Isolating the Economy

Avon(AJ)Jerrix

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This is going to be a long post.

I've had some thoughts on the economy. Check me on this...

VU15.1.1 introduced explosive BP's and nanocubes. I think most agree that the result has been that many to most of the big gambling crafters transitioned to explosive projectiles, driving down mark up across the gameboard. And in the process, they have become largely isolated from the rest of the game economy. The HOFs still happen, what has changed is what they consume and what they produce--they consume nanocubes and they produce metal residue. The big gambling crafters no longer buy anything from other players, and no longer flood the market with amps or guns or any product except MR. Absent certain lootpool theories, they generate revenue for MA but they really don't impact the EU economy at all.

Shrapnel was introduced in VU15, and loot was restructured so that shrapnel largely took the place of oils and some other mats in large globals and HOFs, so that mobs dropped fewer types of mats, and so that what oils and mats did drop was normalized across mob maturities. So if brain oil dropped from a stalker, it also dropped from a young, or at least an alpha. This means that for a commercial hunter, one that hunts for mark up, there is no longer any economic reason to hunt the higher maturities. It makes more sense, and may be more eco, to hunt larger numbers of smaller mobs--more even returns, more chances for a global, far less chance of a HOF. The big hunters who enjoy gambling will still hunt HOFs, but their HOFs will be mainly shrapnel and ammo. Again, big gambling hunters become largely isolated from the rest of the EU economy. (I'm not a big hunter, I'm basing this largely off what Kim wrote and certain other threads on the subject of shrapnel. Also, I don't know how item drops were structured...do good items drop now from mid-sized mobs, or high mobs, or both?)

Mining is the shakiest part of this, because it is mostly driven by mark up rather than distribution mechanics, other than some mechanics that have already existed for awhile. So, with explosive projectile crafting driving down mark up of ores and enmats overall, it becomes less likely that any given mining HOF will include significant mark up. As mark up continues to flatten, more miners will reach an economic break point where it makes more sense mathematically to make more drops with lower amps--or no amps--in a more targeted fashion, effectively hunting the higher mark up ores and enmats, like, say, cobalt, the way they would hunt ruga. No one expects to hit a ruga tower, after all (one of those existing mechanics). High level miners who want to will still head out to FOMA or Hell with high level amps, and they will still get HOFs, but most of those HOFs will have no-to-only-decent mark up, like a six-figure force nexus. They will impact the larger economy, but not too much too long, I think. And they will still buy amps, but UL amps will continue to migrate into the hands of these players.

High level gamblers in EU now buy ammo, nanocubes, and probes from the TT and produce ammo and shrapnel, metal residue, and increasingly low mark up ores and enmats in their HOFs and ATHs...from the TT to the TT. They generate revenue for MA, but as hunters, crafters, and miners they no longer really affect the mainstream economy at all, specifically they don't affect mark up. Meanwhile, mainstream players are being...let's say encouraged...to actually practice their professions, making informed decisions about what and where and how to hunt and mine and craft rather than just following the old formulas or the HOF boards. It seems to me that, intentional or not, MA is building a largely separated three-tiered economy--uber gamblers, mainstream players, and newbies.

Newbies weren't in the title, but let's look at them for a minute.

The new player experience on Calypso is better now than at any time since I started playing just post VU10. Yes, it could be improved, it especially could be better documented, but it is good and getting better. For a long time there was simply nothing for a new player in the game to do on day-one except sweat, maybe start gathering TPs, or deposit, unless established players outright gave them stuff or made little contests, which many did. Now actually look at the current Thule to Icarus to Half Moon to Phoenix new player experience on Caly. A quarter of Eudoria is a starter area, with puny mobs that drop puny weapons, puny amps, and a puny mark up item (Calypso Bone Samples), and have a puny iron challenge. There are puny mission chains, a puny daily instance that gives a puny ModFap and a puny global, a puny beacon run, a puny wave event, puny pets, a puny sweating area (Boreas), even puny migration event mobs. What part of the game are these players missing? Crafting? Mindforce? And then if they deposit twenty dollars or buy a starter package I really think a new player could play and have fun on that for six months to a year, especially if they are smart--find current online player guides, read the forums, don't totally trust Entropedia, stay away from Rookiechat, etc.

