Limited items are the way forward

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Sunrise Bridgitte Sedai
How I see it:

A limited item that breaks and needs to be replaced makes a crafter happy.
The resources the crafter needs to make a new limited item make a hunter/miner happy. So the hunters are happy, the miners are happy, the crafters are happy, and ultimately, the game is happy because we have economic stability.

Everyone is engaged, everyone is motivated, and the player base is as active and vibrant as a prairie in June when all the flowers bloom.

So, why don’t we go this way?
 
Yeah that would be great, but since UL has been in the game for a long time and people payed a lot of money for their items, making that change right now won't be easy. If the gam never had anything UL, then yeah, but now what? There's no easy fix here.
 
They tried to do it and slowly the L economy I believe started working but then they F-ed it up again.

UL weapons can be and should be in-game but L weapons should be better, but crafting needs an overhaul and there is a good way to do it but would be too much change....
 
supply and demand... idk how everyone and his mum does not understand what supply and demand rly is...

limited and unlimited got theyr place in this game.
how ever.... if the demand sucks because you oversupplyed the market... well then... gg wp
 
How I see it:

A limited item that breaks and needs to be replaced makes a crafter happy.
The resources the crafter needs to make a new limited item make a hunter/miner happy. So the hunters are happy, the miners are happy, the crafters are happy, and ultimately, the game is happy because we have economic stability.

Everyone is engaged, everyone is motivated, and the player base is as active and vibrant as a prairie in June when all the flowers bloom.

So, why don’t we go this way?
Only way foward. 👍

For f sake MA catch the drift. 🤦‍♂🙏
 
Yeah that would be great, but since UL has been in the game for a long time and people payed a lot of money for their items, making that change right now won't be easy. If the gam never had anything UL, then yeah, but now what? There's no easy fix here.
Compensation and imagination, there are many ways to keep UL users invested.

Bail out overtime for them with intrest rate.

LA:s, shops, spaceships, future BP:s dips for new (L) items combining all deeds to one to rule em all. Literally fucking anything. ✌️
 
could be done.
But u need to make all the current UL useless... has been done in weapons before .. first with increase dps and dpp, then with eff..
They just need a new criteria to make all the loot 2.0 weapons useless like they made 1.0 weapons...
with mining tools would be the same a new criteira, or increasing the ped spent per drop.
Now 70%+ of the active population has invested time and peds on ul itens.. mking them useless once again might get many to quit (like b4 on 1.0 transition to 2.0)
So its kind of a blade with two points on an already fragile game.
 
the cycle of game is simple
hunters provide oils, miners provide ores and enmatters
crafters transform them into final products for hunters and for miners.

when does the cycle break?
when there is not an "utility value" for miners or hunters.

an endgame hunter to reduce MU bleed is full UL armor and weapons, uses probably a series 19....20 resto self looted and extracts mu to sell to others.
this is made with an investment of about 250.000 ped for an efficient hunter set

a comkpetitive player can buy a strong armor at 120% mu (it last 110% of the normal one (see LEGENDS article) so they spend 10% mu
then use a nice bc80 (no redulite) and mayhem amp and have an average MU of 40 ped hour to hunt.
before they spend 240.000 that is the investment of the UL player, it need to pass 6.000 hours (less due to residual value of items).

so... at 8 hours per day, it takes 2 years to match, at 2...3 hours per day it takes 8 years...... a player can be rich, smart, or both or none
depending on his math skill there is freedom of choice.

"A fool and his money are easy parted".
 
This is an incredibly simplistic, I would argue borderline animalistic view of Entropian happiness. The primary value Entropia has to offer is not about the immediate experience of hunting or mining or crafting any more than the primary value of Chess is about the tactile experience of moving pieces between squares. It is about how Entropians set personal goals and processes for growth and success, and integrate the various systems and features afforded in unique ways to achieve them effectively. Entropia's strong notion of ownership is a foundation of much of this integration. I think Entropia's strong implementation of ownership may have been one of the most important factors in why AfterWorld did not survive the test of time while Entropia did. Skills were basically the only facet of an account which felt like an asset without the permanent acquisition of items. So many dimensions of account growth are lost without anything else to invest in and strive for. There are ways to build out systems to incentivize long-term demand for items which empower the Entropian to take a more agential role in the formation of user experience, rather than pushing game design further and further toward a Pavlovian exercise in behavior manipulation.
 
