Mindark, make us happy NOW!

A multiplayer online game created in Sweden once had two economists from the University of Stockholm look into game economy and submit their recommendations, which were soon implemented. The number of users in said game was rising at the time. One-and-half years later, it peaked and never rose again.

Spoiler: Hattrick, and this happened in 2007-2009. (source)

I would love to have an area where I could 'play' with new economics. I fully expect old economists would look, well... old... if they talked about it. In theory MA could create any kind of 'protected economy' or even set of economies, but yeah, they have fallen behind what they even used to have once upon a time...
 
People need to realize that MA is not your typical game dev company trying to make us the users happy. Please don't compare them to non RCE games.

It's about MA earning money. That's it :) Everything MA will introduce is introduced backwards than what a game company would introduce. Because it earns MA more money, but it destroyes long term investments as it usually backfires.

Look at Tiers vs upgrade items.

A good company for the players would introduce upgrade missions for items first and then tier system.
MA on the other hand release tiers first. So that we tier up everything we have. Then they introduce upgrade missions for items later. So that all your investments in tiering starts at 0 again.

The only things MA have to do to make the game better for the players is to actually plan long term investment ideas. But that would mean a loss for the company before it would gradually grow into profit.
 
People need to realize that MA is not your typical game dev company trying to make us the users happy. Please don't compare them to non RCE games.

It's about MA earning money. That's it :) Everything MA will introduce is introduced backwards than what a game company would introduce. Because it earns MA more money, but it destroyes long term investments as it usually backfires.

Look at Tiers vs upgrade items.

A good company for the players would introduce upgrade missions for items first and then tier system.
MA on the other hand release tiers first. So that we tier up everything we have. Then they introduce upgrade missions for items later. So that all your investments in tiering starts at 0 again.

The only things MA have to do to make the game better for the players is to actually plan long term investment ideas. But that would mean a loss for the company before it would gradually grow into profit.

well then they are kinda stupid. because MA is not like a dev company. they are basically a casino.
when you play poker in a casino you dont bet vs the casino but you bet vs other players. same applies here. MA gets their rake, no matter what they do.
And MA is not responsible for the MU of the items as people need to depo the money in first to get it. MA only needs to care for the actual TT value in the game. so their best bet would be the same thing that casinos do. make it more convenient for your players. listen to their needs and fulfill them.
 
People need to realize that MA is not your typical game dev company trying to make us the users happy. Please don't compare them to non RCE games.

Happy users may not be necessary, but Ma must deliver some kind of value to the user, else the users dont need them:
So what else they can deliver if not hapiness, entertaiment?
The profiting players may have their profit as a "value" but all the other players need a better "bait" then Ma can offer now
 
I don't know if it's mentioned here yet, but I know I have mentioned it in some other thread.

I like to open boxes, but now that I have no use for the castorian knife 6 E.L.M. (the one that uses ammo) I have no use in buying boxes because I don't intend to be mining.
As a melee player I would love to see that Universal Ammo can be reverted back to Shrapnel, for the sake of boxes and for accidental conversions. Of course this could not be done without reverting the MU, so UA/101*100=shrapnel.

That small change would be something to make me happy.

Also cracking down harder on exploiters, botters and the likes plus the most wanted fixes like the shop floors and the auction orders.
 
Affiliate program (I consider this as "simple" also, hence suitable under this thread):

Create an "Affiliate Deed" which can be bought for a token price of 0.01 PED from a special NPC of which there is exactly one on each planet, or more precisely each PP's central world in case they run multiple worlds. Upon creation of the deed, a unique affiliate code is issued and the link with the planet partner's domain and the code appears in the item info. Domains and site structures will have to be standardised for this to work. Make it so that the link can be exported via the clipboard. This deed is of course not transferrable. Using an NPC with the capabilities of existing mission logic enables to make sure that every avatar can have only one Affiliate Deed.

