Kuber
Guardian
- Joined
- Sep 3, 2008
- Posts
- 293
- Society
- Calypso Rescue Team
What I wish...
For some reason as I was reading through the threads here and those who seem to be so adamantly against the new themed planets and cries of "storyline violation" and such... I was reminded of the big bruhaha that occurred when we learned that Earth was no longer the center of the universe, and then that the sun was no longer the center of the universe.
What I wish is that the people who are so concerned about these changes to Entropia, instead of constantly predicting doom and failure, would instead offer constructive suggestions on how they might see the differing goals placed together in a coherent way.
Like the interface between planets, for instance. How can we continue to enjoy Calypso as a sci-fi world in the original storyline when there is now Planet Nike and McWorld and Ikea IV?
I've heard the idea that this sci-fi fantasy is going to be ruined because instead of pilots just advertising flights up to CP/CND, there will be someone in a Ronald McDonald outfit advertising the next burger ship to McWorld.
Why can't there be a Rekall-type office (from Total Recall) where you transport to a different world by sitting in a chair and having a giant machine attach itself around your head?
It isn't that this idea isn't really a conflict in the Entropia storyline. It is. But if storyline cohesion is a problem on Calypso, you can bet it's going to be a problem on any other themed world.
If it's a medieval planet, maybe there's an apothecary that you purchase a "dimensional shift" potion (sort of like the tox shot on Calypso) and you drink it and the screen whites out.
If it's a prehistoric planet with dinosaurs and saber-toothed tigers, maybe it's a special mountain cave you walk into that has a network of different doorways with doors made of colored fire or something.
If it's a McDonald's themed planet, maybe you have to go into a Mickey Dee's and order a "Fantasy Vacation World Meal" or something where you pig out on so many cheeseburgers and salted fries and extra-large sodas that your character slumps backward in a sugared carbohydrate and protein-induced coma before the screen whites out.
Or maybe MindArk wants to make sure that each "transport center" is recognizable and similar in layout but still styled to each themed planet.
So perhaps they create "Entropia Travel" or something, where they use the big stylized "E" logo and then that same symbol shows up on each partner planet. Then no matter what planet you're on, you know where to go to transfer between worlds again.
If it's a prehistoric planet, the stylized "E" is inset into the rock above the special cave, with 10 cave doorways inside. The WW2 planet has the stylized "E" and then inside are 10 wooden doorways. The Entropia Travel office on Calypso has 10 cybertech beds that you click on and slowly disappear. Some other futuristic planet might have 10 transporter pads you step on. An Egyptian planet might have 10 doorways with a liquid mercury effect in it or something. A Jungle Paradise world might have 10 springs that you jump in and swim down into.
There are other issues as well that I'm sure don't seem like they'd work well together. For example: what happens to your rocket launcher when you arrive on the Westminster Grade School Planet? Should it just disappear from your inventory, or show up on an "inactive inventory" tab?
Maybe your answers are better than theirs.
What I wish is that instead of the constant negative complaints, we had some excellent suggestions. Maybe you can think of a new way to handle these weird interface issues that the MA team hasn't... and I have to imagine they'd love to hear your suggestions, whether they know it at the time or not!
But that's just me...
For some reason as I was reading through the threads here and those who seem to be so adamantly against the new themed planets and cries of "storyline violation" and such... I was reminded of the big bruhaha that occurred when we learned that Earth was no longer the center of the universe, and then that the sun was no longer the center of the universe.
What I wish is that the people who are so concerned about these changes to Entropia, instead of constantly predicting doom and failure, would instead offer constructive suggestions on how they might see the differing goals placed together in a coherent way.
Like the interface between planets, for instance. How can we continue to enjoy Calypso as a sci-fi world in the original storyline when there is now Planet Nike and McWorld and Ikea IV?
I've heard the idea that this sci-fi fantasy is going to be ruined because instead of pilots just advertising flights up to CP/CND, there will be someone in a Ronald McDonald outfit advertising the next burger ship to McWorld.
Why can't there be a Rekall-type office (from Total Recall) where you transport to a different world by sitting in a chair and having a giant machine attach itself around your head?
It isn't that this idea isn't really a conflict in the Entropia storyline. It is. But if storyline cohesion is a problem on Calypso, you can bet it's going to be a problem on any other themed world.
If it's a medieval planet, maybe there's an apothecary that you purchase a "dimensional shift" potion (sort of like the tox shot on Calypso) and you drink it and the screen whites out.
If it's a prehistoric planet with dinosaurs and saber-toothed tigers, maybe it's a special mountain cave you walk into that has a network of different doorways with doors made of colored fire or something.
If it's a McDonald's themed planet, maybe you have to go into a Mickey Dee's and order a "Fantasy Vacation World Meal" or something where you pig out on so many cheeseburgers and salted fries and extra-large sodas that your character slumps backward in a sugared carbohydrate and protein-induced coma before the screen whites out.
Or maybe MindArk wants to make sure that each "transport center" is recognizable and similar in layout but still styled to each themed planet.
So perhaps they create "Entropia Travel" or something, where they use the big stylized "E" logo and then that same symbol shows up on each partner planet. Then no matter what planet you're on, you know where to go to transfer between worlds again.
If it's a prehistoric planet, the stylized "E" is inset into the rock above the special cave, with 10 cave doorways inside. The WW2 planet has the stylized "E" and then inside are 10 wooden doorways. The Entropia Travel office on Calypso has 10 cybertech beds that you click on and slowly disappear. Some other futuristic planet might have 10 transporter pads you step on. An Egyptian planet might have 10 doorways with a liquid mercury effect in it or something. A Jungle Paradise world might have 10 springs that you jump in and swim down into.
There are other issues as well that I'm sure don't seem like they'd work well together. For example: what happens to your rocket launcher when you arrive on the Westminster Grade School Planet? Should it just disappear from your inventory, or show up on an "inactive inventory" tab?
Maybe your answers are better than theirs.
What I wish is that instead of the constant negative complaints, we had some excellent suggestions. Maybe you can think of a new way to handle these weird interface issues that the MA team hasn't... and I have to imagine they'd love to hear your suggestions, whether they know it at the time or not!
But that's just me...