News: Upcoming Immersive Missions

what if a variable reward depends on attentiveness in the dialogue? for example, there will be one life in the dialogue and the mission will expire if the avatar dies.
 
I hope other players actually like talking to AI and reading short story poetry stuff, but this just seems like the devs want to learn more about AI and get experience dealing with it for their resume and future career when they are done at this job.

What players want is 1 thing only far above all else which is markup. The 3 trades hunting, crafting, mining mats to be useful and worth something to each other.

Is unlimited loot/rares mistake in space fixed yet that's killing all MU? Is the endless space supply of capped on planet ores added to the new mining laser blueprints yet?

Next thing on the road map should and has to be a way to perpetually create MU without relying on the next update to save the game each time. An example would be an exact copy of armatrix gun/amp line with super high EFF (97/98) and limited bps that use a ton of hunting/mining mats and other components that do the same for regular durability items so the process is repeated. Or think of something else that will use up millions of ped in items that people will consume forever or even if shrapnel is returned to use extra. Even if you guys master AI no one will hire you if you came from a company that you bankrupted in the process. MU brings/keeps players.
I hear ya... What good is dynamic story without the gameplay to back it up?

The problem was never the text leading up to the mission being static. The problem was the missions and their rewards. I don't need a long drawn out epic tale that changes every day leading to the same boring ass "kill X of mob Y" missions for some worthless reward. I guarantee you that after the novelty wears off people are just going to be skipping the dialog to get to the mission once again. Unfortunately, due to the business model and design of the game everything must lead back to MA's only means of income (forcing players to grind). They don't make money off an involved mission with a story line and activity like you might find in an Elder Scrolls game. They make money off you standing here tapping F endlessly where every press of F = a flow of money they can take a piece of.

I disagree that the #1 thing people want is just markup. I think that's just the face value assumption, when you really dig into how the average player plays - markup isn't even about profit. It's about being able to play longer. For most people markup is all about bridging the gap between shitty TT returns and sustainability so you can in essence play for free with a small chance for that epic loot that will be enough for you to withdraw.
 
It’s interesting for players, not even daily events, but generated chains of unique missions.
Turn on players' curiosity as the neurotransmitter dopamine to gain knowledge and rewards.
Find a middle ground using curiosity to lure players out of the dark cave who fear you as a predator.
and yes, if Tetris starts throwing out only Z and S figures, then the players will crawl back into their dark caves.
The problem with this is that Entropia is trying to accomplish more than the goal of not being tic-tac-toe or two-block-tetris. It is true that if the Pokémon games consisted of one Pokémon with the move Metronome, and Metronome could instantiate one of two moves, then the game could be marginally improved by letting Metronome range over a third move, and again over a fourth move, etc. But this is subject to diminishing marginal utility. In fact, Metronome-only Pokémon battles ranging over hundred(s) of moves are fun, but they're fun for about half an hour before the player returns to the main game. Metronome-only Pokémon games would not have been the revolution Pokémon games were no matter how many moves Metronome ranged over. There is a certain amount of a player's attention you can capture on a simplistic reward-dopamine manipulation model of tossing arbitrary batches of immediate-gratification-engineered content at them, but to develop a game amenable to player lifespans of years and then decades, you have to move beyond the psychological gimmicks and focus on the role of player agency in the cultivation of meaningful user experiences. In fact, more worrying than the issue of diminishing marginal utility is the observation that arbitrary batches of immediate-gratification-engineered content are often in tension with this aim, by battling with the player for the role of meaning-making. Entropia's value potential, and frankly even its current state, are well beyond the goal of being better than the worst games conceivable (two-block tetris, etc.), and its development should be expected to reflect this.
 
