The following post is from Jonas, our Head of Content at MindArk.
Greetings Entropians,
We've got a couple of changes we want to run by you. This is just a proposal for now, nothing is finalized yet. We understand that the changes are pretty foundational and that this area is very sensitive, which is why we want your input before doing anything with it. The goal is to make sure we’ve looked at it from all angles before deciding whether to move ahead or make any adjustments to the design.
Unlimited
The economy is arguably the most critical and unique part of the game, and the problem with Unlimited items is that once you've got one, the balance is thrown off for good. You stop buying new L-items and resources, which means demand drops across the entire resource chain. At the same time, you keep feeding the market with resources and L-items, which creates oversupply and pushes prices down.
What we're proposing is a change to the Repair Terminal: instead of using pure PEDs, it would use Nanocubes as input. We propose using Nanocubes because they're flexible, almost anything can be converted into them, there's a good supply, and the most important aspect is that they’re still part of the broader economy.
Limited
For Limited items, the proposal is to add a system that allows players to Combine items of the same type into a single item. While Limited items remain limited with this change, there are some design issues with how they currently work. Items with very low TT value left are generally not appealing and often end up being useless. Even if they are still usable, carrying around 10 items at 10% each is not a great experience compared to using one item at 100%.
The most important and game-changing aspect is related to the loot. Dropping items with less than 50% TT, or even 75%, causes problems, mainly due to the reason above. It results in inventories being filled with "broken" items that will be difficult to both sell and use. If this limitation was removed, it would be possible to increase the number of item drops without increasing the total TT value dropped of each specific item type. While this update won’t bring a general overhaul of all the loot lists, it will give us more options for the future.
Being able to combine items would also open up some new possibilities in the construction system. The quantity and quality settings could be used more strategically. One example is that you could be focusing on quantity to produce more items with higher Tier Increase Rates. It would also reduce the necessity of using Residue.
The image below shows a prototype of how the interface for this system could look.
The main item is placed in the smaller box on the left, and all items to be merged into it go into the larger box on the right.
To keep the unlocked Tiers of the main item, the corresponding Tier Components need to be added in the smaller boxes at the bottom. These can be left empty, but doing so will reset the Tiers during the combining process.
The resulting Tier Increase Rate is calculated as a weighted average, based on the TT values of the main item and all input items. The main item has a higher weight in this calculation.
Share Your Thoughts
To wrap up, this is just a proposal, and we’re looking to gather feedback before making any decisions. These are important systems, and we want to make sure any changes we make are in the best interest of both the game and the community.
Take your time, think about it, let it sink in, and then let us know what you think. Your input will help guide the path forward!
// Jonas, Head of Content