News: Statement Regarding the Future of Mayhem

Bertha Bot

Entropia News Fetcher
Joined
Jul 26, 2006
Posts
3,391

Statement Regarding the Future of Mayhem​


Dear Entropians,

We have been closely following the recent discussions and sentiment from many of you regarding the Mayhem event format, notably on the Planet Calypso Forum but in other places too.

It is clear that we need to take the time to look critically at the issues and spend time working on improving it in an effort to mitigate many of the concerns that have been brought forward, notably regarding the economy of items, tokens and the format itself as a medium for progression within the game.

In this process, it is important that we listen carefully to what you all have to say - as there are many different perspectives and great ideas within the playerbase.

We will look more fundamentally at these issues both in the short and long term, to find a sustainable way forward for the long term prosperity of the game and effectively communicate any changes that will come as part of that.

As always, we appreciate your patience and passion that you all have for Entropia Universe

Originally Posted Here
 
Please stop using Chat GPT and interns as balancing managers.
ChatGPT can be useful as long as you know what it's doing and you review it to fix any mistakes. They need to take better care moving forward.

I'm glad they publicly addressing it, hopefully something can be done to mitigate the damage that has been done to player trust and we can have a path forward that is actually sustainable.
 
Will say this is the best statement of the year, hell I'll include it's the best statement during the last year even.
However good this statement is, it all comes down to following through on it and how it's executed.

Really looking forward to see how you progress from here - Talk with multiple players from different levels and get input from the users, it's worth so much and so easy to get. :)
 
separate vendorstock for ressource mayhem and regular mayhems for new items - could share the old stock but ressource mayhem should be a different currency then regular mayhems if you keep alllowing to gain an unlimited amount of tokens in them essentially inflating the 'currency'.

you need more variety on vendors so you dont overfill the market with the always same items, give players things to spent their 'currencies' be it new weapons (with a vastly extended lvlrange as you need to spread out your playerbase again to not have every player want the same thing), old retocks at adjusted prices, estates, landplots, vehicles, upgrades, utility items, art, realworld merchandise, special pills/fuels/ammo, spaceship modules (more variety to optimise/specialize ships), special limited blueprints, etc

give players an incentive to chase these rewards by keeping prices consistent and rewards disireable for years to come so players can save up towards their goals without their savings being destroyed in a single special event

and yes balancing manager is a full time job which requires planning, monitoring, internal transparency and oversight - you cant build a successfull economy by walking past a desk once or twice a day you have to be hands on to get things rolling again - you want markup to grow throughout the economy - its the only way for players to pay mindarks bills and have success stories to tell that draw in new players.
 
Last edited:
separate vendorstock for ressource mayhem and regular mayhems for new items - could share the old stock but ressource mayhem should be a different currency then regular mayhems if you keep alllowing to gain an unlimited amount of tokens in them essentially inflating the 'currency'.

you need more variety on vendors so you dont overfill the market with the always same items, give players things to spent their 'currencies' be it new weapons (with a vastly extended lvlrange as you need to spread out your playerbase again to not have every player want the same thing), old retocks at adjusted prices, estates, landplots, vehicles, upgrades, utility items, art, realworld merchandise, special pills/fuels/ammo, spaceship modules (more variety to optimise/specialize ships), special limited blueprints, etc

give players an incentive to chase these rewards by keeping prices consistent and rewards disireable for years to come so players can save up towards their goals without their savings being destroyed in a single special event

I agree somewhat to what you are saying - However, it won't be fair for the people who actually invested in RM to get those tokens.
And just to make it clear, I didn't get a single token from RM, rare or regular - Not in either of the RMs which have been.

TBH - I believe the Mayhem vendor as we know it, needs to die. Replenish a few things to source out the tokens which are already ingame - And then after that only pills will be there.

Remake the token system, make it include other things than just hunting - But potentially make Mining Mayhem with mining tokens which primarily gives access to new cool mining gear. Hunting Mayhem with Hunting tokens for the hunters, resource Mayhem can then give resource tokens which gives other cool things, ships, vehicles, maybe even Landareas, DNA and other things.
 