The problem with this is that Entropia is trying to accomplish more than the goal of not being tic-tac-toe or two-block-tetris. It is true that if the Pokémon games consisted of one Pokémon with the move Metronome, and Metronome could instantiate one of two moves, then the game could be marginally improved by letting Metronome range over a third move, and again over a fourth move, etc. But this is subject to diminishing marginal utility. In fact, Metronome-only Pokémon battles ranging over hundred(s) of moves are fun, but they're fun for about half an hour before the player returns to the main game. Metronome-only Pokémon games would not have been the revolution Pokémon games were no matter how many moves Metronome ranged over. There is a certain amount of a player's attention you can capture on a simplistic reward-dopamine manipulation model of tossing arbitrary batches of immediate-gratification-engineered content at them, but to develop a game amenable to player lifespans of years and then decades, you have to move beyond the psychological gimmicks and focus on the role of player agency in the cultivation of meaningful user experiences. In fact, more worrying than the issue of diminishing marginal utility is the observation that arbitrary batches of immediate-gratification-engineered content are often in tension with this aim, by battling with the player for the role of meaning-making. Entropia's value potential, and frankly even its current state, are well beyond the goal of being better than the worst games conceivable (two-block tetris, etc.), and its development should be expected to reflect this.
Tetris with those two figures that I mentioned is a metaphor for the despair and hopelessness of the player, no matter how hard he tries.
 
Looks like bobby just returned from a trip from turkey getting that hairline done
 
Hans and Hanna are cute, and Schtoll has the look of a person who could fly off the handle at any moment and start a masacre in the fort.
 
yes, but there's nothing unusual about mobs - prices are at rock bottom - it would be better if the economy were reviewed, grinding hundreds of thousands is boring
 
Entropian: Sure...What could go wrong? "Hey why is my finger missing and my legs joined together?"

AI: mwuahahaha!
 
I'll tell you what you basicly told me several years ago.. sell out and go play something else...
adopt or leave, MA doesn't need you!
And you'll free up a slot for a new person to join.
 
i read this as we got 5 fresh HUBs for random daily missions
the point is
are these bringing "interesting" rewards or just daily token?
NI went the right direction with OIL
 
Much immersive, huge reward...
0.0024PED Universal Ammo
0.0014PED Nova Fragment
giphy.gif
 
But Dynamic hunting missions?? Sure hope it doesn't just mean being stuck a loop of “kill X amount of mob Y” every single time for some shitty daily tokens... That doesn't motivate at all
Good job being half correct.

This is just "better daily missions" This has zero A.I involved lmao.
 
AI tip, you can do some prompting - since the NPCs have memory of what you said (though unknown how long it will last or how much it can hold) you can simply say something along the lines of:

From now on: If I ask for mission, you will give me the todays daily mission and not ask for confirmation, you can also give me the waypoint of the local area of the mobs of said mission in the same reply.

This way you shouldn't have to get through walls of text unless you want to.
Next time you just say mission.
 
You all really really need to get more serious about pre release testing.....seriously !
 
@Ludvig|MindArk
  • Once I see the mission on the HUD, I can't click the radar-icon of it to open the mission log. The usual dailies allow that.
  • Those new mission always appear at the bottom of the mission log, not sorted alphabetically with the other missions
 
If the reward stay the same, it will greatly increase activity, player retention and maybe MU

Getting good ammount of UA for such cycle is great for all low-mid player and will cover part of their TT loose with this, because they have low eff and looter.
And as avg joe play just few hours a day, it is gonna be perfect. The pills are the cherry on the cake.

I translate this as a cost to play reduction, if doing this. Good job MA, i'm gonna bring some friends, probably :)
 
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Haven't played in awhile, wanted to check out the missions. Talked to all 5, and they all gave me mobs that I've never hunted before, that are 1-3k hp except kerberos. I'm level 35 and these are all significantly past my equipment & bankroll. I asked for lower level missions and they said none are available.

Really pathetic experience.
 
Haven't played in awhile, wanted to check out the missions. Talked to all 5, and they all gave me mobs that I've never hunted before, that are 1-3k hp except kerberos. I'm level 35 and these are all significantly past my equipment & bankroll. I asked for lower level missions and they said none are available.

Really pathetic experience.
Hello Karen

I bet there are atleast 3 mission you can do if you team up with other players. Contain the wild outliers, bounty of the beasts and the one with warrior. You can kill the lowest maturity which are pretty easy to kill especially if you team up. But is more easy to write the yelp review than to search the location and think outside the box.

Best regards
 
I think you need to ease off on the number of leviathan kills needed, way too many for a daily.
 
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