DEV BLOG: Performance Improvements, Voting, Character Creator and More!

Originally Posted on Steam: https://store.steampowered.com/news/app/3642750/view/519726998179807278

Greetings Colonists,

Welcome back to another Dev Blog where we share with you some of the ongoing development work happening on Entropia Universe.

[HEADING=1]Performance[/HEADING]
In recent years, our team has been creating more and more amazing zones and locations, setting new standards for the game - most notably in our Setesh update with Port Cabrakan, but also in instances like the Spina Queen’s Lair. These newer or more dense areas of the game often can come at performance compromise.

David from the Engine Team talks about these new changes:

"When we went over to PBR lighting in the game, the parameters are packed into masks where the textures have channels that represents different values. We pack them as occlusion, roughness and metallic in the r, g and b channel. If you compressed them with earlier gpu block compression methods you got large squares and it destroyed the quality, so they were stored uncompressed. There were also other texture presets that packed very different values in each channel that was stored uncompressed.

We have now implemented support for a newer GPU block compression format called BC7 which allows us to compress and accurately represent packed data even if the channels don’t have any correlation to each other. It allows us to store textures at a much smaller size with similar image quality.

This reduces load times and VRAM usage because it has to load far less data. The storage space of the entire game will also decrease. In some performance heavy areas, the team have seen up to a 60% increase in performance."

We hope to have the changes live soon.

[HEADING=1]Voting System[/HEADING]
When it comes to making important changes and decisions, as well as trying to understand player opinions around certain topics, we want to ensure that we get a truly representative result. While polls on PCF (our forums) and other places can give some insight, it ultimately limits our responses to a fraction of the playerbase, and only certain types of players that frequent these spaces (often times people who have not played for many years).

As such, we have begun work on a fully fledged voting system ingame, that will allow us to get important feedback and sentiments on anything to do with the game, to help shape changes going forward that includes all players.

The voting system will be weighted, taking into account total time played and other factors. This will also allow us to introduce weights specific to questions, such as applying higher weighting to votes from estate owners for a question affecting estates.

This work is a reflection of our ongoing commitment to better listen and understand the needs of our players, and help shape the way forward in Entropia hand in hand with you all.

[HEADING=1]Character Creator[/HEADING]
We previously mentioned that some work has been happening on our character creator to go with our new and improved new player experience - Qingyuan from the AI Team has more to share:

"We’re updating parts of the character creation system to make creating a new character more interesting and flexible.

New players will be able to describe their character’s look using text, voice, or images. Alongside the existing sliders, new AI-powered tools will help generate a base appearance that matches those descriptions. The player can then adjust details as usual.

The system starts from a single general description that defines the overall look of the character. From there, players can fine-tune using interactive “bubbles” that represent different character features. These can be adjusted quickly by clicking them or by using voice or text commands, instead of searching through sliders to find the right setting.

The purpose of this update is to modernize character creation and make it easier to reach a desired look quickly. Players can start from a broad idea - like wanting a viking-inspired design - and have the system generate a fitting base style.

All manual controls remain, allowing full customization for those who prefer detailed editing. This addition brings the character creation system into the future of Entropia Universe, making it faster, more intuitive, and more creative from the very first step."

[HEADING=1]Halloween Mayhem[/HEADING]
While we will be sharing the full details regarding the upcoming Halloween Mayhem soon, we wanted to briefly mention what you can expect this time around.

As usual, we will have the Survival Instance format, with tweaked rewards.

Our Halloween Strongbox will receive a brand new item…that may make the bearer somewhat of a “glass cannon”…

Instead of the Assault or Annihilation Instance, we have opted to have Mayhem creatures out in the game world (similar to migration or mini-mayhems). You can look forward to brand new items to discover, tokens to collect, and even some new World Boss Mayhem Creatures!

As always we continue to trial and experiment with fresh formats and ways of operating events so please give us your feedback after the event. More info to come!

To Conclude…

As always there are many projects and things going on at MindArk, and next time we look forward to sharing with you some details of other changes coming to Entropia Universe.

