008
Member
A Player’s Notes, Vol. 2 - Cyrene Edition: Bringing the Planet to Life - Thoughts, Concerns and Ideas
Hello everyone, it has been a long time since I have written something like this. Please grab yourself a cup of coffee or crack a cold one, because this post is not intended to be short (Edit: ok, its a text wall!) For those interested: My previous efforts to engage the community and developers together in thought and discussion was concerning the loot mechanics in play at the time (vol. 1) and can be found in the PCF loot theories section, Here
I would like to start off by saying something that I mean from the bottom of my heart:
I love this planet and this game. Anything I say here is purely from the motivations of wanting to see it continue to evolve and become better than it already is. Ideas, thoughts and criticism are meant to be a constructive tool here, that said, I will not shy away from calling a spade a spade.
I believe that you cannot unhear (or unread) a thought: a new perspective, the simplest out of the box notion can spawn whole new avenues of thought for everyone, everywhere. As such, this is merely my attempt at throwing all my thoughts out on the table. I do not expect or assume any of these things to be directly implemented nor do I feel that there aren’t better variations of these ideas now, or in the future.
Concerning the future efforts of the developers and the direction of both planet Cyrene and Entropia Universe as a whole, I have felt for awhile that the foundation “the playground” is well set. By this, I mean that I feel Cyrene, as well nearly all the other planets boast wonderful, diverse and most importantly unique and original landscapes as well as flora and fauna! Cyrene in particular has designed some really good looking creatures. I often comment how nearly all Cyrene mobs would be cool pets lol. Even Cyrene’s new map is more than acceptable (for the time being, You guys DO have the original map saved away on someone’s thumb stick right? right?!)
With that said, the first thought i want to share is that if anything can be put on autopilot for the time being it’s development on new mobs and scenery. For Cyrene this is especially true: You already have some of the game’s best looking mobs and are literally sitting on a whole larger planet map (Right?!!) in your back pocket. There is no reason to devote your development time to things that are already acceptable (for now)
We need to bring this planet to life. To me there are three key components to this:
The following is a list of ideas, concerns and thoughts for the present and future of Cyrene:
I hate to start off with some of the negatives, but these are of paramount importance to player retention both on planet and in game, as well as Cyrene’s reputation in the Universe.
Righting the Wrongs - A Story of how Dopamine and his Carrot and Stick lost their way
Things that were going right, then went wrong: “Sharpening the Long Hook”
Dailies: Cleaning up the mess and stepping up the game
Cyrene has a lot of great daily activities, A LOT! So many it’s often very easy for anyone but the most astute and active locals to forget where the guy who want green is and where are the 2 difft drill bot dailies and how many blue crystals was it? etc etc Maybe this is part of the charm, but even in practice its an awful lot of hustle bustle every day. Some running around is just fine, a lot of repetitive running that everyone has to do every day just turns, collectively into a giant time waster, time that could be spent cycling peds. I have a couple ideas to help streamline the process without ruining the experience.
The Economy Isn’t Dead,... It’s Just Sleeping!
Breathing life into the Cyrene economy is a multifaceted effort both big and small. I have a lot of ideas for a crafting revamp/evolution for the game as a whole that will be a separate post over on PCF soon. I will not go into great detail on how this can work but i will leave the basic ideas here because I believe they are specifically important for planet partners.
Ideas that can drive turnover:
All Planet Partner Loot, especially loot of rare or unknown use should be extremely low tt. This is a constant barrier on all “foreign” planets for a player who wants to stay, and wants to stack this “exotic” loot because it may be someday useful or valuable, but inevitably runs into a situation where it ties up too much ped for their comfort. This leads to a variety of mostly unfortunate situations, someone regretfully tting it all, losing all their effort just to get ped back, others just leave the planet altogether, not tting but not wanting to “invest” further, others, massively undercut what little mu% there is on auction just to get out of there..If all the new loot was super low tt, we can happily stack it all, in addition, super low tt mats in demand can carry very high mu% easily.
