Question: Poll: Would you like to see more or less AI features in-game?

Would you like to see more or less AI features in-game?

  • I would like to see more AI features in-game

  • I would like to see less AI features in-game

  • I think the game has just the right amount of AI features


Results are only viewable after voting.
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Simple poll because I am curious what other people think :)
 
It's easy for this to be over added in stupid ways (the ai missions are on the bubble here) but I really think having a good AI assistant built into the interface would be huge. I would love to be able to click a button to get a text input where I could ask "where can I find X mob on untaxed land thats low maturity" and get a real and valid response.

Same with queries like "what mission chains are available that offer ul gear as rewards and where is the npc that offers the mission" or "what armor setup is best for X mob" or "what is the cheapest finder that I can use with my skill level to find X resource"...etc.

The wiki should be integrated into eu with an ai interface basically. Self updating as data is discovered by players. IE new guns and their specs can only be seen or inquired about one the discovery hof has happened.

Considering MA staff don't even know the spawns (evident by the fact they tried to get players to map them out for cheap payolah a few years back) you would think having AI track this and be a usable interface would be a huge win for everyone.
 
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Currently all we have is a polished Google search….

AI can do a lot more than just answering questions.

Dynamic loot
 
As long as it doesn't affect performance and add bugs then I welcome all content.
 
Option for 'good ai, yes' not available
 
Yes, I'd definitely love to see more AI features in game - when it comes to smarter and more helpful NPCs that can actually guide players.

But I understand completely why it's a challenge to develop better AI-driven NPCs. A lot of the game's information simply isn't available enough through e.g. Google, and I wouldn't be surprised if MA has restricted external Ai access to protect against misinformation. This means that MA would have to manually feed accurate data into their AI to be useful and reliable.

Players can feed AI with custom inputs fx you could teach an NPC that you're The Ruler of the Universe every time you talk to it (which, obviously is correct :D ). But that informatin is personal and temporary. Once MA resets and flush chat history, the gloriuos title vanishes. And if another player asks "Who's the Ruler of the Universe?" the NPC (sadly) won't answer 'Lykke TheNun' - even if it should!

So yes - it's complex. MA likely wants to ensure all AI-driven content is accurate and consistent, which takes time - and real humans - to build, maintain and refine the knowledge base.

But the potential is there, and yes, I would like to see it and more of it in future :saint:
 
I voted for less AI features, but not because I'm intrinsically against AI features. If someone presented a use case well aligned with Entropia's basic principles, then I would be all for it. It's just that I haven't been able to think of anything.

The AI content isn't truly a new problem. It's just an automated expression of problems we've been facing for over a decade. We don't have an AI slop problem; we have a content slop problem. Entropians are fundamentally colonists, materializing the frontier of an unfathomably rich intersection of consumption good and capital good spanning at the very least the domains of video game, casino, business, and financial market, utilizing a platform of systems and features designed to seed user experiences of radical agency, transformative creativity, personal growth, and decentralized value creation.

Instead, due in large part to incentives induced by the planet partner model, but also to the unsuitable absorption of generic philosophies and "best practices" from genre-shallow game clusterings and broader trends across general live service game design (many of which are likely unproblematic for games with short player retention expectations, but in acute tension with cultivating the virtues amenable to the decades-long player lifespans Entropia needs in order to actualize the massive potential synergy between the consumption good and capital good paradigms rather than bifurcating into independent "high time preference player" and "low time preference investor" user experience paradigms which fail to connect or add value to each other).

Thus we find ourselves with multiple mission systems all of which amount to an endless array of pop-up ads directly informing Entropians of which activities in the universe they're "supposed" to be doing, a far lower-dimensional strategy space than is required to realize the radical agency, transformative creativity, personal growth, and decentralized value creation at Entropia's core. We find ourselves looking back at a history of Entropia more clearly delineated by developer updates than Entropians' innovations. We find new players in Port Atlantis complaining that they can't find AI Lieutenant Buckensmitherheigensworth purportedly because the city is so large and intricate, frustrated by precisely the richness of opportunity set which is desperately needed to realize the depth of user experience Entropia has to offer. And then we recall a time before the pop-up ad bombardment era when new players would explore Port Atlantis elated, without any top-down imposed goal in mind, marveling at the freedom afforded by the size and structure of the city and of the universe. The trap is to take the complaint at face value and conclude that some structure is too intricate or complicated because it doesn't mesh with the linear content delivery framework of a sender (developer) communicating entertainment value (message) through code (channel) to a receiver (player). The solution is to acknowledge the sharp tension between the two, but observe that it is the linear, top-down model of value creation, the manufactured voice in the player's head front-running and disincentivizing the formation of their own individual ideas and goals, which falls short of what Entropia fundamentally is.

To a far lesser extent, but perhaps in a similar vein, the value of AI generated waypoints is unclear. It would be trivial for MindArk to just integrate all mob spawns, resources, etc., into the in-world map, rendering exploration and community-developed information sources unnecessary. They could even have alphabetized lists of everything for easy searching. Yet this would seem to be an intrusion by the developer into the role of the Entropian, and appears to fall out of a false belief that the "real" Entropian experience is cycling and everything related to information sets is a disposable means to that end.
 
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