never changed) like so many you see in here nowadays. They never learned the game. Just did that 1 thing and wont teach you anything beyong that.

There are even those: "i have 10-20 years of sucking experinece in this game. I sure can mentor people".

Good mentors wont be bothered if you are paying/f2p as long as you convince them that you worth the time they are spending. Thing is: its really hard to do when you have no skills/bankroll. They understand the game and will guide you on your goals, regardless of what they are.

Bad mentors will ruin you (sooner or later), doesnt matter if you are f2p or p2p.

To the OP: you have a much better chance of finding a good mentor if you spend time learning/reading about the game. It will allow you to filter obvious shitters and display an effort/time spent to those who are good mentors, so they can understand that you are serious about it.
How much learning? Everything you can find on this forum (and on the web in general). So your mentor can get straight into more advanced things that are not commonly/openly discussed (its if they are able to).
But, in the end of the day, mentor is just another tool for the main goal. Youll have to figure out what you actually want to do in here, and act accordingly. Nobody can walk you if you dont know where you want to go.
 
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