in-game Coupons : extending the Concept of Shrapnel.

Hallo Friends :slight_smile:

I consider this as an interesting, promising proposal, both for MindArk and the Players.

Currently in our loots we have [COLOR=rgb(65, 168, 95)]Shrapnel, that can be also defined as a “sort of Coupon” : because it can be converted into Universal Ammo for 101% of its TT value, [COLOR=rgb(65, 168, 95)]making the Player save money for activities of interest, like hunting or mining[COLOR=rgb(65, 168, 95)].

[COLOR=rgb(65, 168, 95)]The known advantage for MindArk is that converted-Shrapnel[COLOR=rgb(65, 168, 95)][B][COLOR=rgb(65, 168, 95)]Universal Ammo can’t be withdrawn by the Player : it has value only in-game[/B][COLOR=rgb(65, 168, 95)].

Starting from the example of Shrapnel, and [COLOR=rgb(65, 168, 95)][B]going further ,

now I propose a new Shrapnel-like Item(s) that can be converted for 101% [/B]\ 105% [B] or EVEN a bigger % of its TT value, into in-game Coupons usable for certain expenses : e.g. usable when the Player has to pay Auction fees, or in-game Advertisement fees, and possibly also usable to pay some [/B][COLOR=rgb(184, 49, 47)]other[COLOR=rgb(65, 168, 95)] expenses (at MindArk’s sole discretion).

[B]For example , as Hunter I will surely convert some of this looted Shrapnel-like item into Coupons, and [COLOR=rgb(65, 168, 95)]I will use those Coupons to reduce my Auction costs.
Traders will buy significant amounts of these new Shrapnel-like items from other Players, [COLOR=rgb(65, 168, 95)]to reduce significantly their Auction and Advertisement costs.

–>Like in the case of converted-Shrapnel\Universal Ammo, the advantage for MindArk is that Coupons can’t be withdrawn by the Player : they have value only in-game.

–>Another advantage is that, by these Coupons, the in-game Economy will receive a pleasant boost, because the Auction-system and Advertisement-system will be cheaper for the Players : therefore this will generate more Auctions , and more Advertisements : and [/B][COLOR=rgb(65, 168, 95)]-as result-[COLOR=rgb(65, 168, 95)] a boosted in-game Economy in terms of GDP[COLOR=rgb(65, 168, 95)].

[COLOR=rgb(65, 168, 95)]The proposal has been launched, now it’s up to Mindark :wink:

[COLOR=rgb(65, 168, 95)]Paul

[COLOR=rgb(65, 168, 95)]PS ([COLOR=rgb(184, 49, 47)]-UPDATE-[COLOR=rgb(65, 168, 95)])
About the conversion factor of this Shrapnel-like item into Coupons (as I wrote above : “101% or 105% or more”), just let’s observe that the conversion % parameter (“101% or 105% or more”) shall be carefully chosen in order to maximise Player’s satisfaction
[COLOR=rgb(65, 168, 95)](therefore, in order to maximise the [COLOR=rgb(184, 49, 47)]actual Markup[COLOR=rgb(65, 168, 95)] of the item for those Players who have looted this [COLOR=rgb(65, 168, 95)]Shrapnel-like item and decide not to convert it, and to sell it to other Players).

1 Like

I’m not against this idea really but it seems very unlikely as you are basically asking MA to fund the markup on your loot.

They have already done this with shrapnel but only at 1% and it either goes to the TT without the extra 1% or used to hunt and mine where that 1% is easily recovered by MA. So shrapnel costs MA nothing for the extra 1%.

With your proposed method you would loot a 1 ped item (for example) and turn it into a coupon worth 1.01-1.05 or higher and then use that to pay MA directly for services. MA loses that money with no way to recover it. Unlike hunting or mining where your activity results in an overall TT loss as you use up the universal ammo, in this case you would get a TT gain in the form of discounted services provided not by other players but by MA themselves.

[COLOR=rgb(65, 168, 95)]Hi Will, thx for your comment :slight_smile:

[COLOR=rgb(65, 168, 95)]The whole question is intriguing and interesting :

[COLOR=rgb(65, 168, 95)]by offering the Player a discount on certain Services (at the moment I have chosen reasonably only 2 services : [COLOR=rgb(65, 168, 95)]Auctions and in-game Advertisements ; [COLOR=rgb(184, 49, 47)]if MindArk wants to add other services, it’s a very interesting possibility to explore[COLOR=rgb(65, 168, 95)]) [COLOR=rgb(65, 168, 95)]the Player has an incentive to use those Services more , and the advantage for MindArk is that, once the Player has converted this “Shrapnel-like” item into Coupons, his/her peds are intended as [COLOR=rgb(184, 49, 47)]FULLY SPENT[COLOR=rgb(184, 49, 47)].

