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Mini Patch / Armor NPCs Megathread

Spawn

Active Member
"A long time coming, it appears that A.R.C. Scientists have finally been able to crack the code of how the Stolen Imperium Armor works, allowing players to turn in items to not only improve upon this iconic armor set, but allow players who didn’t have the opportunity to start this upgrade mission."

Too many armors??? The above from the version update suggests that players who didnt have the opportunity to get the stolen armor to start the upgrade mission,INCLUDING ALL PLAYERS WHO ALREADY HAVE THE STOLEN ARMOR IN POSSESSION.

HOW CAN THERE BE TOO MANY ARMORS??????

Either the version update is a lie. OR MINDARK ALEXANDER IS A LIE.

To get the improved stolen imperium armor, you have to turn in the stolen armor, which means a one on one conversion + the new players.

IT WAS SUGGESTED FROM THE GET GO, that there would be plenty of armors.
 
Refurbished fap is useless as it is, because the buff doesnt stack. if you fap it faster than the additional heal is done, you lose heals.

I use it daily and it does stack, I can get it up to ~24 heal per tick.

The problem with it is that decay is not returned in loot like any other fap in the game. I don't know why, probably something to do with the >100% heal over time.

In any case, we need more missions to upgrade it (I think Kris already said that this was being worked on).
 

Kris | Cyrene

Lo and Behold, the Fixer of Bugs
Staff member
Hey guys,

Just for some clarification here:

Does this mean I am going to lose my stolen imperium armor, or only those who upgraded theirs are going to lose it, or just lose the upgrades?

No, of course not, we don't want to remove any items that players have already acquired, @Thanatos right:

i understood that armor NPC, or rather only missions will be removed, not armors :bowdown:

Only the missions and their respective NPCs will be removed.

HOW CAN THERE BE TOO MANY ARMORS??????

To get the improved stolen imperium armor, you have to turn in the stolen armor, which means a one on one conversion + the new players.

The condensed version is that in the upgrade process, the Stolen Imperium armor wasn't counted separately, it was serving as a leap to skip stages (which at the time we thought was a good reward for players who took the time to get the Stolen Imperium Armor) which however was an unfortunate side effect of these missions being disabled/removed.

We're still discussing what comes next and how to move forward, but I hope that we can re-implement some of these rewards in whatever capacity we're able to.

Refurbished FAP next?

Yes, I'm following up with MA about this (and several other topics of course). I don't know what the fix/findings will be, once I get any info about the direction it's headed from MA I'll make sure everyone knows.

I have a ton of materials that now are 100% useless... :(

I assume you're referring to the upgrade mission items? One of the big things that we talked about with MA was making sure that those items would hold their MU. Also please note that several of those items are INTENTIONALLY NOT dropping in an effort to preserve MU until they can be used for other missions/turn-ins later this year.

As mentioned by @Alexandar | Cyrene , I've taken a step back from the communication side of Cyrene to be able to focus more on the development, I just wanted to make sure everyone knows that I'm still here working to make Cyrene the best it can be.

Of course, I'll still be reading the forums, discord and attempting to get some time in game, with replying as time permits.

Cheers,
Kris
 

tBANNA

Active Member
Hey guys,

I've taken a step back from the communication side of Cyrene to be able to focus more on the development, I just wanted to make sure everyone knows that I'm still here working to make Cyrene the best it can be.

Of course, I'll still be reading the forums, discord and attempting to get some time in game, with replying as time permits.

Cheers,
Kris

well beside my skepticism on some news this is the only good news i saw, including past days.
everything else is just as usual

cheers
tB
 

Curd

Lifetime Platinum Elite Member
The condensed version is that in the upgrade process, the Stolen Imperium armor wasn't counted separately, it was serving as a leap to skip stages (which at the time we thought was a good reward for players who took the time to get the Stolen Imperium Armor) which however was an unfortunate side effect of these missions being disabled/removed.

We're still discussing what comes next and how to move forward, but I hope that we can re-implement some of these rewards in whatever capacity we're able to.
Doesn't make sense to me. Gothenburg and PP know exactly how many items are in circulation at any time. How big must the shock have been when you discovered that many people have been gathering stuff for nearly a decade and were able to finish the mission quickly. And that the upgrade items are tradeable.

Perhaps I wouldn't mind if it were a one-time glitch, followed by an apology and a fix. But it seems to be the same with some other Cyrene missions and I see a pattern there: A certain amount of people is allowed to have items, which is needed to create the illusion that you can successfully play and achieve something. When the masses jump on the bandwagon the items are artificially capped in order to milk the rest.
 