The deed would pay a certain percentage of money earned through the activities of all affiliates who signed up under this code. The payout mode is the same as that of Arkadia Underground Deeds, daily whenever a threshold of 1 pec is exceeded. If giving rewards through multiple levels of affiliation (MLM) would be desirable, I don't know, but the system would allow this to be implemented easily as well.

I am also unsure whether to recommend that only one Affiliate Deed per avatar universe-wide is possible, or one per planet partner to enable disconnecting the new signup from the affiliate's original home planet. Decision makers at MAHQ will work out which modus operandi is best.

Edit: Ah, the simplest solution didn't enter my mind. The affiliate code is unique per avatar, just give a link for every planet partner with the same code in the item info. The new signup can choose where to start. This way only one deed is needed to catch all.
 
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3. (A big one) - Return the item drops like pre-VU10. Even if they become common items and the MU of them drops.
This one is one that would return the fun for me. It is very disheartening to get nothing but oils and hides with the very very occasional low TT weapon. I want to be able to hunt long and hard and come back after a couple of months with a full armour set.
I don't care if A10x series amps turn into TT fodder, I am not in this game for the 'financial incentive, or investment. I am in it for the fun and experience. The days of looting a Maddox IV, or hunting the right mobs to complete my Vigi set were the best in my 13 years of this game.

5. GET RID OF EPIV

These are the most important in my opinion.
 
End explosive projectiles crafting as currently set up
Markup of looted items are all trash - I don't even look anymore just send to TT

WHERE is the community manager? They got a new one when Kim had to work on Compet
and I've seen the new one make 1-3 posts. We need and deserve more communication.
I'm talking - weekly or bi-weekly announcements or blog type updates on this forum.

That's it - i'm keeping it simple because I really wants these things.

Oh and increase rate of returns, lower cost to play this game FFS
 
a small quest with a choice of diff mobs so you can pick for your lvl.. the reward should be to send a msg to an old player who left via email.. I'm sure MA has atleast 1 adress to send it
 
i dont mine or craft much -- but perhaps a way to help miners get some MU and crafters to have something to is to release (L) bps for (L) scopes and sights that add additional stats to weapons.

have the bps include some hunting loots, some ore, i dunno,.. something other than tt food. and make them manageable to obtain.

maybe have a series of scopes that increases base hit rate by .2/.4/.6/.8/1.0%.
another series that adds focused blow by .2/.4/.6/.8/1.0%.
and possible a 3rd or 4th series that could increase things like weapon speed, or life per hit.

just an idea that would produce things that i think avid hunters would consume.

attachments could also be made for finders possibly? i dont know much about mining, but possibly find something to attach to a finder in addition to an amp.. maybe increases search range by 5m or increases treasure loot chance.

I get it that that there some things that are consumed - but adding 'buffs through equipment' instead of box luck, could provide some type of relief to crafters instead of the EP grind for the ATH.
 
i dont mine or craft much -- but perhaps a way to help miners get some MU and crafters to have something to is to release (L) bps for (L) scopes and sights that add additional stats to weapons.

have the bps include some hunting loots, some ore, i dunno,.. something other than tt food. and make them manageable to obtain.

maybe have a series of scopes that increases base hit rate by .2/.4/.6/.8/1.0%.
another series that adds focused blow by .2/.4/.6/.8/1.0%.
and possible a 3rd or 4th series that could increase things like weapon speed, or life per hit.

just an idea that would produce things that i think avid hunters would consume.

attachments could also be made for finders possibly? i dont know much about mining, but possibly find something to attach to a finder in addition to an amp.. maybe increases search range by 5m or increases treasure loot chance.

I get it that that there some things that are consumed - but adding 'buffs through equipment' instead of box luck, could provide some type of relief to crafters instead of the EP grind for the ATH.

I support much of this.
 
Keep them coming!

It would make me happy if you didn't listen to people suggesting bad ideas in threads like this without thinking through or understanding the consequences for the game economy.

I don't mean to suggest that all of these ideas are bad though, by any means.
 