[B][COLOR=rgb(65, 168, 95)]–>Universal Ammo still can be converted into loot (=peds), if the Player hunts or mines using it,
while my Coupons can only be spent into Auctions or Advertisements (as I said, obviously MindArk can add some more services), so in this case the converted-peds are “ALL GONE”[COLOR=rgb(184, 49, 47)][/B][COLOR=rgb(184, 49, 47)]immediately and irreversibly cashed by MindArk.

As i wrote in my 1st message, [COLOR=rgb(65, 168, 95)]by these Coupons [COLOR=rgb(65, 168, 95)]the Auction-system and Advertisement-system will be cheaper for the Players :
therefore this incentive will generate more Auctions , and more Advertisements : and -as result- a boosted in-game Economy in terms of GDP
.

[COLOR=rgb(184, 49, 47)]Imo the only real question is the dimension of the Discount provided by these Coupons[COLOR=rgb(184, 49, 47)] : [COLOR=rgb(65, 168, 95)]I imagined a percentage higher than 1% [COLOR=rgb(65, 168, 95)], [COLOR=rgb(65, 168, 95)]so [COLOR=rgb(65, 168, 95)]the conversion-factor of this Shrapnel-like item into Coupons could be higher than 101%

[COLOR=rgb(184, 49, 47)]The final % conversion-factor of this Shrapnel-like item shall be carefully chosen in order to maximise the actual Markup of the Item[COLOR=rgb(65, 168, 95)] for those Players who have looted this Shrapnel-like item and decide not to convert it, and to sell it to other Players. [B]

And I add : the Liquidity-factor will increase the Markup of this new Shrapnel-like item : if Players request it a lot, its Markup will fly high, giving a good benefit to those who have looted it and decide to sell it[/B].

[COLOR=rgb(184, 49, 47)]Another important factor to add Markup, is the number of Services included in these Coupons : [COLOR=rgb(65, 168, 95)]atm we have 2 already important Services, Auctions and in-game Advertisements, but SOME MORE services might be included, at MindArk’s discretion …

Intriguing…:slight_smile:

Paul

TL;DR - I like the way you’re thinking, a busier economy is good for everyone. However, MA is not in the habit of making less money and increased use of the systems you mention is quite limited - no real upside to MA.

This is already the case with PED spent on these activities and people already hit the cap on their number of auctions posted - there is a hard limit to how much more activity could be generated. So why would MA want it to be cheaper if it is as busy as they want it already?

True, but we hunt and mine at a TT loss beyond the 1% boost we get from shrapnel so as we hunt and mine MA recovers that extra 1% they gave us from hunting. If they discount an ad or the auction fee or anything else then they get less PED for it, the end, no loot cycle to take it back.

As I mentioned previously MA added a cap to how many auctions one person can list, so generating more auctions is only possible up to that cap (and many people already hit the cap regularly). I don’t know much about the in-game ad system but it’s fairly lack luster from what I’ve seen and most advertising seems to happen on websites and forums outside the game as there is more freedom to use images and more room to convey your message then the hokey in-game ad screens.

The whole in-game ad system could use a rework… it’s not busier because it sucks, not because people don’t want to advertise.

As I mentioned before, the MU you’re getting on this isn’t funded by players (like all other MU is) - it is directly funded by MA and they aren’t going to want to pay that.

For example, say the discount is 5%, that means MA gets 5% less PED for your auction or ad fee. no player is going to spend more on this than they will save - they could just pay the ped directly… so at MOST the coupon would have 5% MU. The player looting either uses the coupon and MA loses 5% or they sell it at say 103% and get MU from another player… but then MA still loses that 5% when the other player uses the coupon. Either way, MA loses and you might gain the same amount they lost but more likely you will gain less.

There is no motive for MA here, only loss - and that doesn’t factor in the development time paying their team to build this system.

[COLOR=rgb(65, 168, 95)]Hi Will, Thx for compliments, and also for your constructive observations.

[COLOR=rgb(65, 168, 95)]I would anticipate that the Coupon-System, that I have proposed, has some SUBTLE and very interesting insights, that have much to do with Probability[B] and small flaws in Human Behavior.

“Probability”, “small flaws in Human Behavior” : apparently obscure words, but below you will see what I mean.[/B]

[B][COLOR=rgb(65, 168, 95)]Let’s suppose this Scenario :
MindArk accepts my idea and introduces Coupons that provide a 3% (or 5% ) discount on Auction fees, and in-game Advertisements.

[COLOR=rgb(184, 49, 47)]You observe that such 3% (or 5%) Discount provided by the Coupon is a sure loss for MindArk[/B][COLOR=rgb(184, 49, 47)], [B][COLOR=rgb(65, 168, 95)]but I question this, and here are my observations.

