Stutoman
Prowler
- Joined
- Dec 28, 2007
- Posts
- 1,099
- Location
- London, UK
- Society
- Freelancer
- Avatar Name
- Dan Richard Baker
So lets start with events which have occurred in the past couple of years.
2009: IRL: The economy has fallen and people are being made redundant, many are now in this time and still today looking for jobs but also have plenty of free time on their hands and many still have reasonable amounts of cash going.
2009: Ingame: People have been waiting on a much overdue update to the Cryengine 2. MindArk for the past year has been teasing us with beautiful screenshots of this new graphics update. August: the new platform releases with many rushing to download it. The community in general had since the update was announced believed and even been directly told that their beloved planet would be re-created. What a bunch of lies this turned out to be. Everything was blown out of proportion, infact the only thing which was the same about any of Calypso were the place names, but these had been made unrecogniseable to what they were well known for.
What had infact been done was seemingly an automatic button had been pressed, shaped into something similar to the previous continent shapes and locations and then hurridly covered in vegetation. For many, this new platform didn't run on their PCs, I for one had trouble when I could easily run other games with the same graphics engine on higher settings.
Instead of importing the old game and then giving graphical updates with the cryengine which could easily have been done with a custom made program to import the old game files, which would have saved at least a years worth of production time and we'd also have the same Calypso we knew and loved.
So now this was only the first straw. Lets say out of 100 this got rid of about 30% of the players, I still have people on my friends list who were regular players and never logged in again after that update.
So after all the hype had died very quickly, MindArk and FPC staff seemed to dissapear for quite a while and communication to the community was minimal, I think we all know why this was, and not to do with a shortage of staff. Even the guides were nowhere to be seen and still today do not stand around the newbie area like they used to do everyday for several hours.
The event Second Golden age was the next big thing. Perhaps seen as a 'welcome back to your burnt down house' type of gift. This was received with yet more hype from the community, which once again was a big let down. Many people received SGA items, infact many received more than one SGA item, but others didn't even after trying just as hard and spending just as much cash. It didn't help either when one of the best guns ingame was looted by someone who had looted one a year before aswell. That was another 5% of the passive community gone.
2010: IRL: Governments are making as many cuts as possible to reduce debts. Tax is remaining at a fair level. Governments are trying to reduce the wide gap between the poor people and the rich people.
2010: Ingame: THE EXACT OPPOSITE. ATHs are now more common than they ever have been before, sometimes several are won in the space of a month. Where is all this money coming from? The same old people, lets call them the 'poor ones' for now. 'Poor ones' go hunting but the returns are the lowest ever recorded in entropia history. The 'rich ones' (mainly ubers) are also experiencing not so good returns, however have about 10000 times the chance of getting an uber loot or an ATH than any other player. Ofcourse there are lucky noobs who sometimes strike lucky but when comparing this to real life it is obvious to the number of players that those odds are about the same as being a lottery winner.
Overall instead of trying to close the gap between rich and poor, they are being forced wider apart due to a completely unbalanced loot system. Whoever is in charge of the loot system needs to stop smoking dope and review this system immediately.
Now because of the bad loots lets assume another 20% have left. So overall thats 55% less players compared to this same time last year.
Obviously only MindArk has the actual figures, but it takes no genius to travel around the major areas ingame to see how many less people there are.
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Now some of you will say that your loot is the same as before etc etc. This may be the case, but when people start considering bad loot is the drop in market value.
What causes the drop in market value?
The drop in market value is caused by a high item to population ratio. The population of Entropia has declined dramatically due to the reasons stated above and this has left too many items ingame. The demand for items is low, meaning if someone is selling out and doesn't care what price they get for the item they'll put it up for sale again and again for a lower price each time until it does go. This drives down the market value, which buyers look to as a price guideline. Just because one or two people have sold an item at a low price it now means that buyers will refuse to pay more than the new market value which has just been created by sellers who wouldn't care for an economy they are leaving.
What MindArk can do to stop this
Market Value:
Ingame people base their market values majorly off the daily value. This value varies way too much and changes way too quickly. A monthly market value should be the bare minimum. What would this do? This would mean that if someone sold at a low price it would have less affect on the general value of an item. Why should one impatient person be able to bring an item value down as much as they like and have a long-term effect on the value? Showing only the monthly value means that people selling out won't put the ingame economy at as much risk as they do at the moment, and if anyone is intentionally trying to manipulate the value they wouldn't be able to do it in the space of a single day.