One of the biggest concepts for my big crafting post is that it has been consistently proven that easily accessible as well as cheap clicks are both very effective bp designs. Everyone focuses on the big ATH and HOF of the Explosive Projectile Blueprints, but there is more to the story of its runaway success than just the big gambling swirls…
Like many popular bps before it, the mats to click were easily attainable by all and were very cheap to run the lowest lvl which is always great for skilling and bp collecting. Sometimes it feels like the most clicked bps in the history of the game are some of the smallest: basic filters and standard dampers, gen leather texture, basic screws, simple conductors, even some oddball bps that contain easily obtained mats remain popular such as the lysterium power container, it is effectively, a way to churn through large amounts of lyst. If there were lysterium power container bps 1 - 4 they all would be used. The lesson here is if people can click, they will click.
This concept can also be applied to planet partner loot. In an ideal world, I would be able to click everything i came back from a hunt with if I wanted, no matter how small… got 10 flesh from that last hunt? Run it through the 1x flesh bp see if you can pull a mini or new bp,, got 6000 low grade scrap? Better use the lvl 3 scrap bp that takes 20 x scrap a click instead of the lvl 1 that uses only 2x scrap… This idea may be a bit extreme, but the idea is that not only are the mats easily acquired, they are cheap clicks (proper crafting runs take alot of clicks anyways) and can be expandable to higher lvl versions that consume more material. People will click those bps, even if the product is nothing useful for now. Especially if you can manage the product to be a super low tt stackable with the rest as residue return. This would further enhance turnover. If the product was super low tt, everyone can stack again, and await its future uses at little tt cost tied up, but only after cycling through economy 2x (hunting or mining, then crafting). The rest of the return comes out as residue which is easily turned over..
Ideas that can drive MU%
One of the most consistent times I have seen a boon in mu% is when in various situations you are required to turn in materials that require effort, knowledge and most importantly, time to hunt/gather. Items involving Ancient Greece access and materials for the gear and quests there, low grade power supplies here for the Spear, bones and meat for the fap, materials needed for viceroy armor on Ark and robot loot needed for weapon and armor upgrades on Calypso are some prime examples. This concept has never really been tried on a grander scale and I feel that a host of new missions designed in this way could really get interesting.
Requiring easily crafted low level crafting product in lieu of shrapnel for vendor rewards, this can scale easily as well creating many interdependencies. Also, how about featuring some of the combines we have here? Make some combines turn ins for dailies or arc or future factions.. Again make them scale.. You want eventually people need 100 motherboards to turn in not just 1 as exmpl. Using those L bps such as ferguson’s stuff would be nice too..
Dailies. Weeklies, Monthlies, requiring increasing amounts of crafted goods and mats. We need demand: ranking up to gain access to new areas, missions or gear, or acquiring more tokens to buy that cool beetle armor is more than enough incentive to drive the demand. Bring more crafting dailies online and let them evolve, have some that eventually require larger runs to stimulate market activity
Ok well I can stop there as this post is already insanely long enough (believe it or not I tried to keep this short-ish)! But, honestly there wasn’t a way for me to do this right without going into some detail. This wasn’t easy for me to toss all my thoughts out on the table and I’m sure everyone won’t agree with everything I say, I only hope to contribute and perhaps help spawn the next great ideas..
I sincerely thank you for your time in reading this
Happy Holidays!
~008
Hello everyone, it has been a long time since I have written something like this. Please grab yourself a cup of coffee or crack a cold one, because this post is not intended to be short (Edit: ok, its a text wall!) For those interested: My previous efforts to engage the community and developers together in thought and discussion was concerning the loot mechanics in play at the time (vol. 1) and can be found in the PCF loot theories section, Here
I would like to start off by saying something that I mean from the bottom of my heart:
I love this planet and this game. Anything I say here is purely from the motivations of wanting to see it continue to evolve and become better than it already is. Ideas, thoughts and criticism are meant to be a constructive tool here, that said, I will not shy away from calling a spade a spade.
I believe that you cannot unhear (or unread) a thought: a new perspective, the simplest out of the box notion can spawn whole new avenues of thought for everyone, everywhere. As such, this is merely my attempt at throwing all my thoughts out on the table. I do not expect or assume any of these things to be directly implemented nor do I feel that there aren’t better variations of these ideas now, or in the future.
Concerning the future efforts of the developers and the direction of both planet Cyrene and Entropia Universe as a whole, I have felt for awhile that the foundation “the playground” is well set. By this, I mean that I feel Cyrene, as well nearly all the other planets boast wonderful, diverse and most importantly unique and original landscapes as well as flora and fauna! Cyrene in particular has designed some really good looking creatures. I often comment how nearly all Cyrene mobs would be cool pets lol. Even Cyrene’s new map is more than acceptable (for the time being, You guys DO have the original map saved away on someone’s thumb stick right? right?!)