San

Sandal San Tolk
I've taken a step back from the communication side of Cyrene to be able to focus more on the development, I just wanted to make sure everyone knows that I'm still here working to make Cyrene the best it can be.
I'm very happy to hear that!

I assume you're referring to the upgrade mission items? One of the big things that we talked about with MA was making sure that those items would hold their MU. Also please note that several of those items are INTENTIONALLY NOT dropping in an effort to preserve MU until they can be used for other missions/turn-ins later this year.
Now this is one of these things. Which markups shall be preserved, or more precisely, whose? The markups that shot up sky-high literally overnight in the initial frenzy when some folks would pay any idiotic price to be there first? And now whine their stuff will lose value if everything was allowed to go back to normal? Not only stackables and the low-level items, what about the blueprints involved, esp. the statues, will they still drop from crafting furniture on Cyrene, or is it intended to "preserve the markup" for those who got them and you'd have to pay their price ever after?

When this mission was released, I saw it as something designed to be achievable for everyone (with an emphasis on the difference everyone<>anyone) in the spirit of some ideas we talked about earlier. Not to be cheap or easy, but possible to build over time with no systemic roadblocks. That's also why I see the initial hype as so irrational. If this perception was wrong from the start, my fault. If not and it was realized only after the launch that limits need to be implemented, then you are making yourself accusable of having lured people, because all of this was totally knowable as pointed out already several times. Are you allowed to communicate which interpretation is the correct one?

Doesn't make sense to me. Gothenburg and PP know exactly how many items are in circulation at any time. How big must the shock have been when you discovered that many people have been gathering stuff for nearly a decade and were able to finish the mission quickly. And that the upgrade items are tradeable.

Perhaps I wouldn't mind if it were a one-time glitch, followed by an apology and a fix. But it seems to be the same with some other Cyrene missions and I see a pattern there: A certain amount of people is allowed to have items, which is needed to create the illusion that you can successfully play and achieve something. When the masses jump on the bandwagon the items are artificially capped in order to milk the rest.
Without going so far as assuming nefarious intent (not because it's impossible but because I can't know), I agree with you that, as noted above and in earlier posts, all factors leading to the playout of events as we have seen were totally knowable, especially to the gatekeepers who need to give the final okay. Ignoring this information once is a mistake which can happen, gets corrected and nobody in the right mind will hold a grudge about. But if this keeps happening in a pattern, there must be a reason for it. And no amount of eyewash business speak can remove the underlying queasy feeling. The mysteries and inconsistencies in our constellation, in what is observable about the relationship between planet partners and Gothenburg, has been a source of such queasiness for quite some time.

All of this isn't just about a set of fancy armours. It is about the principles how you set your goals in this game. Goals in Entropia are extremely long-term compared to other games or VR worlds, which lends a certain seriousness to any decision made. This also applies to the items where time can be shortened by spending more money because it has to come from somewhere, even if some folks like to show off being carefree. Anyhow, the way I like to direct my spending is to reward honest work over opportunism, development and originality over copying or mere arbitrage. I don't mind rewarding a developer by spending an amount I can individually determine as affordable along the course of following through their creation. I do mind playing into the coffers of opportunists, especially if an initially existing choice of going the way yourself is suddenly choked off. Hence, whether that choice actually existed in the intended design is crucial for deciding the stance that prevails.
 
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From all this there are several lessons to be learned:

-Everything that can overshadow Calypso, sorry, MindArk, will be removed from the game.
-If it cannot be removed from the game, an event will appear in Calypso that will cause players to return to it ...
-Every time there is a novelty, a legion of fools buy the necessary components above the value, and then they may realize that they overpaid ...
-Thanks to that legion of fools, another legion of speculators makes money ...
-Regarding the PP, sometimes I understand the laziness of Arkadia, or Rocktropia, or Toulan in the past ... why continue spending money on my planet if then Calypso, sorry, Mindark, protects himself by breaking my planet.
-And above all Calypso's lack of vision, sorry, Mindark ... they think that if excessive money circulates in the game, the players will withdraw and decapitalize the game ... and it is not ... More decapitalizes the game purchases castle, pets app experiments and failed virtual currencies ...

Kriss... we love you... Alexander... mmm... no words yet...
 

Aeolus

Member
Let me draw your attention to the fundamental mistakes of previous commentators.
The markups for related components did not fly up because of those who wanted to make armor as soon as possible, and then began to fall. Yes, it happened many times in OTHER "events". But not at this time.
Most of the components were accumulated by players earlier. And as the stocks of key components were depleted, they markups continued to grow until the NPC was turned off (and even a little after, because there was confidence that this was a short-term issue). A shortage of key components began to form, because it was not at all easy to get them from scratch. It's scary to imagine how much Zekkonian Relik would cost at the moment if the NPCs were still working.
It's not about everything, but only about the key components, from which the final cost and complexity of the upgrade were formed.
The scarcity and price of armor would stabilize as a result of natural market processes.
For me, all this talk about the "unexpected availability" of armor looks naive and implausible, since everything was unambiguously predictable before the introduction of the upgrade quests.
Only after the shutdown the markups did begin to fall.
 