It would make me happy if you didn't listen to people suggesting bad ideas in threads like this without thinking through or understanding the consequences for the game economy.

I don't mean to suggest that all of these ideas are bad though, by any means.

Could you be more specific, please.
 
Could you be more specific, please.

Not without derailing the thread and its purpose, which I don't want to do. Many of them have been discussed in the past.

It's just that MA have history of ignoring good ideas and picking up on bad ones.
 
Make dung drop from pets instead of appearing randomly. It could still be picked up by anybody, but the pet owner likely sees it first. The amount and/or chance depends on the pet's food consumption. This way it makes a little more sense to keep common pets.
 
Make dung drop from pets instead of appearing randomly. It could still be picked up by anybody, but the pet owner likely sees it first. The amount and/or chance depends on the pet's food consumption. This way it makes a little more sense to keep common pets.

and pet size makes bigger amounts? i'm sure my Oratan Axe's turds are much bigger than rabbit droppings
 
I'd rather MA didn't sell us stuff in future, until it's ready.

Also there's so much scope I think for pets, I'm sure MA will build on what they've introduced. I do like the animations and realism put into the pets. I do think the Caly "artists" are the best of the PP's, if anything this raises the bar for other PP's to offer similar quality for pets, even push the boundaries a bit more, such as the hardwork RT put into their vampire chick.

It would be nice to have some more unlocks for the pets, just training them for xp gets a little boring. I appreciate more animations for new tricks takes time though.

I still have faith in Compet, that with more work it will eventually come into it's own. As long as MA continue to be committed to EU and Compet, then I'll have a reason to continue myself.

Regards

Rick
 
Make dung drop from pets instead of appearing randomly. It could still be picked up by anybody, but the pet owner likely sees it first. The amount and/or chance depends on the pet's food consumption. This way it makes a little more sense to keep common pets.

and pet size makes bigger amounts? i'm sure my Oratan Axe's turds are much bigger than rabbit droppings

LOL guys you made me smile.

I'm not sure I'd want 50 noobs hanging around me all the time though, like a personal oil rig. Great idea though.

I mentioned in some post a while back it would be nice if pets found fruits whilst walking. Although I'm hoping MA extend the estate system to existing properties and allow us to grow standard fruits or other types of pet food in our apartments etc.

Rick
 
I'd rather MA didn't sell us stuff in future, until it's ready.

Also there's so much scope I think for pets, I'm sure MA will build on what they've introduced. I do like the animations and realism put into the pets. I do think the Caly "artists" are the best of the PP's, if anything this raises the bar for other PP's to offer similar quality for pets, even push the boundaries a bit more, such as the hardwork RT put into their vampire chick.

It would be nice to have some more unlocks for the pets, just training them for xp gets a little boring. I appreciate more animations for new tricks takes time though.

I still have faith in Compet, that with more work it will eventually come into it's own. As long as MA continue to be committed to EU and Compet, then I'll have a reason to continue myself.

Regards

Rick

I Agree in the way, MA should stop adding new features until all the older features are complete (or at least 2/3 complete), it makes it hard to get interested in new features when you suspect MA will dump them 6 month later

Seriously unfinished/barely started, Pets, Stables & Land Plots come to mind.
 
and pet size makes bigger amounts? i'm sure my Oratan Axe's turds are much bigger than rabbit droppings

The pet's default metabolic rate is the multiplier on the generated random number, i.e. the maximum amount depends on species. Drop frequency then depends on actual throughput, i.e. more often when you perform tricks and activate buffs. How the intervals are randomized, well, there is a number of ways to write an algorithm. I'm sure they have pieces in the code which can be adapted quickly.

Yeah, there will be a good deal of laughter around this, and it's the idea ;) As for becoming a "personal oil rig", I'm sure everybody figures out quickly that going into afk posture with a pet spawned will attract dung beetles and leads to a loss. There should be little chance to snitch from an attentive player.