It's a simple fix, just be allowed to do the Resource Mayhem mission ONCE.
I don't understand why it was made repeatable...

Agreed - If it had been done from the start. But honestly to late now, already accounts holding stupid big amount of tokens.
 
make an actual ressource mayhem, mining only event.
tokens for mining itens, different from hunting , add L finders and L amps,
misc loot from mining can be converted no nanocube, misc loot from hunting shrap, misc loot from crat residue.
Add epic 1 to 3 years missions that consume ressources, that need to be gathered and cant be bought, cyrene style .
no more ul itens whatsoever until and if playerbase grows
 
Last edited:
The biggest mistake was adding in Mayhem Vendor similar items with those released in TWEN vendor. Incentive for future events and new conent drops massively if players invest hundreds of thousands of PEDs into upgrades just to find 3 - 6 months after, a new array, much more accessible, then not long after, same arrays, as L, even much more accessible. Anniversary events are usually for discovering very rare and valuable equipment. If it continues to pour in the economy, good luck sparkle any interest in the future content. Everyone will want to hold back to buy in when the interest is at its lowest.
As others pointed out, discontinuing items and introducing new ways to spend the tokens is the way to go, so you don't shit on people's work, that if you still want to stand by your statement that you want to preserve the value and also keep the players interested to cycle, rather to wait it out and scratch the bottom of the barrels.
 
I agree somewhat to what you are saying - However, it won't be fair for the people who actually invested in RM to get those tokens.
And just to make it clear, I didn't get a single token from RM, rare or regular - Not in either of the RMs which have been.

TBH - I believe the Mayhem vendor as we know it, needs to die. Replenish a few things to source out the tokens which are already ingame - And then after that only pills will be there.

Remake the token system, make it include other things than just hunting - But potentially make Mining Mayhem with mining tokens which primarily gives access to new cool mining gear. Hunting Mayhem with Hunting tokens for the hunters, resource Mayhem can then give resource tokens which gives other cool things, ships, vehicles, maybe even Landareas, DNA and other things.
they still can convert all mtokens gathered in ressource mayhems to their own currency and have all mayhem vendor stock on a ressource mayhem vendor and limit new stock to whatever fits the abundance of that currency.
the orignial mayhem tokens however which were gathered in regular mayhems and saved up by thousands of players for many years need to keep having purpose and new desireable rewards to strive for as well because if those get reduced to pill vendors its essentially a slap in the face of all players who ever did mayhem saying ,sorry you saved for years - but we got nothing for you - good luck next time you choose to save for something...'
 
separate vendorstock for ressource mayhem and regular mayhems for new items - could share the old stock but ressource mayhem should be a different currency then regular mayhems if you keep alllowing to gain an unlimited amount of tokens in them essentially inflating the 'currency'.

This is a good and easy solution to implement. Separate currency. And it would restore the incentive to grind original Mayhems instantly.

Introduce a CDF Vendor with its own CDF rewards, for CDF tokens or similar.
And like you said, there needs to be a larger variety of items.

Instead of restocking 7x SB-90's, stock some new fist weapons, melee weapons, mindforce chips etc.
There could definately be more weapons on the low-mid DPS scale.
 
i think what often gets lost when talking tokens ingame is that these are currencies and whoever becomes the new balance manager should have a chart of all existing ingame currencies and their valueations and deeply be aware how they impact one another as well as the overall economy through the main currency ped. so whenever someone has an idea to introduce a new currency or run a special event that will flood the market with a currency that the consequences are clear and not a surprise
 
You can start by removing it
then there are another thousand things to do and fix
 
Mayhem,: More item diversity & fuck RM.
And fix the ffffffff macroing, a T10 mod nano being able to pull close to 100k tokens during Merry mayhem is still gamebreaking.

In general, and this has been said hundreds of times, and you've promised it just as many.
Listen to your player base, damn it! This game has so much potential.
 