With that said, the first thought i want to share is that if anything can be put on autopilot for the time being it’s development on new mobs and scenery. For Cyrene this is especially true: You already have some of the game’s best looking mobs and are literally sitting on a whole larger planet map (Right?!!) in your back pocket. There is no reason to devote your development time to things that are already acceptable (for now)
We need to bring this planet to life. To me there are three key components to this:
- The Player’s “Quality of Life” including things like solid mission engagement with desirable and fair rewards, as well as time efficiencies as far as mission running and turn-ins are involved
- The Health of the Economy - got to have mu%, we got supply, no demand
- The Devs need to make profit - We need more turnover, everyone wants it
The following is a list of ideas, concerns and thoughts for the present and future of Cyrene:
I hate to start off with some of the negatives, but these are of paramount importance to player retention both on planet and in game, as well as Cyrene’s reputation in the Universe.
Righting the Wrongs - A Story of how Dopamine and his Carrot and Stick lost their way
- Fix the mission counters - Devs, and I am serious, if you are reading this, please stop here and make an office competition to figure out how to get this done soon. I know it is fixed now, but the large majority of the most important player base, i.e. veteran planet hopping players that came here to support this planet early are left with tons of broken mission counters for long 3k-6k kill or more mission chains that as a whole, on average, will never be overcome. No one should be dismissive of this problem, if you are, you are greatly underestimating the power of Dopamine in gaming. It is often the “incremental” progress and rewards that are the most powerful. Many players will stay on planet just a little bit longer if they can see that they only have 500 more tideclaw to go to finish the 5k. Visible mission progress also has the effect of softening the blow of poor loot returns. “Hey Joe, how was the hunt? Joe: Pretty crappy, I lost 100 ped on Tideclaw, but I am 4700/5k now Me: Grz! Joe: Ty .... Fix these counters please, I cannot stress this enough. It is hurting your planet far more than you realise
- Vendor Stock: I know there has been a lot of progress in this area lately but it is not complete. Things that were on offer for mission tokens are still missing. I know offhand that the Zyn campfires are still missing completely and there is barely any armor molds etc. you would be surprised how these little things turn players off. It causes trust issues. If you need to remove anything you write it into storyline, and if possible replace it with something better or equivalent. Please make sure every single thing that used to be available is again from these vendors
- Finish the rest of the ARC Stage vendors: More on this below, but this is a classic case of removing the carrot from the stick. At the very least get something up for rank 3-5 as a placeholder. There was a lot of momentum for this going and it totally lost steam because there isn’t anything to strive for past rank 2. On top of that you have players turned off because you set 1200 badge goals etc. and didn’t follow through. Throw something in there, anything for now
Things that were going right, then went wrong: “Sharpening the Long Hook”
- Epic Mission Chains Rebalance - It is basically common knowledge and advice that both of the epic chains here are currently not worth doing. These topics have been covered elsewhere on here by players with more knowledge of the situation but it needs to be mentioned. Me? I lost interest when my counter for the very first stage on the 10k points zeladoth broke (and is still) and then I heard the prototype gun rewarded was worse than the x3 currently dropping on panelons lol….These epic missions as well as your “iron style” hunting and mining missions are your long hook. The efforts need to be worth it and there are plenty of ways you can amend the already distributed rewards via short upgrade paths. Any and all longer mission chains that keep players on planet for longer periods of time are of upmost importance to be running smoothly and as advertised. These concern not only your most loyal and active Cyrene player base, but the “big fish” as well.
- ARC Faction Mission Line: Probably the most exciting and popular mission set at inception has stalled. There was a lot of enthusiasm for the faction series, please don’t let a few mishaps concerning things that everyone got TOO excited for, slow you down from seeing the series out.. As mentioned above at the very least put the carrot back on the stick, get some kind of rewards/gear access/mission access, something up for rank 3-5. Players have lost the motivation to continue. This has already been successful, put the air back in the tires and let’s roll..
