Mindark Links, etc.

Planet Partner List:
http://www.entropiaplatform.com/part…anet-partners/
https://web.archive.org/web/*/http:/…anet-partners/

Financial Reports:
http://www.mindark.com/investor-rela…ncial-reports/

Press Releases:
http://www.mindark.com/press/press-releases/

2007 press release about the malls
Internet Archive Link

2002 Press Release regarding the BSA Raid

Benny Iggland, chairman of the supervisory board of MindArk AB says in a comment: “MindArk is prepared to sue Microsoft and the other companies for damages caused by their action. Proceedings from this process, which will certainly reach a substantial number of millions of United States Dollars, will be placed in the virtual universe of Project Entropia as a number of gigantic treasures that anyone entering the Universe of Project Entropia may find and grab.“

Internet Archive Link
MindArk’s president J-W Timkrans has been let go!
Related Mirror Link

We are greedy and need money End of the Year Sales Schemes (or scams if you prefer…)
Avatar Statue Auctions
Avatar Statue Results 

Ethereal Armor: Barely There, Protection Everywhere! 
The Quadwing Equus – Special edition Quadwing Interceptors
liquidation auction
Medusa Head…

We are Greedy and need money – Beginning of Year Type Sales (especially when the end of year sale flopped):
Firebird Limited Edition Sales
***will add more here later***

State of the Universe Links:
State-of-the-Universe-Address-2017 
Internet Archive Link
State of the Universe 2017 Discussion Thread

State of the Universe 2016 Address
Internet Archive Link

State of the Universe Address 2015
Internet Archive Link

State of the Universe Address 2014
Internet Archive Link

State of the Universe Address 2013
Internet Archive Link

state of the universe 2012
Internet Archive Link

DEV NOTES:
#1
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Developer Notes #1

This Entropia Universe Buzz article is the first in a new series of Developer Noteswhere the development team at MindArk will share various tips and bits of information about Entropia Universe with our participants. Some Developer Notes will address important issues that we have noticed being discussed on community forums, while others will be prompted by feedback and questions received via support cases. Our goal with the Developer Notes series is to help participants better understand MindArk’s goals for Entropia Universe, and hopefully correct several misconceptions that have arisen within the community that we feel might help participants make more informed decisions for their avatars. We hope that you find the Developer Notes articles interesting and informative.

Independent Lootpools – One concern that we see very often on community forums, especially when a big All Time High is achieved, is that one profession is unfairly “financing” a huge loot in another profession. This misconception often results in one group of participants (i.e. hunters) becoming upset or frustrated that their activity is being used to fund the rewards given to another group of participants (i.e. miners). To hopefully dispel this misconception, we would like to inform participants that the loot pools for each main profession (hunting, mining and manufacturing) are completely independent of one another, and that a large loot in one profession has absolutely no impact on potential loots in any of the other professions.

Resource Distribution – In order to promote interplanetary trade and to stimulate the growth of local planetary economies, the availability of various resources will be periodically adjusted on each of the different planets within Entropia Universe. The MindArk balancing team monitors resource availability and distribution among the planets very closely, and is constantly making adjustments to achieve the goals of local planetary economy growth and interplanetary trade. One exciting side effect of this process is that it creates unique opportunities for observant and industrious participants to profit from shifts in supply and demand in local planetary markets and creates opportunities for speculation. Another benefit is that the reallocation process creates a more dynamic and challenging universe for participants to enjoy and adapt to.

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#2
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Developer Notes #2

This Entropia Universe Buzz article is part of a new series of Developer Notes where the development team at MindArk will share various tips and bits of information about Entropia Universe with our participants. Some Developer Notes will address important issues that we have noticed being discussed on community forums, while others will be prompted by feedback and questions received via support cases. Our goal with the Developer Notes series is to help participants better understand MindArk’s goals for Entropia Universe, and hopefully correct several misconceptions that have arisen within the community that we feel might help participants make more informed decisions for their avatars. We hope that you find the Developer Notes article series interesting and informative.