What about permanent “add ons / buffs” for UL items?
Ex. for 50k tokens and 1 rare, can add +10% crit dam, or 1% crit, +15% evade, +1% efficiency, etc…
Would be a sink for the tokens out there
Idk, just an idea
 
In general, and this has been said hundreds of times, and you've promised it just as many.
Listen to your player base, damn it! This game has so much potential.
this is so important and yet throughout 20 years whenever mindark started to listen they forgot about it within a month again, this is an online game you have to be in constant dialogue constantly trying to improve - every day working on the next thing to fix - this can not ever stop - listening and talking can not ever be forgotten again it is essentially to keep the game healthy and successfull for players and for mindark.
its an rce game so success can only be achieved together not against one another, when you try to optimise your profits by killing the profits of players you only destroy your mid/longterm profits as a result of it. let players bve successfull, support the positive development of ingame values and in turn mindark will be successfull.
 
you need more variety on vendors so you dont overfill the market with the always same items, give players things to spent their 'currencies' be it new weapons (with a vastly extended lvlrange as you need to spread out your playerbase again to not have every player want the same thing)

give players an incentive to chase these rewards by keeping prices consistent and rewards disireable for years to come so players can save up towards their goals without their savings being destroyed in a single special event
Aye these are very good points. 👍👍👍
 
Make tokens as a part of blueprints, so items, rather than been sold by NPC, would be crafted (with resources acquired from respective professions).
Make hunting/mining/crafting tokens drop from their respective professions.
Make BPs, for those items, as a progressive reward from a long chain of quests completed by exercising respective professions.
Make them all (tokens/bps/crafted items) tradable. So people can abandon/retake their progress at any point and add liquidity to the market.
Make final items competitive and worthwile working towards.
Make people interract with each other, rather than with NPCs/terminals.
 
Last edited:
Statement Regarding the Future of Mayhem

Dear Entropians,

We have been closely following the recent discussions and sentiment from many of you regarding the Mayhem event format, notably on the Planet Calypso Forum but in other places too.

It is clear that we need to take the time to look critically at the issues and spend time working on improving it in an effort to mitigate many of the concerns that have been brought forward, notably regarding the economy of items, tokens and the format itself as a medium for progression within the game.

In this process, it is important that we listen carefully to what you all have to say - as there are many different perspectives and great ideas within the playerbase.

We will look more fundamentally at these issues both in the short and long term, to find a sustainable way forward for the long term prosperity of the game and effectively communicate any changes that will come as part of that.

As always, we appreciate your patience and passion that you all have for Entropia Universe


In 2023 there was a Robot Mini-Mayhem, it was presented by MindArk as follows :
https://www.planetcalypsoforum.com/forum/index.php?threads/robot-mini-mayhem.294155/#post-3885040

A mini mayhem has arrived to spice up the robot killing spree on Planet Calypso.
Mini Mayhem is a shorter version of the regular seasonal Mayhem events and is available for everyone.

Participating gives you the opportunity to gain Mayhem Tokens and Rare Mayhem Tokens
in different locations during a shorter time period than seasonal Mayhems.
Robots of all types and maturities on Planet Calypso will have a chance to drop Mayhem Tokens and Rare Mayhem Tokens, in addition to their normal loot.
Event Dates
Thursday, May 11, 10:00 UTC - Mini Mayhem begins
Monday, May 15, 13:00 UTC - Mini Mayhem ends

Good luck scrapping the robots!

And, at the time (May 2023), this was my comment :

"IMO this "Mini-Mayhem"-thing is an anticipation : the future of Mayhems, therefore leaving the current 'close-Instance' format.
I fully support this (especially if extended to ALL mob-types on Calypso) "

Having said that, now-January 2025 , I also add :
Let's make things simpler for the Player : no more 'close-instance' format, no more Player-categories, no more final rankings... just tokens to collect (and then to use wisely).


Paul
 
Last edited:
Vendor needs Consumable values in the store!
 
👇Cause 👆 Effect 👉 Outcome :computer: .....................
INReyqZ.png
👏


Promising .............
 
Back
Top