1st) You have observed (and I agree) that the increased use of Auction and in-game Advertisements generated by Coupon-discounts would be too small to recoup all the Discount provided by Coupons.

I agree on this : but anyway let’s observe that an increased use of Auction and in-game Advertisements will make MindArk recoup a part (even a small part) of the Coupon-discounts.

Now comes the true Surprise : [/B]

[COLOR=rgb(184, 49, 47)]"If they MindArk discount an AD or Auction fee or anything else, then they get less PED for it, no loot cycle to take it back"[COLOR=rgb(65, 168, 95)],[B] you have observed.

–>At 1st sight this would appear an irrefutable argument :[/B][COLOR=rgb(184, 49, 47)] instead I will show that things are trickier and way more interesting…

[COLOR=rgb(65, 168, 95)]“Probability”, “small flaws in Human Behavior”[COLOR=rgb(65, 168, 95)].

[B][COLOR=rgb(65, 168, 95)]Let’s start from the example of Shrapnel, the item that -as i wrote in my 1st message- is ALREADY a sort of Coupon :

"Shrapnel, can be also defined as a ‘sort of Coupon’ : because it can be converted into Universal Ammo for 101% of its TT value, making the Player save money for activities of interest, like hunting or mining "

Let’s start from a personal Example, then let’s extend the Analysis to the whole Player Base.[/B]

[COLOR=rgb(65, 168, 95)]When I hunt I usually use 500 ped of Universal Ammo (=“converted-Shrapnel”).

[COLOR=rgb(65, 168, 95)]I have hundreds of peds of Shrapnel in my Inventory, and [COLOR=rgb(65, 168, 95)]PURE LOGIC[B][COLOR=rgb(65, 168, 95)] would suggest to convert into Universal Ammo only the EXACT amount of Shrapnel that I need for my single hunt : it’s pure logic , simply because Universal Ammo can be used only for hunting\mining, and not like standard in-game currency\aka “peds”. So I should follow pure logic.

–>But, here come the “small flaws in Human Behavior” that I mentioned above :
[COLOR=rgb(65, 168, 95)]I almost NEVER convert the EXACT amount of Shrapnel needed for my next hunt (so, approx 500 ped of Shrapnel), instead I REGULARLY convert MORE Shrapnel than what I need : [/B][COLOR=rgb(65, 168, 95)]so, instead of converting EXACTLY 500 ped of Shrapnel, [COLOR=rgb(65, 168, 95)]usually i convert 600, 800, 1000 ped in order to “save time” [COLOR=rgb(65, 168, 95)];

[COLOR=rgb(65, 168, 95)]–>I feel much more comfortable by doing this conversion once, rather than many “bothering” times.

[COLOR=rgb(65, 168, 95)]So I go against PURE LOGIC…
It’s a “small flaw in Human Behavior” because I and MANY other players prefer a small, pleasant, comfort to PURE LOGIC.

[COLOR=rgb(184, 49, 47)]MindArk could easily verify by its internal Stats that is a common (human) flaw : [COLOR=rgb(65, 168, 95)]Players almost never convert EXACTLY the Shrapnel they need, and instead tend to [COLOR=rgb(184, 49, 47)]STOCKPILE[COLOR=rgb(65, 168, 95)][B] some unnecessary Universal Ammo, in order not to repeat each single time the boring-tedious conversion from Shrapnel to Universal Ammo.

In my case, today I used 500 ped of Universal ammo, and I have in my Storage other 500 ped of Universal Ammo, totally “Unnecessary and Illogic” but 100% existent in my Storage. Because it’s so comfortable to have a SURPLUS of Universal Ammo ready.
"Illogic" but very comfortable[/B]…

OK, this same “small flaw in Human Behavior” would apply to my Coupons : let’s suppose the I have an Auction fee of 17.84 ped.
PURE LOGIC would suggest to convert and create Coupons for EXACTLY (17.84 ped - the % discount).
[COLOR=rgb(184, 49, 47)]But guess what ?
Almost all Players will convert and create 20 ped -or even bigger- Coupons.

[COLOR=rgb(65, 168, 95)]–>Because again the “small flaw in human behavior” favors Comfort instead of the cold-uncomfortable-and-bothering “pure Logic”.

In this case, probably, with my “big flaw”[B]habit :slight_smile: I would convert and create 50 or 100 ped Coupons, in order not to repeat the conversion each single-bothering-time. Like I already do with Shrapnel[/B].