Guns, well maybe, once you level up you move on anyways, but Armour? No. Once you own a set of unlimited armour, tiered up, and it might be hard to find, and you never "outgrow" armour. Nothing like having a set that works for you, and then 1or2 parts breaks and you spend weeks looking to replace it.
 
the cycle of game is simple
hunters provide oils, miners provide ores and enmatters
crafters transform them into final products for hunters and for miners.

when does the cycle break?
when there is not an "utility value" for miners or hunters.

an endgame hunter to reduce MU bleed is full UL armor and weapons, uses probably a series 19....20 resto self looted and extracts mu to sell to others.
this is made with an investment of about 250.000 ped for an efficient hunter set

a comkpetitive player can buy a strong armor at 120% mu (it last 110% of the normal one (see LEGENDS article) so they spend 10% mu
then use a nice bc80 (no redulite) and mayhem amp and have an average MU of 40 ped hour to hunt.
before they spend 240.000 that is the investment of the UL player, it need to pass 6.000 hours (less due to residual value of items).

so... at 8 hours per day, it takes 2 years to match, at 2...3 hours per day it takes 8 years...... a player can be rich, smart, or both or none
depending on his math skill there is freedom of choice.

"A fool and his money are easy parted".
Shh dont let em know 😁

Yes that is current bare bone system great "opportunities".
 
Guns, well maybe, once you level up you move on anyways, but Armour? No. Once you own a set of unlimited armour, tiered up, and it might be hard to find, and you never "outgrow" armour. Nothing like having a set that works for you, and then 1or2 parts breaks and you spend weeks looking to replace it.
Make L armour crafting great ✌️
 
How I see it:

A limited item that breaks and needs to be replaced makes a crafter happy.
The resources the crafter needs to make a new limited item make a hunter/miner happy. So the hunters are happy, the miners are happy, the crafters are happy, and ultimately, the game is happy because we have economic stability.

Everyone is engaged, everyone is motivated, and the player base is as active and vibrant as a prairie in June when all the flowers bloom.

So, why don’t we go this way?
Because we’ve crossed that bridge. We can’t go back.

All the important players would quit.

People want a sense of owning something.
 
I don't know where the illusion comes from where mid level crafters getting happy if UL disapear, because you gonna get a ton of
really high skilled players enter crafting instead of hunting, and there went your dream of possible profit out the window.
 
I decay more than a hundred ped a night, I am not really in the mood to keep giving away money to crafters for them to be happy. There is no way in hell shrapnel or oil will ever reach 130% to off-set this which is why I am trying to switch my UL sword for an UL rifle.

I don't play at a very high level but UL items are needed. There are L alternatives when you want to have fun and are ready to pay for it like I did last week.

The economy should be focused on bringing in MU for QOL. Explosive BPs were really stupid. They could have added sweat to the list of ingredients and all of a sudden the sweat market would be more vibrant. People would still gamble and two ingredients are more comfortable than five.

Add stupid changes and items that whales are ready to spend money on for the cool-factor.
 
How I see it:

A limited item that breaks and needs to be replaced makes a crafter happy.
The resources the crafter needs to make a new limited item make a hunter/miner happy. So the hunters are happy, the miners are happy, the crafters are happy, and ultimately, the game is happy because we have economic stability.

Everyone is engaged, everyone is motivated, and the player base is as active and vibrant as a prairie in June when all the flowers bloom.

So, why don’t we go this way?

keep UL in game since it's the only reason servers aren't shut down today BUT make limited crafted guns that are slightly better than UL. For some reason beyond comprehension of anyone with a brain they made UL guns not only better but by 10,000x better. We have been trying to tell MA to go the common sense route for a long time now, but their idea was instead the even worse decision of adding equivalent super long lasting mayhem vendor guns that served to kill UL prices and cause mats/crafting armatrix to go further down. In another thread we came to the conclusion that MA simply must not know how to code in some new armatrix style high EFF gun line BPs since it's the obvious fix. Crafting mechanism must be really difficult. And so is a phone call to the old devs that understand how it works. If I owned MA I'd offer first class seat and $25,000+ usd for 1 weekend to an old dev who understood the craft code just to make sure game didn't die. They must be losing far more than that with current state.
 
keep UL in game since it's the only reason servers aren't shut down today BUT make limited crafted guns that are slightly better than UL. For some reason beyond comprehension of anyone with a brain they made UL guns not only better but by 10,000x better. We have been trying to tell MA to go the common sense route for a long time now, but their idea was instead the even worse decision of adding equivalent super long lasting mayhem vendor guns that served to kill UL prices and cause mats/crafting armatrix to go further down. In another thread we came to the conclusion that MA simply must not know how to code in some new armatrix style high EFF gun line BPs since it's the obvious fix. Crafting mechanism must be really difficult. And so is a phone call to the old devs that understand how it works. If I owned MA I'd offer first class seat and $25,000+ usd for 1 weekend to an old dev who understood the craft code just to make sure game didn't die. They must be losing far more than that with current state.
We can olny have that type of Limited gear if they also have high requirements on skills and prof stands.
 
We can olny have that type of Limited gear if they also have high requirements on skills and prof stands.