Item Supply:
Lets give an example with an unlimited supply item, vibrant sweat. Sweat takes time to harvest but there is an endless amount of it, when there is too much sweat it is hard to sell, which means sellers will try and sell it for less to get a quick profit instead of waiting for a price rise again. Unfortunately once several sellers start to sell at a lower price, the buyers won't buy it for any more than the new price. The people who DO want to buy it at the old price because they believe it's fair can no longer do this because they would end up being unable to resell at that price otherwise they'd make a loss.
To stop this MindArk could put a cap on the amount of an item at any time ingame. Meaning if the cap is reached i'd not be able to find any more of lets say force nexus until it had been processed. In old Project Entropia there used to be a sweat cap for the number of bottles one could get per day; this looks like a very reasonable way of price control with such an uncontrolable system at the moment. It's like selling water to people, free to collect, takes time too. But the only way the economy in Entropia can continue to work in a fair way is if it is compared to the real life version. For example: If you sell water you can only sell it as long as your lake is full. If you sell all your water then you'll have none left. This control makes people careful about how they use resources, which isn't applied anywhere in Entropia.
------------------------------------------------------------------------
This message has been repeated many times and in many different forms on this forum, this is just all of it summarised and typed out again in an attempt to get MindArk to actually listen for once. You see now things are different, because players are leaving in high numbers, just like people had predicted before MindArk started to listen.
Sounds harsh. Sounds like i'm ranting because things aren't going my way. The only difference here is that this is the truth. I'm sure I speak for the majority of this community with this message.
Entropia Universe was something respectable, worked the way most players wanted it to, had a good number of players in it's niche market. Then it tried to go for the big time, and failed epically. I do believe the game had potential, but the transformation was done poorly and we now have a game I wouldn't want to recognise as Entropia, if I were the head developer i'd be ashamed to give this game the same name as the great game it used to be over a year ago.
---------------------
MindArk must get this message, if more than one person copies this into a support case then maybe they will.
For your information: I stopped playing in February after the small amount of reselling I was doing to only be able to afford the smallest things in the game collapsed because of market value, I'm not ranting as a current player, these are the reasons I left. I only return once in a while to check the market values to see what I can sell, but these are still falling and with such a small value compared to a year ago (a 70%-80% drop on many of my items) that I may aswell just abandon them altogether.
Thank you for taking time to read this. Have a nice day.
[I took about an hour to write this so your constructive feedback would be much appreciated.]
2009: IRL: The economy has fallen and people are being made redundant, many are now in this time and still today looking for jobs but also have plenty of free time on their hands and many still have reasonable amounts of cash going.
2009: Ingame: People have been waiting on a much overdue update to the Cryengine 2. MindArk for the past year has been teasing us with beautiful screenshots of this new graphics update. August: the new platform releases with many rushing to download it. The community in general had since the update was announced believed and even been directly told that their beloved planet would be re-created. What a bunch of lies this turned out to be. Everything was blown out of proportion, infact the only thing which was the same about any of Calypso were the place names, but these had been made unrecogniseable to what they were well known for.
What had infact been done was seemingly an automatic button had been pressed, shaped into something similar to the previous continent shapes and locations and then hurridly covered in vegetation. For many, this new platform didn't run on their PCs, I for one had trouble when I could easily run other games with the same graphics engine on higher settings.
Instead of importing the old game and then giving graphical updates with the cryengine which could easily have been done with a custom made program to import the old game files, which would have saved at least a years worth of production time and we'd also have the same Calypso we knew and loved.
So now this was only the first straw. Lets say out of 100 this got rid of about 30% of the players, I still have people on my friends list who were regular players and never logged in again after that update.
So after all the hype had died very quickly, MindArk and FPC staff seemed to dissapear for quite a while and communication to the community was minimal, I think we all know why this was, and not to do with a shortage of staff. Even the guides were nowhere to be seen and still today do not stand around the newbie area like they used to do everyday for several hours.
The event Second Golden age was the next big thing. Perhaps seen as a 'welcome back to your burnt down house' type of gift. This was received with yet more hype from the community, which once again was a big let down. Many people received SGA items, infact many received more than one SGA item, but others didn't even after trying just as hard and spending just as much cash. It didn't help either when one of the best guns ingame was looted by someone who had looted one a year before aswell. That was another 5% of the passive community gone.
2010: IRL: Governments are making as many cuts as possible to reduce debts. Tax is remaining at a fair level. Governments are trying to reduce the wide gap between the poor people and the rich people.