Trade-off: Big game hunters e.g. using a rabbit with acceleration buff (as is popular on Proteron) may want to forgo picking it all up, since they could accumulate too much weight. Dung collectors might find it worthy to wander such areas. Or other interesting new consequences.
 
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The pet's default metabolic rate is the multiplier on the generated random number, i.e. the maximum amount depends on species. Drop frequency then depends on actual throughput, i.e. more often when you perform tricks and activate passive buffs. How the intervals are randomized, well, there is a number of ways to write an algorithm. I'm sure they have pieces in the code which can be adapted quickly.

Yeah, there will be a good deal of laughter around this, and it's the idea ;) As for becoming a "personal oil rig", I'm sure everybody figures out quickly that going into afk posture with a pet spawned will attract dung beetles and leads to a loss. There should be little chance to snitch from an attentive player.

i guess it would lead to players going afk in more remote areas instead of Celeste Quarry or Twin Peaks, plus it might get players been more social too
 
Make it possible to create clickable waypoints in chat and sticky notes by a text command. I am positive it exists already either as obscured/undocumented feature, or based on permission probably reserved for official avatars, since on occasion I received waypoints with z coordinates that are impossible to reach.

An immediate application would be for my Mining Grid Calculator. Additional wish in this context: Given only x and y, fill in z automatically from terrain data.
 
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unreachable status to become ranged and to attack you anywhere ranged.
Brilliant!

Unshrink ancient pets (this was a cardinal sin).
Indeed. The Oratan Axe pet already has a size of the normal mob (higher and larger than most avatars). Regardless, we still have those pocket size Daikiba Stalkers... Can I please have a paperback version of the guy who figured shrinking those majestic animals was a good idea? I could use something for a target practice... If the problem was the collision box (using a pet as a block or shield) wouldn't it be easier to remove collision?


Last but not least a few pretty simple things (and, it's getting ridiculous already!):
Please bring back:


  • Lying down
  • Sitting
  • Babble talk when typing
  • Face to face trades

:yup:
 
Brilliant!

Indeed. The Oratan Axe pet already has a size of the normal mob (higher and larger than most avatars). Regardless, we still have those pocket size Daikiba Stalkers... Can I please have a paperback version of the guy who figured shrinking those majestic animals was a good idea? I could use something for a target practice... If the problem was the collision box (using a pet as a block or shield) wouldn't it be easier to remove collision?


Last but not least a few pretty simple things (and, it's getting ridiculous already!):

hunting with a Oratan Axe is a pain in the ass, when walking backwards the Oratan moves between you and the mob. you can't shoot through you pet and the mob has to walk around it. this slows your shooting down, or you need to walk diagonal
 
Make it possible to create clickable waypoints in chat and sticky notes by a text command. I am positive it exists already either as obscured/undocumented feature, or based on permission probably reserved for official avatars, since on occasion I received waypoints with z coordinates that are impossible to reach.

There is a suggestion on our list that if you hover on the map (mouse pointer) shows which mobs are in the area.
 
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Maybe a method to kill off botters: Random appearances of a big and highly aggressive killer mob (shared loot) in places where this is rampant, maybe a few times a day or if there is any way of profiling undesired bahaviour, have it influence the trigger mechanism. The mob should deal only exotic damage (one of acid, cold, electric) to minimize armour decay for the innocent. The disturbance will likely be temporary, the mob gladly taken by hunters, while the bad guys are disrupted.
 
Maybe a method to kill off botters: Random appearances of a big and highly aggressive killer mob (shared loot) in places where this is rampant, maybe a few times a day or if there is any way of profiling undesired bahaviour, have it influence the trigger mechanism. The mob should deal only exotic damage (one of acid, cold, electric) to minimize armour decay for the innocent. The disturbance will likely be temporary, the mob gladly taken by hunters, while the bad guys are disrupted.

I wouldn't spend much time with this. You could do that with creature control mechanic. The officials/support could "test" a player using them. Problem with this is it could simply be called the EST decay mechanic. :D
 
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