Ya exactly that's what I'm talking about very minor higher EFF (MA won't care about tiny less rake on it when it gets everyone cycling again longterm for MU) and tiny bit better dpp and even skill boost added whatever. Then higher level with higher dps from here on out only being limited crafted guns. Super high dps should be similiar to buying and running EP4 blueprints or level 13 amps (boosts MU/Economy more than it oversupplies it). Instead MA made UL mod nanos etc where literally nothing is needed in game again for next 1000 years+ and each weapon adds single handedly enough mats than what whole game consumes now per year. And there is 1000 of these bigger UL weaps in game. It's silly. IMO they'll probably have to add a +2% rare loot chance buff to the new armatrix gun line to really get the gears grinding again at this point. But at least bare minimum get the gun crafting update underway first and see how it pans out before adding that buff.. maybe it'll be enough
 
We can olny have that type of Limited gear if they also have high requirements on skills and prof stands.
Why? Just make them efficient enough to offset the expected markup. Use common mats to make the markup lower and help 102% mats. Unlimited weapons would still be superior. MA takes a small hit on tt return, but that should be offset by increased activity.
 
keep UL in game since it's the only reason servers aren't shut down today BUT make limited crafted guns that are slightly better than UL. For some reason beyond comprehension of anyone with a brain they made UL guns not only better but by 10,000x better. We have been trying to tell MA to go the common sense route for a long time now, but their idea was instead the even worse decision of adding equivalent super long lasting mayhem vendor guns that served to kill UL prices and cause mats/crafting armatrix to go further down. In another thread we came to the conclusion that MA simply must not know how to code in some new armatrix style high EFF gun line BPs since it's the obvious fix. Crafting mechanism must be really difficult. And so is a phone call to the old devs that understand how it works. If I owned MA I'd offer first class seat and $25,000+ usd for 1 weekend to an old dev who understood the craft code just to make sure game didn't die. They must be losing far more than that with current state.
This 👍
 
Why? Just make them efficient enough to offset the expected markup. Use common mats to make the markup lower and help 102% mats. Unlimited weapons would still be superior. MA takes a small hit on tt return, but that should be offset by increased activity.
The basic rule for EU is that a day fresh noob shouldn't be able to produce same outcome as a skilled player, even though
a skilled player means both the ingame skills and also good knowledge what to do and not.
If that is met then MA can create whatever they want. :)
 
I said it many times and will say it again. UL should only enter the game through CRAFTING with rare Limited Blueprints.

Keep (L) in the game and make it damn hard to craft UL.

Problem fixed.

If you are asking MA to make all existing UL in the game (L) items ... that is BULLSHIT and I will QUIT as I guarantee many others will as well.

If you are asking MA to prevent any NEW UL I may not quit immediately but I will definitely QUIT long term.


This is why the only answer is to make ALL UL that enters the game through crafting and cost many different types of random materials across the universe which have MARKUP while keeping (L) which is vastly cheaper to craft as an option.

The whole player base should be involved with UL entering the game.
 
The basic rule for EU is that a day fresh noob shouldn't be able to produce same outcome as a skilled player, even though
a skilled player means both the ingame skills and also good knowledge what to do and not.
If that is met then MA can create whatever they want. :)
Who made this rule? I think it is a bullshit rule if it exists.

Sure noob should have extremely far out odds of anything substantial but it should not be impossible.
Every level of play should be able to produce the 1 in a million/trillion type results.

People who invest ped to have a greater chance should not cry about it either.

What you are describing sounds a lot like a ponzi scheme.
 
In my humble opinion the core underlying issue with all of these, and in fact most if not all of the problems with this game, is that MindArk as a whole has no strategy and no vision. Zero. Null. Nothing.

They tried to jump on the pokemon train with compet, and failed.
They tried to jump on the NFT craze with the eggs, and failed.
They tried to jump on the blockchain with deep token, and failed.
They just jumped on the AI train, and are already failing. They can't even give correct information most of the time... a broken wiki from 2005 can do that.

Remember the promised voting booths? I do.
Remember when the whole game was going to change into a resource gathering and housing/building wonder? I do.
Shares? everything is a share now, everything is for sale. Besides CLD I think it's fair to say that all of them have failed, and even CLD are crashing now.

Events !! all the time, 24/7, grindfest, tokens !!! get more tokens !! grab your UL gear, camp the vendors !! Quick and easy cashflow in the short term in exchange for extremely serious long term issues... great idea guys. Let's introduce more UL gear than active players, yes. And make it the best gear ever made. Solid plan, I see no issues with it.

I could go on but my point is: they have no vision of what they want to accomplish or how to run and balance an economy.

The current buzzword is AI. Everything must be AI integrated now. And here we are.... Again. Failing again. To be continued...

What's even worse, they don't even acknowledge there's a problem. There is no communication at all with us (honest communication, not PR damage control).

Nobody that matters will read this post.

/end of rant
 
Who made this rule? I think it is a bullshit rule if it exists.

Sure noob should have extremely far out odds of anything substantial but it should not be impossible.
Every level of play should be able to produce the 1 in a million/trillion type results.

People who invest ped to have a greater chance should not cry about it either.

What you are describing sounds a lot like a ponzi scheme.
What I describe is the reason EU wasn't classified as gambling.
 
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