- Seasonal Gifts and Hunting Spawn - this is another area where there was good activity initially but over the years lost its steam and i believe, some mistakes were made. The first year was great: holiday jellies were cool and accessible for all, on top of that they were looting nice UL holiday coats and hats. The coats looked great, were holding good markup and could be looted if you grind hard enough. everyone was happy, lots of activity. Fast forward to next year and they drop the same coat again, completely tanking not only the markup but the nostalgia of that first event as now the coats are indistinguishable between the 2 years. Fast forward another year and there is no spawn, breaking tradition, and instead, we get to summon a mob most can’t kill. Things like this help create history for Cyrene, the next year’s coats should have been green or a different pattern or at least labeled 2015 or something. These changes are quick and easy and have lasting impact in both markup and lore. Please consider this in the future.
Dailies: Cleaning up the mess and stepping up the game
Cyrene has a lot of great daily activities, A LOT! So many it’s often very easy for anyone but the most astute and active locals to forget where the guy who want green is and where are the 2 difft drill bot dailies and how many blue crystals was it? etc etc Maybe this is part of the charm, but even in practice its an awful lot of hustle bustle every day. Some running around is just fine, a lot of repetitive running that everyone has to do every day just turns, collectively into a giant time waster, time that could be spent cycling peds. I have a couple ideas to help streamline the process without ruining the experience.
- All ARC dailies should auto-complete. Like on Calypso, as soon as you kill the last mutated dire weed, or panelon old, you get the badge in a loot window. There is no need to have us all running back to the terminal to collect the badge and reset the timer. This collectively would save loads of gaming time. You’ll still get the experience to run over there and pick it up.
- Move all ARC mission givers and vendors to one location. This should be obvious. At the moment the stage 1, stage 2, and reward vendors are all in different places. We currently have a problem with camping upsetting the playerbase anyways so lets get the vendors up planetside. The Hub’s unequip “feature” isn’t helping this either as players will be inclined to stay “just a little longer to camp” because it literally costs you to go down there. Might as well get your money’s worth. In addition, this is another carrot and stick, new players and tourists should be able to see the rank 2 npc they can’t talk to, and the vendors they can’t access right there where the rank 1 terminal is… its motivating. The rank 2 npc being located at 0x0 supply isn’t helping anyone either. It’s annoying and out of the way now, where it could be convenient and serving as motivational carrot standing next to rank 1 terminal.
- Rank 2 ARC missions need to have their crafting options enabled - this is going to play into the larger picture of bringing life to the Cyrene economy. I cannot fathom what the holdup is on this, it can be flexible and wouldn’t even be a big deal to alter or change later as they are just dailies (it could even be a seasonal feature). Please consider getting these crafting dailies back in for stage 2 and beyond..
- The Hub is a hurting yet unique gaming system on Cyrene, as are the MARIO platformers, Eve’s underwater pvp playground, and the Maze. Maybe it isn’t a bad idea to move these all together into the Hub Possibly some good can come from streamlining these alternative activities together?
- Stepping up the game: I think we should look at possibly adding the ability to get Rank 2 dailies and/or the ability to unlock Weekly and Monthlies. Not only is this a great new way to tack onto already existing popular Cyrene activities, it has the potential to impact turnover and market activity. This could impact all of the daily turn ins for various crystals as well as the current crafting dailies (possibly unlocking new things to craft) Similarly, why not add the ability to turn in a weeks worth of blue or yellow crystal via a weekly or a rank 2 option. In all cases, the smaller cheaper options should remain, but newer higher level, turnover options with increased rewards as well. Even the die hard daily mission runners on Cyrene will bemoan needing a break once in awhile, I think they need a way to accomplish more, faster. A certain number of successful turn ins could count towards something..
- In addition to looking at Weeklies and Rank 2 dailies, I think another option to help bolster activity is an overarching Daily “Daily”. Basically in an effort to help players keep track of all the available turn in options, perhaps we can roll them up into a single mission that lists all the dudes and bots needing crytals that day.. Possibly completing them all will get you a bonus token or two. More importantly the mission list will give the coords and info of needed mats. This gives players direction and purpose, if you add a bonus for completing them all, I guarantee even some of the less popular turn ins will be active again.. Give that a Rank 2 as well.. Then make another for all the Zyn activities and turn ins and do the same..
- Step up those ARC missions and bring on the start of the other factions: This doesn’t need to be about the grand plan, or final payouts, just adding more easily consumed content.. Basically just add Rank 3-5 activities. In case you haven’t noticed, any badge missions you add to mobs that already have long iron missions plays very well. It is essentially all you need to do. (and maybe add some more iron missions, (points style only though!))