Efficiency Matters – One issue that we have noticed being discussed quite frequently on community forums such as PlanetCalypsoForm.com is the concept of efficiency (sometimes referred to as economy), especially with regard to hunting tools such as ranged and melee weapons. A growing number of participants seem to have adopted an approach based on the theory that “economy does not matter”, a theory apparently based on (faulty) field tests or other experiments. We would like to state here very clearly that avatar skills and efficiency on the tools used do indeed matter a great deal, and have a very significant effect on overall returns in all Entropia Universe professions. Any playtest experiments, theorycrafting or other analysis you may be presented with which indicate or suggest that efficiency does not matter are thus flawed either in their conception, data collection, data analysis or conclusions.

Personal Lootpools – Many of the theories which suggest – inaccurately – that efficiency is unimportant will often employ the concept of a “personal lootpool”, claiming that the “system” will eventually provide a sort of compensation to avatars who have been operating in an inefficient manner. Such theories are very much misguided. There is no such thing as a “personal lootpool” for individual avatars, and there is no system in place which tracks each avatar’s returns over time, or which provides compensation to individual avatars. As a result, long-term results in Entropia Universe are directly related to the choices made by each participant, and those who approach their chosen profession in an efficient manner will find more success than those who do not. Overall this is a very positive thing and an important part of the Entropia virtual universe concept, as it allows those participants who spend the time and effort to approach their activities within Entropia Universe in a smart way to improve their chances of becoming successful, just like in the real world.


#3
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Developer Notes #3

This Entropia Universe Buzz article is part of a new series of Developer Notes where the development team at MindArk will share various tips and bits of information about Entropia Universe with our participants. Some Developer Notes will address important issues that we have noticed being discussed on community forums, while others will be prompted by feedback and questions received via support cases. Our goal with the Developer Notes series is to help participants better understand MindArk’s goals for Entropia Universe, and hopefully correct several misconceptions that have arisen within the community that we feel might help participants make more informed decisions for their avatars. We hope that you find the Developer Notes article series interesting and informative.

Hunting Efficiency Examined – The last Developer Notes article sought to stress the importance of efficiency in Entropia Universe, but did not provide a clear definition of what is meant by the term efficiency. We would like to offer a bit more insight for the benefit of the community, and in this article will focus on ways to become more efficient in Entropia Universe’s most popular profession, hunting. Efficiency tips for the mining and manufacturing professions will be covered in a future article.

Efficiency in hunting has several components, the most vital of which is Hit Ability (sometimes abbreviated as HA). Hit Ability is a measure of how accurate you avatar is with a weapon. You can view your avatar’s Hit Ability on a weapon by right-clicking on the weapon and viewing the item’s information panel. Based on your avatar’s skills and the requirements for the particular weapon, a number between 0.0 and 10.0 will be calculated and displayed. The single most important effort a hunter can make in becoming more efficient in his or her hunting activities is to always use weapons which are “maxed” — weapons with which your avatar has 10.0 Hit Ability. The importance of this cannot be stressed strongly enough.

A second and very important part of efficient hunting is to consider the relative cost of using a particular weapon, often referred to as weapon economy, usually measured as damage per PEC. This measures how efficiently, in terms of weapon decay and ammo consumption, a weapon produces each point of damage. An avatar will enjoy much better overall hunting results over time when using weapons with higher damage per pec. Many community websites, such as www.entropedia.info, offer detailed statistics on the economy of nearly all the various weapons available in Entropia Universe. The MindArk development team is also considering including more detailed economy statistics on the item information panel in an upcoming release to improve the availability of such information.

Another important part of hunting efficiently is making sure that your avatar has achieved the full damage capability of the weapon being used. Like Hit Ability, damage capability is calculated based on the avatar’s skills and the weapon’s requirements, and is shown in the format Actual_Damage / Maximum_Damage on the item information panel. For example: 10.0-20.0 / 10.0-20.0. To be the most efficient as possible, make sure to hunt with weapons on which your avatar has reached the weapon’s maximum damage potential.

Finally, be sure to hunt creatures within your avatar’s skill level. Creatures within Entropia Universe are designed with avatars of varying skill levels and equipment in mind, and each creature type has different attack speeds, regeneration rates, hit probabilities and damage potential. It is a good idea to avoid excessive armor decay and healing costs when trying to hunt as efficiently as possible.

One of the wonderful things about Entropia Universe is its very knowledgeable and helpful community of participants. There is a wealth of information available to newcomers and veterans alike on the various Entropia Universe community websites and forums, and participants are encouraged to seek out the accumulated wisdom and tutorials available there. There are also many helpful mentors and societies that can be found in major cities on each planet, or contacted through the Mentor Register and Society Terminals.