2010: Ingame: THE EXACT OPPOSITE. ATHs are now more common than they ever have been before, sometimes several are won in the space of a month. Where is all this money coming from? The same old people, lets call them the 'poor ones' for now. 'Poor ones' go hunting but the returns are the lowest ever recorded in entropia history. The 'rich ones' (mainly ubers) are also experiencing not so good returns, however have about 10000 times the chance of getting an uber loot or an ATH than any other player. Ofcourse there are lucky noobs who sometimes strike lucky but when comparing this to real life it is obvious to the number of players that those odds are about the same as being a lottery winner.
Overall instead of trying to close the gap between rich and poor, they are being forced wider apart due to a completely unbalanced loot system. Whoever is in charge of the loot system needs to stop smoking dope and review this system immediately.
Now because of the bad loots lets assume another 20% have left. So overall thats 55% less players compared to this same time last year.
Obviously only MindArk has the actual figures, but it takes no genius to travel around the major areas ingame to see how many less people there are.
----------------------------------------------------------------------
Now some of you will say that your loot is the same as before etc etc. This may be the case, but when people start considering bad loot is the drop in market value.
What causes the drop in market value?
The drop in market value is caused by a high item to population ratio. The population of Entropia has declined dramatically due to the reasons stated above and this has left too many items ingame. The demand for items is low, meaning if someone is selling out and doesn't care what price they get for the item they'll put it up for sale again and again for a lower price each time until it does go. This drives down the market value, which buyers look to as a price guideline. Just because one or two people have sold an item at a low price it now means that buyers will refuse to pay more than the new market value which has just been created by sellers who wouldn't care for an economy they are leaving.
What MindArk can do to stop this
Market Value:
Ingame people base their market values majorly off the daily value. This value varies way too much and changes way too quickly. A monthly market value should be the bare minimum. What would this do? This would mean that if someone sold at a low price it would have less affect on the general value of an item. Why should one impatient person be able to bring an item value down as much as they like and have a long-term effect on the value? Showing only the monthly value means that people selling out won't put the ingame economy at as much risk as they do at the moment, and if anyone is intentionally trying to manipulate the value they wouldn't be able to do it in the space of a single day.
Item Supply:
Lets give an example with an unlimited supply item, vibrant sweat. Sweat takes time to harvest but there is an endless amount of it, when there is too much sweat it is hard to sell, which means sellers will try and sell it for less to get a quick profit instead of waiting for a price rise again. Unfortunately once several sellers start to sell at a lower price, the buyers won't buy it for any more than the new price. The people who DO want to buy it at the old price because they believe it's fair can no longer do this because they would end up being unable to resell at that price otherwise they'd make a loss.
To stop this MindArk could put a cap on the amount of an item at any time ingame. Meaning if the cap is reached i'd not be able to find any more of lets say force nexus until it had been processed. In old Project Entropia there used to be a sweat cap for the number of bottles one could get per day; this looks like a very reasonable way of price control with such an uncontrolable system at the moment. It's like selling water to people, free to collect, takes time too. But the only way the economy in Entropia can continue to work in a fair way is if it is compared to the real life version. For example: If you sell water you can only sell it as long as your lake is full. If you sell all your water then you'll have none left. This control makes people careful about how they use resources, which isn't applied anywhere in Entropia.
------------------------------------------------------------------------
This message has been repeated many times and in many different forms on this forum, this is just all of it summarised and typed out again in an attempt to get MindArk to actually listen for once. You see now things are different, because players are leaving in high numbers, just like people had predicted before MindArk started to listen.
Sounds harsh. Sounds like i'm ranting because things aren't going my way. The only difference here is that this is the truth. I'm sure I speak for the majority of this community with this message.
Entropia Universe was something respectable, worked the way most players wanted it to, had a good number of players in it's niche market. Then it tried to go for the big time, and failed epically. I do believe the game had potential, but the transformation was done poorly and we now have a game I wouldn't want to recognise as Entropia, if I were the head developer i'd be ashamed to give this game the same name as the great game it used to be over a year ago.
---------------------
MindArk must get this message, if more than one person copies this into a support case then maybe they will.
For your information: I stopped playing in February after the small amount of reselling I was doing to only be able to afford the smallest things in the game collapsed because of market value, I'm not ranting as a current player, these are the reasons I left. I only return once in a while to check the market values to see what I can sell, but these are still falling and with such a small value compared to a year ago (a 70%-80% drop on many of my items) that I may aswell just abandon them altogether.
Thank you for taking time to read this. Have a nice day.
[I took about an hour to write this so your constructive feedback would be much appreciated.]
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