The Economy Isn’t Dead,... It’s Just Sleeping!
Breathing life into the Cyrene economy is a multifaceted effort both big and small. I have a lot of ideas for a crafting revamp/evolution for the game as a whole that will be a separate post over on PCF soon. I will not go into great detail on how this can work but i will leave the basic ideas here because I believe they are specifically important for planet partners.
Ideas that can drive turnover:
All Planet Partner Loot, especially loot of rare or unknown use should be extremely low tt. This is a constant barrier on all “foreign” planets for a player who wants to stay, and wants to stack this “exotic” loot because it may be someday useful or valuable, but inevitably runs into a situation where it ties up too much ped for their comfort. This leads to a variety of mostly unfortunate situations, someone regretfully tting it all, losing all their effort just to get ped back, others just leave the planet altogether, not tting but not wanting to “invest” further, others, massively undercut what little mu% there is on auction just to get out of there..If all the new loot was super low tt, we can happily stack it all, in addition, super low tt mats in demand can carry very high mu% easily.
One of the biggest concepts for my big crafting post is that it has been consistently proven that easily accessible as well as cheap clicks are both very effective bp designs. Everyone focuses on the big ATH and HOF of the Explosive Projectile Blueprints, but there is more to the story of its runaway success than just the big gambling swirls…
Like many popular bps before it, the mats to click were easily attainable by all and were very cheap to run the lowest lvl which is always great for skilling and bp collecting. Sometimes it feels like the most clicked bps in the history of the game are some of the smallest: basic filters and standard dampers, gen leather texture, basic screws, simple conductors, even some oddball bps that contain easily obtained mats remain popular such as the lysterium power container, it is effectively, a way to churn through large amounts of lyst. If there were lysterium power container bps 1 - 4 they all would be used. The lesson here is if people can click, they will click.
This concept can also be applied to planet partner loot. In an ideal world, I would be able to click everything i came back from a hunt with if I wanted, no matter how small… got 10 flesh from that last hunt? Run it through the 1x flesh bp see if you can pull a mini or new bp,, got 6000 low grade scrap? Better use the lvl 3 scrap bp that takes 20 x scrap a click instead of the lvl 1 that uses only 2x scrap… This idea may be a bit extreme, but the idea is that not only are the mats easily acquired, they are cheap clicks (proper crafting runs take alot of clicks anyways) and can be expandable to higher lvl versions that consume more material. People will click those bps, even if the product is nothing useful for now. Especially if you can manage the product to be a super low tt stackable with the rest as residue return. This would further enhance turnover. If the product was super low tt, everyone can stack again, and await its future uses at little tt cost tied up, but only after cycling through economy 2x (hunting or mining, then crafting). The rest of the return comes out as residue which is easily turned over..
Ideas that can drive MU%
One of the most consistent times I have seen a boon in mu% is when in various situations you are required to turn in materials that require effort, knowledge and most importantly, time to hunt/gather. Items involving Ancient Greece access and materials for the gear and quests there, low grade power supplies here for the Spear, bones and meat for the fap, materials needed for viceroy armor on Ark and robot loot needed for weapon and armor upgrades on Calypso are some prime examples. This concept has never really been tried on a grander scale and I feel that a host of new missions designed in this way could really get interesting.
Requiring easily crafted low level crafting product in lieu of shrapnel for vendor rewards, this can scale easily as well creating many interdependencies. Also, how about featuring some of the combines we have here? Make some combines turn ins for dailies or arc or future factions.. Again make them scale.. You want eventually people need 100 motherboards to turn in not just 1 as exmpl. Using those L bps such as ferguson’s stuff would be nice too..
Dailies. Weeklies, Monthlies, requiring increasing amounts of crafted goods and mats. We need demand: ranking up to gain access to new areas, missions or gear, or acquiring more tokens to buy that cool beetle armor is more than enough incentive to drive the demand. Bring more crafting dailies online and let them evolve, have some that eventually require larger runs to stimulate market activity
Ok well I can stop there as this post is already insanely long enough (believe it or not I tried to keep this short-ish)! But, honestly there wasn’t a way for me to do this right without going into some detail. This wasn’t easy for me to toss all my thoughts out on the table and I’m sure everyone won’t agree with everything I say, I only hope to contribute and perhaps help spawn the next great ideas..
I sincerely thank you for your time in reading this
Happy Holidays!
~008