In fact, for these players, the game is starting to look a lot like other MMOs. Online gamers are used to starter areas with low level quests, want to progress faster or unlock new content, buy from the webshop, or stay free to play, but that's harder. New players don't resent this, they expect it, so more of them are sticking around, because they're having fun. But they are not really interacting with the larger player economy. Their first weapon comes from the tutorial. Their second weapon is probably looted from a puny. Their third weapon comes from the TT. And their fourth weapon comes from the Daily Token Vendor. Their vehicle comes from the tutorial and their fap comes from the Gauntlet. Most of their loot goes to the TT for ammo, they sell a little fruit and muscle oil to resellers, but they don't really have much, and the only item whose mark up they really care about is sweat. So, newbies form a sort of puny economy, also divorced from the mainstream, although having lots of active newbies in the game obviously contributes in other ways, and some will graduate to the larger game.

So, three tiers, and the mainstream players...have an increasingly stable economy, largely isolated and insulated from the volatilities and wild fluctuations in mark ups brought on by HOFs, easier to tweak, more predictable so that smart players can make informed choices about what to hunt, what to mine, what to craft, what to buy, what to sell, investing, trading, playing eco, playing fun, gambling, selling out...whatever.

Or I could be totally wrong.

Comment?
 
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Nice thread. And True for calypso
 
Very well analyzed imo.
And very true for Calypso, as the above poster said.
Other planets are a different story.
 
In general, you are right. There are many nuances, but the overall picture is as you described. That is why now the old players need to select the target groups with which they can work more comfortable to make a profit. The game is divided into groups, and playing without a target audience now - is playing with a casino and way to regular deposits.
 
My opinion. Remove nano cubes and change explosive bps to use shrapnel instead
 
My opinion. Remove nano cubes and change explosive bps to use shrapnel instead

I echo this, been saying it since the beginning. The beauty of it is that it completes the economy again and probably traps a few people into running it after every hunt.. because they can't resist.
 
Unfortunately I have to agree with this analysis.
It is not imo a good thing for any of us in the long term.
It is in danger of making EU as bland and boring as many other MMO's and tbh I am worried for the health of the game, and whether personally it will offer enough challenge and interest to sustain me.
Please note I am a regular player hunter/crafter and more recently newb miner. I do not make explosives except on a few rare occasions when I need some as ammo.
I enjoyed the variety of loots in hunting, the huge variety of mu in mining etc, it gave a point to hunting specific mobs and maturities, it made trading more interesting.
If it gets to the point where the market flattens and it all becomes predictable, then I am most likely to be saying farewell. (Unless ofc they finally wake up and do something challenging in space)

If MA want a separate game for gamblers why not introduce ring side betting to the pet arenas and keep the whole lot outside EU - oh yeah that would maybe break internet or Swedish gaming rules, and Explosive BP's don't ??
 
My opinion. Remove nano cubes and change explosive bps to use shrapnel instead

Yes, I think this needs to be done.

make_it_so_56453.jpg
 
Thats is a good thread
 
Nice thread. And True for calypso

Very well analyzed imo.
And very true for Calypso, as the above poster said.
Other planets are a different story.

Very good post and yes the other planets as of yet are not following Calypso. I've posted this for a while but am now thinking that PP are just being slow at adopting the new system and my guess MA is fighting them now to switch over to the new system. I HOPE NOT..but my gut feeling now with MA pushing User Bound items to PP for a discount is kind of making it feel as if PP have been trying not to switch over but most likely will as the VUs come.

Now I hope that I AM TOTALLY wrong here.

Yes I know I brought up User Bound items again. But so many simply do not understand what they are. No source here btw just been in game to feel how it works.

User Bound items

Every item in game costs money. Every item that is dropped from a mission or loot Planet Partners have to pay MA for these items. My guess is that MA is giving them a big discount on each 10,000 items bought as User Bound and not tradable items. So yes it's a win win for both MA and PP. Planet Partners pay less for an item and MA gets one more items that is locked into game. My guess is as well that we will start to see most everything UL be user bound soon.