We hope that this article has provided some valuable tips for your future hunting expeditions.
Happy hunting!


#4
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Developer Notes #4

In this Developer Notes article, we would like to share some information to address issues raised by some of our participants regarding MindArk’s recent and upcoming marketing efforts.

Much of this information was shared with the Entropia Universe community at the beginning of the year in the State of the Universe Address, but it appears that many participants either missed that announcement, or have forgotten about MindArk’s marketing plans for 2012.

Online Campaign
Several months ago, MindArk began an online ad campaign to promote Entropia Universe. In parallel, AR Universe began a campaign to promote Planet Calypso. The initial stages of the campaigns were fairly limited in scope and daily budget, in order to accumulate useful ad targeting and performance data in terms of the effectiveness of these ads in generating new accounts.

In late July, MindArk and Planet Arkadia also launched a campaign for Planet Arkadia, orchestrated by MindArk. These campaigns are an ongoing effort, and budgets are gradually being increased as the targeting effectiveness and account conversion rate improves.

Marketing & New Player Experience
One major factor in MindArk’s marketing budget decision-making process has been the implementation of an improved New Player Experience (NPE). It seemed prudent to limit our marketing spending during the early part of 2012 until the improved NPE was implemented and refined. Much of our marketing efforts thus far in 2012 have had the primary goal of gathering data, measuring effectiveness and refining our marketing strategy. Now that the NPE has been implemented into Entropia Universe, we have solid plans to increase our online ad campaign budget throughout the rest of 2012 and beyond.

Promotion Video
MindArk has commissioned a professionally produced promotional video that is currently in production. Work on the video is progressing well, and two versions are planned – a short version that can be used as an online video advertisement, along with a longer version that gives a more detailed overview of Entropia Universe and which can be used on official EU websites and at gaming conventions. Both versions will feature a professional actress taking up the role of Sayah King (famous from the original Project Entropia promotional video). The videos will also feature footage from the new avatar system that the MindArk development team is currently hard at work completing, and which has an ETA of early November.

Calypso Land Deed Proceeds
Some of the feedback we have received indicates a (mistaken) belief that the entirety of the proceeds from the Calypso Land Deed sales would be used exclusively for marketing. This belief is inaccurate. What MindArk stated regarding how the CLD proceeds would be used is the following, explained in an earlier Buzz article with detailed information about Calypso Land Deeds-

  • Q. How will the proceeds of the Land Lot deeds be used by MindArk?
  • A. The proceeds from the Land Lot deeds will help to finance a substantial Entropia Universe marketing campaign, along with further development of Entropia Universe and Planet Calypso.

Note that this statement also includes ‘further development of Entropia Universe and Planet Calypso’. It is also important to realize that development and marketing go hand-in-hand. As we described above, improving our New Player Experience was as much an investment in our marketing strategy as anything else.

Affiliate Program
MindArk is in the early stages of designing a comprehensive affiliate program that will allow existing EU participants to get rewarded for helping to expand the Entropia Universe user base. We hope to launch that program in the first quarter of 2013. More details will be shared once the initial design of the affiliate program becomes more certain.

New Planet Calypso Website
A brand new Planet Calypso website has been in development for several months, and is expected to be launched by the end of this month. The new website will help MindArk and Planet Calypso leverage the most value from their marketing spending, and will provide a much enhanced user experience for new visitors and existing participants alike.

We hope that the efforts in progress and plans for future marketing efforts that we have shared in this Developer Notes article provide our paricipants with a more positive outlook for the future health and growth of Entropia Universe, and help to dispel some of the misunderstandings that have arisen of late.

As always, we appreciate your passion for and support of Entropia Universe.


#5
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Developer Notes #5

One area where we have received lots of feedback concerns the item upgrade system. Most of the feedback and questions received by the MindArk support department relate to the speed at which items gain new tier intervals, and the cost of raising an item to the next tier level. We hope to address those concerns in this developers note article.

Tier Speed
Within the current system, tier progress is taking much longer than intended, in some cases by a large factor. The MindArk dev team has been testing new parameters for this system which will increase the speed at which unlimited items gain tiers, especially at higher tier levels.

Due to the delicate nature of the tier upgrade system, adjustments must be made carefully and tested thoroughly. Our goal is to complete such testing and implement the adjusted tier progress rates before the end of this year.