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Spawn

Active Member
Let me draw your attention to the fundamental mistakes of previous commentators.
The markups for related components did not fly up because of those who wanted to make armor as soon as possible, and then began to fall. Yes, it happened many times in OTHER "events". But not at this time.
Most of the components were accumulated by players earlier. And as the stocks of key components were depleted, they markups continued to grow until the NPC was turned off (and even a little after, because there was confidence that this was a short-term issue). A shortage of key components began to form, because it was not at all easy to get them from scratch. It's scary to imagine how much Zekkonian Relik would cost at the moment if the NPCs were still working.
It's not about everything, but only about the key components, from which the final cost and complexity of the upgrade were formed.
The scarcity and price of armor would stabilize as a result of natural market processes.
For me, all this talk about the "unexpected availability" of armor looks naive and implausible, since everything was unambiguously predictable before the introduction of the upgrade quests.
Only after the shutdown the markups did begin to fall.

This. It was never easy to get the armor parts. But if you found a zekkonian relic, you thought, it has little tt, it looks important, let's keep it in inventory. Same with crystal pollen, low tt, why sell, it may get a use in the future, can always tt later, its not like it will add to ammo or something.
 

Aeolus

Member
This. It was never easy to get the armor parts. But if you found a zekkonian relic, you thought, it has little tt, it looks important, let's keep it in inventory. Same with crystal pollen, low tt, why sell, it may get a use in the future, can always tt later, its not like it will add to ammo or something.
That's what I was trying to say. The ease of obtaining armor is an illusion that has formed due to the reserves accumulated over the years. And they ended within a week after the start of the upgrade.
Even with the existing drop rates, the markps rushed to the heavens higher and higher. Where is the lightness here? (Rhetorical question.)
...
At the same time, I don't deny the drop rate of some related components, according to the logic, should have been corrected. Or even change the recipes. I, like, probably, many others, thought these are the fixes that the Cyrene team has been working on during these two months.
 
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Also please note that several of those items are INTENTIONALLY NOT dropping in an effort to preserve MU until they can be used for other missions/turn-ins later this year.

The armor fever made crafting of many items (Enkidd A-series guns, Zekkonian wings/antennae etc.) prohibitively expensive. If the components don't drop, crafting of these items becomes outright impossible. Are there any plans to:
  • separate crafting components from mission items, or
  • resuming component drops after the "later this year" moment?
 

Aeolus

Member
The armor fever made crafting of many items (Enkidd A-series guns, Zekkonian wings/antennae etc.) prohibitively expensive. If the components don't drop, crafting of these items becomes outright impossible. Are there any plans to:
  • separate crafting components from mission items, or
  • resuming component drops after the "later this year" moment?
A reasonable question. This is the problem made revising the upgrade recipes one of the possible scenarios. Painful for many (because significant funds have already been invested in the components), but a logical compromise solution and correction of the initial miscalculation.

At the same time, if the armor upgrade continued to work, the impossibility of crafting some items could be neglected. This is a minor inconvenience compared to the upgrade armor option. Craft Enkidd Series A-XX, and Zekkonian costume was not much else significant. There are thousands of blueprints in the EU and on Cyrene that cannot be crafted for various reasons...
 
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happy_hipster

New Member
So...any plans, time, etc for a return of stolen loot like relics? I have been delaying a return to Cyrene until loot is restored. I do enjoy selling wings and antenna but can not until relics come back.

Also, any timeline for restoring the armor upgrade? Originally, I heard it would be after mayhem, and, well, ITS AFTER MAYHEM.

sigh
 

Spawn

Active Member
So...any plans, time, etc for a return of stolen loot like relics? I have been delaying a return to Cyrene until loot is restored. I do enjoy selling wings and antenna but can not until relics come back.

Also, any timeline for restoring the armor upgrade? Originally, I heard it would be after mayhem, and, well, ITS AFTER MAYHEM.

sigh

I guess you missed the announcement. The armor upgrade is never coming back. There will be some other missions for the items that were needed for the armor. Until those missions come, all the items remain locked and will not drop.
 

Curd

Lifetime Platinum Elite Member
Abraham Lincoln said:
You can fool all of the people some of the time, and you can fool some of the people all of the time; but you can’t fool all the people all the time.
In the meantime:

eu_inactivity.jpg
 
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