Simple poll because I am curious what other people think ![]()
If itâs done well, why not. Of course it would be better to have 100 human writers working on elaborate and diverse quests lines, but having to choose between AI and nothing, wellâŚ
Itâs easy for this to be over added in stupid ways (the ai missions are on the bubble here) but I really think having a good AI assistant built into the interface would be huge. I would love to be able to click a button to get a text input where I could ask âwhere can I find X mob on untaxed land thats low maturityâ and get a real and valid response.
Same with queries like âwhat mission chains are available that offer ul gear as rewards and where is the npc that offers the missionâ or âwhat armor setup is best for X mobâ or âwhat is the cheapest finder that I can use with my skill level to find X resourceââŚetc.
The wiki should be integrated into eu with an ai interface basically. Self updating as data is discovered by players. IE new guns and their specs can only be seen or inquired about one the discovery hof has happened.
Considering MA staff donât even know the spawns (evident by the fact they tried to get players to map them out for cheap payolah a few years back) you would think having AI track this and be a usable interface would be a huge win for everyone.
Note that there are no moderate votes at all so far, so itâs posthumans vs cavemen ![]()
perhaps a better third option couldâve been âI donât mind it either wayâ but i was just curious ![]()
Currently all we have is a polished Google searchâŚ.
AI can do a lot more than just answering questions.
Dynamic loot
As long as it doesnât affect performance and add bugs then I welcome all content.
Where is the option for ânoneâ?
no AI would be less AI than we have now, so you would have to vote option 2
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Option for âgood ai, yesâ not available
Yes, Iâd definitely love to see more AI features in game - when it comes to smarter and more helpful NPCs that can actually guide players.
But I understand completely why itâs a challenge to develop better AI-driven NPCs. A lot of the gameâs information simply isnât available enough through e.g. Google, and I wouldnât be surprised if MA has restricted external Ai access to protect against misinformation. This means that MA would have to manually feed accurate data into their AI to be useful and reliable.
Players can feed AI with custom inputs fx you could teach an NPC that youâre The Ruler of the Universe every time you talk to it (which, obviously is correct
). But that informatin is personal and temporary. Once MA resets and flush chat history, the gloriuos title vanishes. And if another player asks âWhoâs the Ruler of the Universe?â the NPC (sadly) wonât answer âLykke TheNunâ - even if it should!
So yes - itâs complex. MA likely wants to ensure all AI-driven content is accurate and consistent, which takes time - and real humans - to build, maintain and refine the knowledge base.
But the potential is there, and yes, I would like to see it and more of it in future :saint:
I voted for less AI features, but not because Iâm intrinsically against AI features. If someone presented a use case well aligned with Entropiaâs basic principles, then I would be all for it. Itâs just that I havenât been able to think of anything.
The AI content isnât truly a new problem. Itâs just an automated expression of problems weâve been facing for over a decade. We donât have an AI slop problem; we have a content slop problem. Entropians are fundamentally colonists, materializing the frontier of an unfathomably rich intersection of consumption good and capital good spanning at the very least the domains of video game, casino, business, and financial market, utilizing a platform of systems and features designed to seed user experiences of radical agency, transformative creativity, personal growth, and decentralized value creation.
Instead, due in large part to incentives induced by the planet partner model, but also to the unsuitable absorption of generic philosophies and âbest practicesâ from genre-shallow game clusterings and broader trends across general live service game design (many of which are likely unproblematic for games with short player retention expectations, but in acute tension with cultivating the virtues amenable to the decades-long player lifespans Entropia needs in order to actualize the massive potential synergy between the consumption good and capital good paradigms rather than bifurcating into independent âhigh time preference playerâ and âlow time preference investorâ user experience paradigms which fail to connect or add value to each other).
Thus we find ourselves with multiple mission systems all of which amount to an endless array of pop-up ads directly informing Entropians of which activities in the universe theyâre âsupposedâ to be doing, a far lower-dimensional strategy space than is required to realize the radical agency, transformative creativity, personal growth, and decentralized value creation at Entropiaâs core. We find ourselves looking back at a history of Entropia more clearly delineated by developer updates than Entropiansâ innovations. We find new players in Port Atlantis complaining that they canât find AI Lieutenant Buckensmitherheigensworth purportedly because the city is so large and intricate, frustrated by precisely the richness of opportunity set which is desperately needed to realize the depth of user experience Entropia has to offer. And then we recall a time before the pop-up ad bombardment era when new players would explore Port Atlantis elated, without any top-down imposed goal in mind, marveling at the freedom afforded by the size and structure of the city and of the universe. The trap is to take the complaint at face value and conclude that some structure is too intricate or complicated because it doesnât mesh with the linear content delivery framework of a sender (developer) communicating entertainment value (message) through code (channel) to a receiver (player). The solution is to acknowledge the sharp tension between the two, but observe that it is the linear, top-down model of value creation, the manufactured voice in the playerâs head front-running and disincentivizing the formation of their own individual ideas and goals, which falls short of what Entropia fundamentally is.
To a far lesser extent, but perhaps in a similar vein, the value of AI generated waypoints is unclear. It would be trivial for MindArk to just integrate all mob spawns, resources, etc., into the in-world map, rendering exploration and community-developed information sources unnecessary. They could even have alphabetized lists of everything for easy searching. Yet this would seem to be an intrusion by the developer into the role of the Entropian, and appears to fall out of a false belief that the ârealâ Entropian experience is cycling and everything related to information sets is a disposable means to that end.