Yes our universe is small but remember Next Island here. Most all it's missions and for the most part lootable items has dried up and is only dropping Calypso items (my guess is free) and the missions have no more items to give out since they have not been stocked (ordered from MA)

Another point: Cyrene. Cyrene really has no money right now so can't give out any gifts or TEN event items. For years now Cyrene, Kris, has been saying he's working with MA to get these gifts released and still to this day says we will get our 2013-15 gifts and even is saying he will get a TEN event going. Now I'm not putting down Cyrene just backing my theory about the cost of items in the loot and gifts and why we are seeing more User Bound items.
 
User Bound items

People get frustrated with user Bound items.

This is what can happen in England on the way home.



I'd like to make just one thing crystal clear.



I am NOT Ronnie Pickering!!!

[Viral]

(Less user bound items please)
 
Everything the OP reflects the sentiments of most of the EU community, especially players that have been here for a few years or more..

And yes, shrapnel to replace nanocubes plz.

Idea: send this in one giant support ticket to MA, or 500 players copy and paste it into a support ticket to their suggestions/balancing department.... in case they don't pay attention to the posts on PCF.

Another note... the economic isolation and drop in markups of literally all of the loot just discourages me from playing. I log on, check my auctions, wondering why they haven't sold, and then look at mobs to hunt/resources worth trying to mine for in order to come up breaking even or close to it, realize that it's not possible, and so I log off and go play something else.

I used to depo a bit every month just to increase capital and support the game I enjoy, but not anymore.
 
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You've put the thoughts that I'm guessing have been on everyone's mind into a concise analysis and +rep for that.

A 3-tiered economy makes a lot of sense, it's an efficient and effective model. But does that mean it will work?

The isolation of players is not what I'm worried about. It's the isolation of the 3 professions. Markups continue to decline into oblivion and only the cautious and opportunistic stand any chance to profit consistently. It's like the life has been completely sucked out of the economy.

How much fun is "mining for cobalt like it's ruga"? How much fun is looting shrapnel all day? How much fun is crafting ONLY amps, finders and explosive IV? How much fun is gambling for a goddamn melchi tower?!?! Not to mention the gameplay of PE/EU hasn't changed since its inception.

It was the whole concept of "make your fortune", the excitement of a dynamic and ever-shifting economy that attracted the initial waves of new players. What's attracting them now? Compets? All this stability is terribly boring. In the long run my forecast is if the economy continues this flattening trend we will lose more players than we gain.

This used to be a community-driven economy, now it seems to be driven by gambling and whatever ridiculous new changes Mindark decides to implement for the sake of "stability". I'm not against stability, but this is just plain damn boring. Browsing the auction is depressing. Maybe it's just me.
 
Future items MA will be releasing: UBD - (User Bound Dollar) -- not joking

The User Bound Dollar will answer the wish of many who have missed seeing the game currency in the game's loot. This new in game currency can be bought from the web site as well. As many would guess this would be a user bound item that can not be traded between players.

What this new currency will offer is any User Bound Item that MA or it's planet partners release can be bought only using this currency. Both MA and PP would have a better income to create new items for the game that many would love to see added in game.

This way we can have the best of both worlds in one game.

Note: This new currency will in no way be replacing the Project Entropia Dollar.
 
replace shrapnel with nanocubes IN FUTURE BLUEPRINTS that will come in to existence in a few months or something, not in existing ones that are already in game, in the inventories of those that bought them.

In ancient days there was a move to not change items once they were in game. Nowadays every other thread seems to be a request to change stuff that people already have...

If you do change the blueprints and stop the nanocubes in the tt, alter the other professions as well. Might as well remove the TT from the game all together and make all ammo a crafted good. 3000 sweat + 5000 blazer fragments + 5000 nova fragments = 1 laser cell. 500 laser cells + 3000 shrapnel = 1 blp ammo.

Probes will have to be crafted. 3 archon swords have to be put in to the ingredient list to create one probe.
 
As all the guys did above, I agree with OP.
That's pretty much is the situation on Calypso mainly right now.
Things are slightly better on some PP's (Ark, RT) but that's doesn't make big difference, since Caly it is the capital of the universe and the "locomotive" of the economy in EU.

This thread could wrote from everyone of us because we all have this in our consideration.

+1
 
People get frustrated with user Bound items.

This is what can happen in England on the way home.



I'd like to make just one thing crystal clear.



I am NOT Ronnie Pickering!!!

[Viral]

(Less user bound items please)

Rofl ! :lolup:
That guy is so funny , made my day :D
On topic , i agree with the shrappnel , since i am a melee user atm i dont use it much and trying to sell it can be a pain.
 