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While you are at it reset the halloween creature codex ?

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Any news on Unreal Engine 5?

You seem to be implementing a lot of new stuff in the current (old?) engine… hence my question.

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Maybe a sneaky peak into UE5 but nice to see these developments blog post.

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So mayhem will now be lag city like migration?

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I like everything but especially LOVE mayhem outside in the world and new item sound nice, way the go!!

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I cant wait to be absolutely F’ed by ppl running their macros everywhere so most ppl cant hunt at all..
But im sure u already though about that so we have MA employees online at all times to deal with that.

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Voting and character creation this year?

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OF spawns worked fine

Voting system best QoL feature in a while both for players and MA.
I’d love if you guys took the time to add new love to character models, like new hairstyles, new beard sizes. More customization, increased range of sliders etc.
About mayhem on planetside. I’m not sure it will go to well. Some people may macro 24/7 and KS anyone because its shared loot. If you added a Cap on how many m tokens u can grind per player to meet a max quota it could help alleviate some of that.
But it’s gonna be KS party. Not particularly fun.

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For sure.

I read the OP through again. Thought it was just bosses first but it appears not. Botters gonna bot. If everything is shared loot I believe that damage to us others would be minimal and if spawns are large enough that we can move away when we see someone botting.

Looking forward to this! Very interesting with new format of Mayhems and hopefully it runs smooth.

But mostly excited by the improvements for the performance!

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Some great new things, and finaly voting booths are coming back :yay: Please keepup the communication!! ?

Also some question you may and may not be able to answer:

What is “the engine”, Unreal or Cry?
Has MA considered DX12/Vulkan migration?

Please don’t give players access to all the options. Leave some options for our in-game stylists only?

The voting… Weighting votes based on time played and estate ownership could bias results toward veterans and high-spenders. player governance model FTW!!
Will results of votes be publicly shared?

Any chance we can have a public roadmap like we had in the old days?

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Those are good improvements, but we’re waiting for news on the bigger project as well.

And when you implement voting, make sure it’s one vote per family, or “family”, because there are issues with that currently. Overall a very good idea.

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Is there going to be a refill of the (L) exceptional vendor at some point?

Will you play then game you do make? So you will understand better? Like long and short term?
As far as I see on this forum are just very active player, But i don’t get what you want to achieve doing so.

Well As you notice on this forum is not how new players avatar look like but how game works for them- 2fa for example, lag, crashes or action bar that not working properly .
on last update i had 10 pages of friends list, now just 7, my friends lost its account not being in game less then 2 years.

So basically mayhem is no longer mayhem. this format is over. Long term commitment that mayhem provides is over.
I’m sorry I don’t like it. For me is like you are out of ideas how to make this game batter and keep players you have and make more.
This looks like for me.
There are here few thread that are very disturb to me and they are now left alone, and you hit us with another event, another changes, while they stays unattached.

Well in a way this could be a kind of news, since UE use BC7. :wink:

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Im just gonna reply to this part, as the others seem ok.

In the past we had LIMITED character creation and it was BETTER FOR THE GAME. I still dont understand how people dont see this.
Im 100% convinced a noob would rather have 200% markup on Hairspray to be able to survive, than care how his initial character looks. Its a great closed-loop economy, and I fail to understand WHY Mindark and also many player fail to see this. (Noob loots hairspray, sells hairspray for 200% to hairstylist, hairstylist skills up (use materials) to be able to do better hairstyles, players pay for service - perfect, yet MA ditched it instead … ).

I and many other people that started 20 years ago and are still here, had LESS options. When we stayed, we went to get our character changed, if we wanted to be more unique.

Sometimes, I really feel like there is lack of basic understanding of economy. (Your target audience are not kids with TikTok attention span). You wont keep them in by letting them make a great character, but by letting them survive in game for longer without depositing in the first few months.

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None of the Dev Blog is talking about the additional hairstyles/options etc. It is referring to the actual tools for creating the avatar as opposed to just sliders.

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