Limited items are the way forward

How I see it:

A limited item that breaks and needs to be replaced makes a crafter happy.
The resources the crafter needs to make a new limited item make a hunter/miner happy. So the hunters are happy, the miners are happy, the crafters are happy, and ultimately, the game is happy because we have economic stability.

Everyone is engaged, everyone is motivated, and the player base is as active and vibrant as a prairie in June when all the flowers bloom.

So, why don’t we go this way?

9 Likes

Because people were pushing UL grind spiral model, and MA was listening to them.
This model is basically dead. Lets hope they adapt what you have described, as the next one.

3 Likes

Yeah that would be great, but since UL has been in the game for a long time and people payed a lot of money for their items, making that change right now won’t be easy. If the gam never had anything UL, then yeah, but now what? There’s no easy fix here.

They tried to do it and slowly the L economy I believe started working but then they F-ed it up again.

UL weapons can be and should be in-game but L weapons should be better, but crafting needs an overhaul and there is a good way to do it but would be too much change…

7 Likes

supply and demand… idk how everyone and his mum does not understand what supply and demand rly is…

limited and unlimited got theyr place in this game.
how ever… if the demand sucks because you oversupplyed the market… well then… gg wp

2 Likes

Only way foward. ?

For f sake MA catch the drift. ?‍♂?

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Compensation and imagination, there are many ways to keep UL users invested.

Bail out overtime for them with intrest rate.

LA:s, shops, spaceships, future BP:s dips for new (L) items combining all deeds to one to rule em all. Literally fucking anything. :victory_hand:

could be done.
But u need to make all the current UL useless… has been done in weapons before .. first with increase dps and dpp, then with eff..
They just need a new criteria to make all the loot 2.0 weapons useless like they made 1.0 weapons…
with mining tools would be the same a new criteira, or increasing the ped spent per drop.
Now 70%+ of the active population has invested time and peds on ul itens.. mking them useless once again might get many to quit (like b4 on 1.0 transition to 2.0)
So its kind of a blade with two points on an already fragile game.

You can use just L in the current system, I don’t think anyone will stop you right?

10 Likes

the cycle of game is simple
hunters provide oils, miners provide ores and enmatters
crafters transform them into final products for hunters and for miners.

when does the cycle break?
when there is not an “utility value” for miners or hunters.

an endgame hunter to reduce MU bleed is full UL armor and weapons, uses probably a series 19…20 resto self looted and extracts mu to sell to others.
this is made with an investment of about 250.000 ped for an efficient hunter set

a comkpetitive player can buy a strong armor at 120% mu (it last 110% of the normal one (see LEGENDS article) so they spend 10% mu
then use a nice bc80 (no redulite) and mayhem amp and have an average MU of 40 ped hour to hunt.
before they spend 240.000 that is the investment of the UL player, it need to pass 6.000 hours (less due to residual value of items).

so… at 8 hours per day, it takes 2 years to match, at 2…3 hours per day it takes 8 years… a player can be rich, smart, or both or none
depending on his math skill there is freedom of choice.

“A fool and his money are easy parted”.

1 Like

This is an incredibly simplistic, I would argue borderline animalistic view of Entropian happiness. The primary value Entropia has to offer is not about the immediate experience of hunting or mining or crafting any more than the primary value of Chess is about the tactile experience of moving pieces between squares. It is about how Entropians set personal goals and processes for growth and success, and integrate the various systems and features afforded in unique ways to achieve them effectively. Entropia’s strong notion of ownership is a foundation of much of this integration. I think Entropia’s strong implementation of ownership may have been one of the most important factors in why AfterWorld did not survive the test of time while Entropia did. Skills were basically the only facet of an account which felt like an asset without the permanent acquisition of items. So many dimensions of account growth are lost without anything else to invest in and strive for. There are ways to build out systems to incentivize long-term demand for items which empower the Entropian to take a more agential role in the formation of user experience, rather than pushing game design further and further toward a Pavlovian exercise in behavior manipulation.

7 Likes

Guns, well maybe, once you level up you move on anyways, but Armour? No. Once you own a set of unlimited armour, tiered up, and it might be hard to find, and you never “outgrow” armour. Nothing like having a set that works for you, and then 1or2 parts breaks and you spend weeks looking to replace it.

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Shh dont let em know ?

Yes that is current bare bone system great “opportunities”.

Great system 6/5 ?

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Make L armour crafting great :victory_hand:

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Because we’ve crossed that bridge. We can’t go back.

All the important players would quit.

People want a sense of owning something.

3 Likes

I don’t know where the illusion comes from where mid level crafters getting happy if UL disapear, because you gonna get a ton of
really high skilled players enter crafting instead of hunting, and there went your dream of possible profit out the window.

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I decay more than a hundred ped a night, I am not really in the mood to keep giving away money to crafters for them to be happy. There is no way in hell shrapnel or oil will ever reach 130% to off-set this which is why I am trying to switch my UL sword for an UL rifle.

I don’t play at a very high level but UL items are needed. There are L alternatives when you want to have fun and are ready to pay for it like I did last week.

The economy should be focused on bringing in MU for QOL. Explosive BPs were really stupid. They could have added sweat to the list of ingredients and all of a sudden the sweat market would be more vibrant. People would still gamble and two ingredients are more comfortable than five.

Add stupid changes and items that whales are ready to spend money on for the cool-factor.

4 Likes

Make fun instances where you can ONLY use limited gear. Don’t change anything else.

WIN WIN

Rgds
Ace

6 Likes

keep UL in game since it’s the only reason servers aren’t shut down today BUT make limited crafted guns that are slightly better than UL. For some reason beyond comprehension of anyone with a brain they made UL guns not only better but by 10,000x better. We have been trying to tell MA to go the common sense route for a long time now, but their idea was instead the even worse decision of adding equivalent super long lasting mayhem vendor guns that served to kill UL prices and cause mats/crafting armatrix to go further down. In another thread we came to the conclusion that MA simply must not know how to code in some new armatrix style high EFF gun line BPs since it’s the obvious fix. Crafting mechanism must be really difficult. And so is a phone call to the old devs that understand how it works. If I owned MA I’d offer first class seat and $25,000+ usd for 1 weekend to an old dev who understood the craft code just to make sure game didn’t die. They must be losing far more than that with current state.