Rofl ! :lolup:
That guy is so funny , made my day :D
On topic , i agree with the shrappnel , since i am a melee user atm i dont use it much and trying to sell it can be a pain.

Might have been me. Shhhhh ;-)
 
My opinion. Remove nano cubes and change explosive bps to use shrapnel instead

In the thread about EP4 BP I explained yesterday why this will not be done.
Also your suggestion is only half of the solution. You think only about hunters. Why not about miners?
 
Ty for the long post, i ll give my best to reply in same manner.

First paragraph: you say many of big gambling crafters transistioned to explosive bps, i find this to be correct BUT you are forgetting that also gambling miners and hunters have turned to crafting EXP bps (if you look players crafting EXP bps , you will see that many of them never crafted before these bps arrived). This bp gave chance to gamblers of all professions to cycle their peds faster without paying third party avatars any kind of markup. You say they dont impact MA economy at all, i have to disagee with this also, MA is believed to get % of what we spend in this game, so the more EXP bps are being clicked the more money falls into their pockets and the more they can reinvest in this game (advertising etc).

Second paragraph:
More shrapnel in loot, made the oil prices go up. The fact that oils are found on all maturity levels is unlikely to be connected to either shrapnel introduction or EP bps.

Third paragraph: Since introduction of EXP bps, many ores and enmatters have gone up in prices, because less ppl mine and the demand for these ores is higher than the supply. This kind of situation is very good for anyone trying to make profit on mining, it is bad for those who loved to cycle peds in mining without much thinking. ATM it is possible to profit from mining just like before the Update (that is if you only mine for specific ores that are in high demand). On certain areas it even pays off to use those high level amps (tip look at entropialife.com gold stone recent globals, MOST of them are mined with big amps, because the GOLD markup makes it all worth it).

Fourth paragraph: response to first paragraph is about it, surely they dont make ore prices boom, but they make this game boom. Also you say we have 3 tiered economy, i´d say we have atleast 5 tiered economy: gamblers who pay the MA s salary; regular Joes who play the game for fun and hope for some big hof, without much thinking; newbies who are not sure yet if this is the game they want to play; traders who use the situation for their advantage; and lastly smart players who play for profits (there are these kind of players in all categories) it is possible to profit atm in hunting/crafting/mining with just some dedication and observation skills.

Fifth paragraph: i agree 100% it is very easy for new players to start atm.

Sixth paragraph: cant agree, i havent seen any other game yet, where newb comes to me and asks "Can i really make a living with this game" and i dont have to lie to them, i can be honest by telling "Yes". Newbie experience is mostly payed by MA, where this money comes from these 5 player categories? I am betting on gamblers. Newbies are not divorced from mainstream at all (not more than they were in the past anyways), hell i cant imagine being able to be on the same team with 20 uber level players in old days, but these days in shared loot events it is all possible, and seeing those rare "Damn that level 2 noob looted 200ped ESI" shows that they are participating in real game already.

Conclusion: Yes the economy is more stable, but i dont think the professions are so largely isolated, it is those ppl who dont like to think, that love to separate themselves from the economy. Why would regular Joe who doesnt think be much better than Gambling EXP bp clicker? We are all the same, if we want we have fun/gamble, if we want we make profit and if we want we whine. There are no barriers between users except those that user creates himself/herself.
 
whiteout

Ty for the long post, i ll give my best to reply in same manner.

First paragraph: you say many of big gambling crafters transistioned to explosive bps, i find this to be correct BUT you are forgetting that also gambling miners and hunters have turned to crafting EXP bps (if you look players crafting EXP bps , you will see that many of them never crafted before these bps arrived). This bp gave chance to gamblers of all professions to cycle their peds faster without paying third party avatars any kind of markup. You say they dont impact MA economy at all, i have to disagee with this also, MA is believed to get % of what we spend in this game, so the more EXP bps are being clicked the more money falls into their pockets and the more they can reinvest in this game (advertising etc).

Second paragraph:
More shrapnel in loot, made the oil prices go up. The fact that oils are found on all maturity levels is unlikely to be connected to either shrapnel introduction or EP bps.