Tier Cost
We are also analysing the cost to increase the tier level of various items, and ensure that such costs are balanced and reasonable. Adjustments to the cost of tiering are even more delicate than those related to tier speed, and thus will require a longer period of testing before changes can be implemented.


#6
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Developer Notes #6

Greetings Entropians!
We hope that all of you have had an enjoyable and relaxing summer.  Despite the lovely European weather, lots of work has been going on behind the scenes here at the MindArk offices this summer.
With this EU Buzz article, we intend to provide a quick update on what the MindArk team has been working on, along with a roadmap for the next couple of releases.
VU 14.3 – Platform Release
The next Version Update, also known as a platform release, is scheduled for early September and will contain many back-end infrastructure upgrades and maintenance (see below for more info). While this update will not contain any new systems or features, it will contain a large number of improvements and fixes to existing systems. Many of the more frequently reported issues have been corrected in this update, including:
  • Fixed an issue with camera shaking and restricted movement when avatars revive at a revival terminal.
  • Disciple progress is now updated correctly when the disciple kicks a mentor and gets a new mentor.
  • The Friends List now updates correctly when adding or removing friends, without requiring a relog.
  • Many issues affecting vehicles and spaceships have been corrected.
  • Lots of clothing and avatar display issues have been corrected.
  • The tiering cost formula for items with cooldown or upload timers (mainly MindForce chips) has been adjusted to bring the costs in balance with other types of items such as weapons and tools.
  • Dozens of other issues have been corrected and bugs squashed.
As usual, a complete list of fixed issues included in the VU will be posted in the Version Update Release Notes on the day of release.
Planet Partner Release
Scheduled for early October, the next Planet Partner release promises to bring lots of exciting new content to your favorite Entropia Universe planet!
Infrastructure Upgrades
Over the past several platform releases in the earlier part of this year, the first components of a major upgrade to the Entropia Universe infrastructure have been implemented. Much of that groundwork has taken place behind the scenes, without much immediately noticeable impact on the end-user experience. Over the summer, the MindArk dev team has been working hard on building and testing the next phase of the infrastructure upgrade project, both software and hardware. Those improvements will be implemented into Entropia Universe in the upcoming platform release, and the final stages will be deployed in the subsequent platform releases during autumn and early winter.
The benefits of this major infrastructure upgrade are many, including:
  • Greater server capacity (simultaneous users).
  • Improved server stability and expandability as the Entropia Universe population grows.
  • More frequent Version Updates.
  • Ability to deploy small hotfixes to clients very quickly.
  • Much shorter downtimes when new Version Updates are released.
In addition, the new infrastructure will allow our developers and partners to spend much more of their time working on new features, systems and content, and improving existing systems, rather than on packaging and delivering Version Updates.
In short, what this means for Entropians is more frequent, feature-rich, and stable updates to Entropia Universe with less downtime and faster implementation of important fixes when needed.
We appreciate your patience and dedication to Entropia Universe over the past few months during the infrastructure upgrade process, and we look forward to completing the final stages so that you can enjoy a much improved Version Update process in the future.

#7
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Developer Notes #7

Manufacturing Returns and Success Rates
Several participants have recently expressed concern over manufacturing success rates in support cases and on various community forums. Our design team has investigated these issues and has determined that the manufacturing system is functioning as intended. Please keep in mind that many aspects of the Entropia Universe system are dynamic and that drawing conclusions about “success rates” or “TT return” based on relatively small sample sizes collected over short time periods can be very misleading or unnecessarily alarming.

Once again, we would like to assure all participants that the manufacturing system is functioning properly and as designed.

Sneak Peek – New Social Interface
Since before the summer, members of MindArk’s development team have been hard at work creating a completely new Social UI which is expected to be released later this year. The new Social UI will include a boatload of new and improved features, here are some of the highlights:

  • Offline Messaging
  • Custom chat channels with optional passwords, data feeds
  • Tabbed chat interface with the ability to arrange or dock/undock individual tabs
  • User-defined thresholds for global loot messages
  • Completely redesigned Contacts List with custom user status settings (Away/Do Not Disturb/Invisible/etc.), user notes, and much more.
  • Completely redesigned Society interface with new features such as message of the day (MOTD), Society alerts
  • Looking for Group (LFG) functionality to facilitate the creation of teams.
  • