Mindark, make us happy NOW!


I thought it might be worth mentioning the above was considered Saturday Night Entertainment before they invented MMORPG's.

I'm happy apart from the bad decision that affects me and some others in 3 weeks time.
 
Please add an option to send all chat messages to a standard TTY terminal for routing them to another device instead of the in-game screen. This would alleviate privacy issues for streamers and also allow one to play with less UI clutter on the screen.
 
It has been requested occasionally to make items in storage compartments sortable. Realizing that this amounts to asking for a nice feature involving non-trivial programming without any return in form of revenue, how about this:

Introduce craftable and colourable containers in the form of drawers which go in the various inventory compartments instead of being lumped together in the misc tab, i.e. a Clothes Compartment Drawer (C), Armor Compartment Drawer (C), Tools..., Weapons..., Materials..., Resources..., Blueprints..., Mindforce..., and Miscellaneous.... For blueprints we have the books to organize, but let's be consistent and maybe people like it for storing duplicates.

In the game UI, the opened storage window is 8 squares wide, the carried inventory only 6. The drawers should be fitted so that they stack nicely and space-filling in storage, although they can be taken out to travel. I think ideal would be four squares wide and one high, so they fall into two columns for great overview. Being able to label them would be nice but since it would require expanding the database, again for no extra return, the ability to texturize them may suffice for distinction. This solution needs only one item property to be set in a non-standard way, the compartment to go in, and this field already exists in the item database.

The containers' item and weight capacities should be chosen with an eye on item families one most likely wants to group together, i.e. armour or clothes sets, extractors, paint cans, component families etc. There could be different capacities with blueprints on different levels.

No (L) items and no decay please, the cost will be in crafting and customizing here. Actually the blueprints should be unlimited, too, and not rare at all to avoid concentrating them in a few hands. Maybe even add them to the Technician? This is a different kind of item from consumables/decayables like e.g. weapons, and has a different psychology of acceptance. I would expect sufficient demand that a lot of people are motivated to train up the QR of their blueprints like in old times. The additional cost for this is rewarded with skills, in fact the drawer blueprints may also double as carpentry equivalent of tech gizmo as training blueprints. The application of wood textures might become more popular than it currently is and thus increase marketability of relevant materials.
 
Please allow planet partners to create their own blueprints with local materials for select classes of existing items (since different blueprints for the same item already have precedents, there should be no technical obstacles).

The aforementioned drawers come to mind, the Tech Gizmo series, but most prominently the entire range of ArMatrix products. The latter's specific advantage is that because it's all limited, both blueprint and product, the recipes are flexible and can be adapted to market conditions or future developments (which I think was part of their idea from the start). Also since ArMatrix products with their superior efficiency have rendered a large part of existing craftable items on all planets obsolete, the market for locale-specific materials has suffered greatly. This should be addressed.

Another item group where localized blueprints would be not only suitable, but highly desirable, is components for building on landplots. The opportunity was very sadly missed when landplots were introduced on Arkadia.
 
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I got into pets when they were reintroduced a few years ago, because Mindark made many promises that they were committed to pet content and more systems. At the moment pets are really just counters, since rings do much more without the enormous effort, time a patience required to train pets.

What's more is MA appear to have no regard for rarity at all. Dumping 100's of mythical rabbits on the community, was equivalent of dumping tons of rare weapons on the market. It's just wrong in so many ways, it's as if Mindark use pets as cash income with no regards at all to the delicate market balance in an RCE game.

Surely there's some easy wins, like allowing pets to tag mobs or being healing pets...give us some things to unlock. Pets are crying out for purpose especially the top end pets. It's a real shame as the Caly pets are really nicely animated....but they have next to nothing to do.

...

Rick

I really don't understand why MA is so reluctant to make pets actually useful and worth having. It's a cool feature, many MMO games have pets and many of them are very useful to players, but in Entropia, they can easily be beat by rings, pills, etc and more cheaply. I really don't get that at all.

Usually, investment in terms of time and money is rewarded, but here, it's the opposite. Why skill taming up to level 17 to tame an autoloot pet if you can just buy pills from the TT and save time and money??? No point at all.

Why?!? :scratch2::scratch2::scratch2:
 
I really don't understand why MA is so reluctant to make pets actually useful and worth having. It's a cool feature, many MMO games have pets and many of them are very useful to players, but in Entropia, they can easily be beat by rings, pills, etc and more cheaply. I really don't get that at all.

Usually, investment in terms of time and money is rewarded, but here, it's the opposite. Why skill taming up to level 17 to tame an autoloot pet if you can just buy pills from the TT and save time and money??? No point at all.

Why?!? :scratch2::scratch2::scratch2:

Agree, there could be so much more. A lot good ideas here in this thread and other threads for improving our pets.
 
Some useful pet buff ideas that don't compete with rings or other items

- A pet that picks up fruits and stones for you
- A pet that shows harvestable wood
- A pet that turns off mob aggro
- A pet that changes Global & HOF animations
- A pet that boosts the range on mindforce chips
- A pet that allows you to carry more weight in inventory
- A pet that buffs your coloring/texturing skills
- A pet that increases structure integrity of vehicles
- A pet that improves team members' concentration (mindforce)
- A pet that gives team members increased range on weapons
- A pet that increases team members' health
- A pet that reduces speed of mobs aggroing you
- A pet that shines light at night and in the dark
- A pet that advertises for you
- A pet that absorbs aoe damage (at a cost)
- A pet that reduces efficiency of your weapon
- A pet that buffs your Engineering

Most of these aren't any real competition to pills, rings or enhancers. I know many of them would require quite a bit of work to code, test and implement, but some of these could really revitalize the dying pet market..

Just some ideas.

Legends
 
Some useful pet buff ideas that don't compete with rings or other items

- A pet that picks up fruits and stones for you
- A pet that shows harvestable wood
- A pet that turns off mob aggro
- A pet that changes Global & HOF animations
- A pet that boosts the range on mindforce chips
- A pet that allows you to carry more weight in inventory
- A pet that buffs your coloring/texturing skills
- A pet that increases structure integrity of vehicles
- A pet that improves team members' concentration (mindforce)
- A pet that gives team members increased range on weapons
- A pet that increases team members' health
- A pet that reduces speed of mobs aggroing you
- A pet that shines light at night and in the dark
- A pet that advertises for you
- A pet that absorbs aoe damage (at a cost)
- A pet that reduces efficiency of your weapon
- A pet that buffs your Engineering

Most of these aren't any real competition to pills, rings or enhancers. I know many of them would require quite a bit of work to code, test and implement, but some of these could really revitalize the dying pet market..

Just some ideas.

Legends

-A pet that is like a vehicle, i.e. you can mount and dismount like a horse
 
-A pet that is like a vehicle, i.e. you can mount and dismount like a horse

Thank you, I forgot about that, that's a very popular type of pet in WoW.
 
Thank you, I forgot about that, that's a very popular type of pet in WoW.

Pet tools like mining extractor, attachable to pet. It help miners on extracting claims.
Healer pet, need to have a pet fap mounted.

The tools are craftable, There will be UL and L tools. UL are rare to get.
 
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First i'm sorry if someone still purpose this, i did'nt read all post ;)

Would be great and fun if we can have a Bestiary book for each planet. When we scan a mob, an entry on the Bestiary book will be added with all mobs informations like hp, max damage, damage type etc :)
1 entry for each mob for each maturity :)
Compets had something like that...
 
A smarter repair terminal could be realized with very little effort:

Often there is a significant mismatch between an item and its attachment in terms of how many applications a repair load holds. Examples are weapons which either last much longer or much shorter than amplifiers they are commonly paired with.

This means that, when a combo is always fully repaired together, a portion of the money stored in it never gets used. Partial repairs also build up the unused portion. If you want to maximize your PED circulation or your budget is limited, you have to repair them separately and do cumbersome calculations to optimize the PED split.

Solution: In the item info, overlay the "TT value/max." field with a slider which can set the maximum TT value of this particular item between 0 and 100% of the maximum TT value of its type. Then in the repair terminal, apply the weighted proportion to each item when the user chooses less than full repair or doesn't have sufficient funds. Deduct existing load, and if an item inside a combo already carries its share or more, skip it.

Some examples:
Genesis ArcSpark (10494 uses) & Melee Trauma Amplifier VI (4049 uses) => set slider on weapon to 4049/10494 = 39%
Ozpyn RSB S1X1 (5357 uses) & Melee Trauma Amplifier I (4049 uses) => set slider on weapon to 4049/5357 = 75%
B.A.M.F ZK7 (2388 uses) & Fi/Ra/Co Cause Improved (6443 uses) => set slider on amplifier to 2388/6443 = 37%
Maddox IV Adjusted (4347 uses) & Fi/Ra/Co Beast (5198 uses) => set slider on amplifier to 4347/5198 = 84%

The usage of damage enhancers which increase decay can also be adjusted for this way.

These numbers are known and calculation of optimal slider settings for each combination needs to be done only once. Maxmizing the amount of PED in circulation should benefit both the user's and the company's economy because only money which is put to work is contributing. Implementation requires the storage of only one additional number per individual repairable item.
 
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Remove EP casino function - EP blueprint changed to require mined resources.

Add Iron Missions to crafters.

Change mentoring requirements to Level 50 and 1 year account age.

NOOOOOOOOO!!!!!


Daddy needs his res creator to craft items for selling. Those who call it gambling are clueless to the viable usefullness of EP crafting. Then theres the hofs, who financially helps me to aquire more recources.
 
Give us EP-V bps :)

I would like to jet ski in the river of salt and tears this new BP would produce.
 
NOOOOOOOOO!!!!!


Daddy needs his res creator to craft items for selling. Those who call it gambling are clueless to the viable usefullness of EP crafting. Then theres the hofs, who financially helps me to aquire more recources.

You must be super dumb to believe that you purchase stuff from tt and sell to tt is going to help you in the long run.
Excuse me , you get residue worth 101% , you still need to cover 4%
Since EP was introduced I never heard anyone that in the long run is positive doing that stupid shit bp.
The only usage of that bp is one and only 1 : You craft as much ammo as you need to use rocket period.
If you extend that period is gambling.
If you continue after you hit big you are complete moron and you deserve to lose it all.
 
You must be super dumb to believe that you purchase stuff from tt and sell to tt is going to help you in the long run.
Excuse me , you get residue worth 101% , you still need to cover 4%
Since EP was introduced I never heard anyone that in the long run is positive doing that stupid shit bp.
The only usage of that bp is one and only 1 : You craft as much ammo as you need to use rocket period.
If you extend that period is gambling.
If you continue after you hit big you are complete moron and you deserve to lose it all.

I am okay with your faulty perception of me :)

I craft a lot, not just EP IV, but a lot of mining amps. For example. I need to craft 20 D-Class amps. Would it be helpfull to have like 10K residue and craft em all at quantity with residue, or just run 55 clicks without Residue at full condition? Have you, yourself tried both ways and figured out which is best?

Now imagine, i am under pressure to restock my shop because the amps sell out fast daily. What would be the fastest way to generate large ammounts of residue to help the crafting process?

Oh and if you dont know, I also utilize a Recycle bp III sometime IV directlly after my EP IV runs. One requires lyst the other liver oil. I used to sell my explosives to a fixed buyer. And you thought I TT stuff away. How do you make such a acusation? Did you see me do it? lol

I mine a lot and I hunt a lot. All my looted recources is hoarded in my storage for crafting purposes. And I mean all. I have two peops working for me both hunting and mining recources for me. Need I go on?
 
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A simple but effective feature to enhance the space map:

Projection of 3D space on a 2D map inherently reduces information content by removing one dimension. Not a big deal in our constellation but one bit I'd sometimes like to know while travelling through space is whether a marked zone with mobs in it or other obstacles lies in my path or is safe to cross because of its elevation being out of my way.

This could be achieved by a very simple colour coding of the zones such that e.g. a zone which lies entirely below, i.e. its highest elevation is below my own z-coordinate, is shown in blue; if above (lowest point > my z) in green; and red otherwise as it would cut through the same pane where I travel. Or any other set of colours.

I have not examined whether the round zones are actually cylindrical or spherical in 3D, but would deem it unnecessary to account for that by going whole hog with vector math. The above should be sufficiently helpful.
 
ETAUs

I'd love to see Enhanced Target Assessment Units drop on Cyrene.
Just was looking for ETAUs, but none to be found on auction :(

Preferably not on a creature that is so hard I'd never be able to kill it :lolup:

Please bring back these components essential for crafting of many classic, some iconic items (e.g. Apis):

Basic/Advanced/Enhanced Target Assessment Unit
Basic/Advanced/Enhanced Electronic Fluid Memory
Basic/Advanced/Enhanced Scanning Sensor
Basic/Advanced/Enhanced Strategic Combat Processor
... (in case I missed any)
 
Never thought I'd say it, although I'd quite happily go to some new skill terminal and dump a ton of skill i dont want for uni-ammo. Esi's are still useful for those that want too actually sell to others. How much ped would say throwing 200k skill at TT machine be worth in ped/uni ammo?