Third paragraph: Since introduction of EXP bps, many ores and enmatters have gone up in prices, because less ppl mine and the demand for these ores is higher than the supply. This kind of situation is very good for anyone trying to make profit on mining, it is bad for those who loved to cycle peds in mining without much thinking. ATM it is possible to profit from mining just like before the Update (that is if you only mine for specific ores that are in high demand). On certain areas it even pays off to use those high level amps (tip look at entropialife.com gold stone recent globals, MOST of them are mined with big amps, because the GOLD markup makes it all worth it).

Fourth paragraph: response to first paragraph is about it, surely they dont make ore prices boom, but they make this game boom. Also you say we have 3 tiered economy, i´d say we have atleast 5 tiered economy: gamblers who pay the MA s salary; regular Joes who play the game for fun and hope for some big hof, without much thinking; newbies who are not sure yet if this is the game they want to play; traders who use the situation for their advantage; and lastly smart players who play for profits (there are these kind of players in all categories) it is possible to profit atm in hunting/crafting/mining with just some dedication and observation skills.

Fifth paragraph: i agree 100% it is very easy for new players to start atm.

Sixth paragraph: cant agree, i havent seen any other game yet, where newb comes to me and asks "Can i really make a living with this game" and i dont have to lie to them, i can be honest by telling "Yes". Newbie experience is mostly payed by MA, where this money comes from these 5 player categories? I am betting on gamblers. Newbies are not divorced from mainstream at all (not more than they were in the past anyways), hell i cant imagine being able to be on the same team with 20 uber level players in old days, but these days in shared loot events it is all possible, and seeing those rare "Damn that level 2 noob looted 200ped ESI" shows that they are participating in real game already.

Conclusion: Yes the economy is more stable, but i dont think the professions are so largely isolated, it is those ppl who dont like to think, that love to separate themselves from the economy. Why would regular Joe who doesnt think be much better than Gambling EXP bp clicker? We are all the same, if we want we have fun/gamble, if we want we make profit and if we want we whine. There are no barriers between users except those that user creates himself/herself.

Excellent analysis/ conclusions from whiteknut , tyvm mate +1 rep...:lolup:
Faceof is dynamic...:rolleyes:
Faceof...:cool:
 
.

Third paragraph: Since introduction of EXP bps, many ores and enmatters have gone up in prices, because less ppl mine and the demand for these ores is higher than the supply. This kind of situation is very good for anyone trying to make profit on mining, it is bad for those who loved to cycle peds in mining without much thinking. ATM it is possible to profit from mining just like before the Update (that is if you only mine for specific ores that are in high demand).


Just a question... are you high??

What "many resources" have gone up in markup? Despite Gazz, Typo, and Magerian mist considering MA tampered with the distributions again and moved virtually all of the typo and gazz to Arkadia... Currently finding Gazz is similar to finding Kanerium. Roughly 5-8% of claims based on where you mine. Typo is no different... it used to be at a 28% distribution in shinook, now it's hovering around 9-10%. That is the reason markups went up.

Have you even tried to mine and sell things on the auction? People just are not buying resource, and those who do are traders with orders out who just end up relisting it and saturating the market even further. We need consumption by crafters, and it is extremely unfair and destructive that they can participate in their profession without any reliance on hunters and miners.
 
I want to add, Gold is rare ore, if not lootable PvP (and maybe Rock :), dunno).
You cannot find Gold with high mining amps
 
You cannot find Gold with high mining amps

Yes you can, a famous miner got a tower of it not that long ago.

Anyway, my post is concerning the ep4 bp :

Sorry for those who want that bp to be removed, but it won't be done.. Why ? because turnover of crafting since the ep bps introduction just skyrocket..Mindark is a company like any other, and take a guess what they want ? Turnover like any other companies.

Always better when you need a bank credit to say : but look at turnover, people spent XXXXXXXX peds last year, this game is doing really good.
So give me my credit so that we can have battles pets in 2018..:rolleyes:
 
for some reason i have to pay 200% for some ores which can be mined by anyone in specific locations.

Igni is 200% again? I need re-dislocation :)
2 days ago was 150-158
 
<<removed>>
 
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I want to add, Gold is rare ore, if not lootable PvP (and maybe Rock :), dunno).
You cannot find Gold with high mining amps

This is false. There is a spot.. our favorite "scammer" found it.
 
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