They decreased fort costs long ago. Maybe new game engine will result in similar cost cuts elsewhere...It's too expensive to play for the majority of people. I realize you can play smaller for a less amount, but that isn't fun for those who have been around for awhile. So you have to choose to play low level (where you cannot progress and thus it's not rewarding), or high level, where it is too expensive. I try to find a balance and set a tight budget where the budget dictates my total playtime. So I deposit x amount per year, if that runs out then i don't play. Other people probably do this too, which lowers the active population. There would be more players if our money lasted longer, it's that simple
No one can enjoy just playing the game /s . Look at the people who just have fun shooting mobs and using L gear even after years of playing.Obviously me.
ow.. One week I once did 20% of the mining global
If you every walk around in that game youll quickly realise half of those are bots ( suicide, autoclicker, script using fisher etc or scammer bots),. Minimum half of them. In fact its kinda easier to find someone to talk with in this game than in osrs.Old School Runescape which looks like Nintendo 64 gameplay has 1 340 000 ACTIVE players.
If you read MindArk's annual company statements with revenue and profit, you can see that they are making great profit. I can't remember the numbers in my head. Regardless if it is 500, 4K or 20K players, there is no reason for them to shut down EU.
I can only imagine that UE5 will bring in more players, which would be very welcomed.
Personally I UE5 isn't, all on its own, going to make that big of a long-term impact. Some old players will come back to see the new digs. Whether they stay depends on more than the engine.Who owns EntropiaLife?
Could someone gather a list of the total:
Hunters Miners Crafters 3 551 1 175 1 191
Remove any duplicates from the list, then add them together to get a speculative total?
Say ~3666 ACTIVE players including traders and sweaters?
6 Planets and thousands of kilometers of land and space to explore yet the population that equals a small town that wouldn't even qualify for a Walmart?
Assuming https://mmo-population.com/ is relatively correct...
Which lists Entropia Universe as 94 000 TOTAL players means there's around ~3% of accounts active?
Old School Runescape which looks like Nintendo 64 gameplay has 1 340 000 ACTIVE players.
Entropia thus has ~0.2% of the ACTIVE players Old School Runescape does.
Some questions:
How is it we're doing so poorly?
What can be done to fix it?
Will UE5 do ANYTHING or will it be more of the same gameplay with updated graphics and mechanics?
EU only has globals/HOFs, casino effect:
1. Combat - horrible and clunky
2. PVP - horrible
3. Graphics - 99% play at minecraft graphics to get around in this mess
4. Storyline and quests - lol
5. Crafting - millions of things to do, yet 0.1% is useful or profitable
6. Expensive
7. Horrible dev, zero transparency
8. Cheating&exploiting is not treated equally
9. List goes on
EU only has healthy playerbase of people who invested enough and they can't quit due to MA not making cashing out available. Yes, you can withraw money, but really cashing out skills is borderline impossible.
EU will stay forever, because even if playerbase/income decreases, they will just decrease team and keep lingering on with selling new deeds, items, crypots, air, promises, whatever they can to keep investe/addicted people around.
And since some are making money, promise of that dream brings on tiny amount of new blood to keep wheels turning.
I dont know did anyone mentioned before, but as I know Entropialife counts only those players who got global in last 30 days. You can see that e.g. 3551 number of hunters is not constant.Who owns EntropiaLife?
Could someone gather a list of the total:
Hunters Miners Crafters 3 551 1 175 1 191
Remove any duplicates from the list, then add them together to get a speculative total?
Say ~3666 ACTIVE players including traders and sweaters?
6 Planets and thousands of kilometers of land and space to explore yet the population that equals a small town that wouldn't even qualify for a Walmart?
Assuming https://mmo-population.com/ is relatively correct...
Which lists Entropia Universe as 94 000 TOTAL players means there's around ~3% of accounts active?
Old School Runescape which looks like Nintendo 64 gameplay has 1 340 000 ACTIVE players.
Entropia thus has ~0.2% of the ACTIVE players Old School Runescape does.
Some questions:
How is it we're doing so poorly?
What can be done to fix it?
Will UE5 do ANYTHING or will it be more of the same gameplay with updated graphics and mechanics?
- Contract system: inter-user contracts to harness user labor as well as NPC corporate contracts (i.e. 'missions')
- More information on resources and creatures
- Ownership (estates, land areas etc.) with a larger range of customizable entry options
- A truly open MMO world allowing users to drive their own projects, whilst including a multitude of optional goals
- User revenue from interactions with user-created content
I think it could be much more than that even. We are nowhere near the sweetspot of having millions of happy players at almost break-even, but total profits still way higher for MA and deed/share investors. Revenue isn't profit, though - or shouldn't be considered as such - but, well ...I think that the 2.6m revenues could be 20m with same staff if properly managed
I recall way back in the day there were sponsors and advertisements in game.
What of trying this route again?
Instead of Omegaton, Genesis, ArMatrix, etc we'd have IBM, Sony, Oracle, etc (examples).
Skullcandy Viceroy... What about more of this?
With the added revenue the baseline return could be more in line with other MMORPG expectations of 99-100% returns allowing players to still compete against each other for markup.
There must be other ways to compensate MindArk for their development and maintenance of the platform without scraping it off the top of our returns...
Raising the baseline TT return alone would help retain A LOT of new players (and a better mentor program) as they'd no longer run their ammo dry and end up sweating for pennies an hour only to realize it's a boring AF way to play a game, quit and go entertain themselves elsewhere (especially since Sweat Gatherer profession is useless).
All they need to do is 'sack' Sally and create an 'ingame economy' department have a few employees on the payroll exclusively responsible to manage and create a growing universal economy - have an index of basic universal economic goods and make the wages of the 'economists' depend on the success of that index. Voila suddendly they will care that players do well and players who do well will promote the game with their success stories.They definitely need to review their business plan. What are our strategic strengths and weaknesses. Where are our opportunity areas.
This idea that they are somehow scared of drawing in a large population, or they want to "wait" until UE5 to bring them in, to me is silly (if it is even true). A total digital marketing strategy is needed.
Shortest quote of all time?All ...
EU needs, as others have mentioned, to think about ways to generate MU for players.
You underestimate the cost related to renaming a TP. Those 8-15 letters deserve someone paid at least 645$/hour.I think that the 2.6m revenues could be 20m with same staff if properly managed,
2006/2014 pre EP metal res. 107% if that isn´t an index, what is? life blood off all crafted L items. At this point the only macroscopic problem was hunting loot not having enough use.However, what do you mean by an index? Based on volumes traded, or what? Maybe crafted turnovers ...
What busted that "bubble" was the lvl13 FOMA exploit and its fix. cap on TT return and loot 2.0.but even an index can be a massive mistake if it bubbles to a boom and then busts spectacularly. A long-lived game also requires a stability factor I think.