Rick
 
Never thought I'd say it, although I'd quite happily go to some new skill terminal and dump a ton of skill i dont want for uni-ammo. Esi's are still useful for those that want too actually sell to others. How much ped would say throwing 200k skill at TT machine be worth in ped/uni ammo?

Rick

It's 0. MA does not assign true TT value to skills. The only TT value assigned to skills is when the ESI is applied to them, and even then it only comes out at 90%.

The closest thing I could see them implementing to what you are proposing is an avatar-bound ESI from the TT which would extract and result in a chip of 90% TT value of the original skill, which could then be sold back to the TT. It would still result in a 10% TT loss, but would give players a cheap way to chip down for Mayhem.

The problem? That drops the market for ESIs back to their old levels when skills were valuable. Maybe not such a bad thing. I'd prefer to loot a 600% ESI and have my skills be worth something on top, rather than the current situation of buying ESIs for 950% and selling the filled chips for 850%.
 
It's 0. MA does not assign true TT value to skills. The only TT value assigned to skills is when the ESI is applied to them, and even then it only comes out at 90%.

The closest thing I could see them implementing to what you are proposing is an avatar-bound ESI from the TT which would extract and result in a chip of 90% TT value of the original skill, which could then be sold back to the TT. It would still result in a 10% TT loss, but would give players a cheap way to chip down for Mayhem.

The problem? That drops the market for ESIs back to their old levels when skills were valuable. Maybe not such a bad thing. I'd prefer to loot a 600% ESI and have my skills be worth something on top, rather than the current situation of buying ESIs for 950% and selling the filled chips for 850%.

It won't work that way. What will happen is the skills that are worthless now will still be worthless except the esi will cost less.
 
It won't work that way. What will happen is the skills that are worthless now will still be worthless except the esi will cost less.

You may be right, but I think it is possible that if people are allowed to TT their skills then the market may stabilize, since people would be dumping into the TT instead of onto the market.
 
The closest thing I could see them implementing to what you are proposing is an avatar-bound ESI from the TT which would extract and result in a chip of 90% TT value of the original skill, which could then be sold back to the TT. It would still result in a 10% TT loss, but would give players a cheap way to chip down for Mayhem.

Nice idea and instead of tt ing the ava bound implant people can keep them in storage and after mayhem they get back to normal level but with 10% loss.
 
Nice idea and instead of tt ing the ava bound implant people can keep them in storage and after mayhem they get back to normal level but with 10% loss.

Exactly. It would enable people to play in the category of their budget while still offering enough deterrent from total sandbagging.
 
I would rather see a solution that doesn't encourage chipping out skills.
 
I think it would be cool and just the right time in light of recent changes to enable permanent teams, sort of. What I mean by this, a simple feature which allows transferring the team leader role to another member would work to carry momentum forward seamlessly beyond the original team creator's endurance. Having to dissolve and re-form often has an anti-climactic effect. Also enable the naming of a backup team leader in case the current one ceases to function for technical reasons, e.g. gets disconnected.

Player-run events such as WoF or MATW could benefit from this, also imaginable is a competition of consistency which society or other group can keep the longest-standing team. As a follow-up suggestion, combined with the cumulative damage dealt, the system could record this metric in a new Hall of Fame category which honours effort rather than luck. If this were to be realized, server shutdowns and failures also need to be considered so that team formations are preserved across such an occurrence.
 
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A personal notes tab with each creature entry in the Codex would be nice to have, functionality just like the sticky notes. You could save waypoints to your favourite spawns there or anything you like to remember. This would help reduce the clutter in the message center where you currently have to keep all your informational notes, without so much as a search function.

/****/

Been thinking it would be awesome if teleport chips only consumed as much mind essence as the actual distance travelled, proportional to the chip's maximum. This way it would suffice to hold only one chip, i.e. the biggest you can or want to use. On the other hand the improved cost fairness might motivate people to use tp chips more again for the speed and convenience, even if still more expensive than vehicles. I know I would. If this takes off, the market for sweat might also improve.
 
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