Maybe another Player would create 75 ped coupons, totally unnecessary, but so “comfortable” to deal with…
And even someone, by accident, will “press the wrong button” and create a 1000 ped Coupon. So here comes also “Probability”…[B]

“Probability”, “Small flaws in Human Behavior”[/B]…

Because, as I said in my previous message :

[COLOR=rgb(65, 168, 95)]"The advantage for MindArk is that, once the Player has converted this “Shrapnel-like” item into Coupons, his/her peds are intended as [COLOR=rgb(184, 49, 47)]FULLY SPENT[COLOR=rgb(184, 49, 47)].
[COLOR=rgb(65, 168, 95)]My Coupons can only be spent into Auctions or Advertisements (as already said, obviously MindArk can add some more Services)[COLOR=rgb(65, 168, 95)],[B][COLOR=rgb(65, 168, 95)] so in this case the converted-peds are “ALL GONE”[COLOR=rgb(184, 49, 47)]\ immediately and irreversibly cashed by MindArk[COLOR=rgb(65, 168, 95)]"

[COLOR=rgb(184, 49, 47)]So, at the very end, are you really sure that the 3% (or 5%) Discount, provided by those Coupons, is paid by MindArk [/B][COLOR=rgb(184, 49, 47)][SIZE=4]?[/SIZE]

[COLOR=rgb(65, 168, 95)]“Probability”, “small flaws in Human Behavior”[COLOR=rgb(65, 168, 95)].
[COLOR=rgb(65, 168, 95)] → All these “Human flaws” already happen with Shrapnel[COLOR=rgb(65, 168, 95)],[COLOR=rgb(65, 168, 95)] and MindArk can easily verify by internal Stats all what I have observed[COLOR=rgb(65, 168, 95)].

[COLOR=rgb(184, 49, 47)][ UPDATE- [COLOR=rgb(65, 168, 95)]About “Probability” and “small flaws in Human Behavior”[COLOR=rgb(65, 168, 95)],[COLOR=rgb(65, 168, 95)] I also forgot to add that Locked Accounts (due to Permanent Ban or Excessive Inactivity) will lose all their UNIVERSAL AMMO and ALL their COUPONS[COLOR=rgb(184, 49, 47)] ]

[COLOR=rgb(65, 168, 95)]“Probability” and “small flaws in Human Behavior” will make MindArk gather good money by the Coupon-System that I have suggested[COLOR=rgb(65, 168, 95)].

[COLOR=rgb(65, 168, 95)]Paul

Your example of converting the coupons in bulk makes sense short term, it immediately locks that TT value in as it can no longer be withdrawn. However in the long term it is still costing MA that discount % as the coupons get used and they don’t get that extra 3 or 5% back.

It’s not something i would do if I were MA but it wouldn’t be the first time they sacrificed long term gains for a quick buck. Maybe they would be willing to do so again.

Side note…MA has stated that a portion of auction fees goes to the loot pool. Wanna bet the discount % would come from the loot portion and not from MA’s cut? We would likely be the ones paying anyways in the end.

Hi and Thanks :slight_smile:

[COLOR=rgb(65, 168, 95)]I think that the statement "[COLOR=rgb(65, 168, 95)]In the long term it is still costing MA that %-Discount[COLOR=rgb(65, 168, 95)],[COLOR=rgb(65, 168, 95)] as the Coupons are (ALL) used[COLOR=rgb(65, 168, 95)]" is incorrect[COLOR=rgb(65, 168, 95)].
[COLOR=rgb(65, 168, 95)]Because the Coupon-System will ALWAYS generate a significant amount of unnecessary, unused Coupons[COLOR=rgb(65, 168, 95)].

[COLOR=rgb(65, 168, 95)]Now It’s all due to MindArk’s internal analysis…

[COLOR=rgb(65, 168, 95)]Paul

[COLOR=rgb(243, 121, 52)][B]-- UPDATE, 30 January 2021 –

While I assume that Mindark’s internal analysis has confirmed[/B][SIZE=4]/[/SIZE][B]will confirm my observations,
I also add that a 10% Discount Coupon would have an impressively positive impact on the Success of this Game.

In my previous posts I mostly dealt with the "conservative" example of 3-5% Discount Coupons, but those same observations apply -even stronger- to 10% Coupons :

and here, I add that 3-5% Coupons would be perceived by Players as a positive, appreciated change in the right direction -but still a too “mild change”- while [/B][COLOR=rgb(97, 189, 109)]double-digit ,10% [COLOR=rgb(243, 121, 52)]Coupons would impress a [COLOR=rgb(97, 189, 109)]MASSIVE Psychological impact[COLOR=rgb(243, 121, 52)][B] : strongly encouraging Players to be more active in Hunting/Mining/Crafting in order to loot them.

Definitely, the size of the Discount provided by those Looted Coupons is a strong Factor to further boost the Success of Entropia Universe.[/B]

Paul

1 Like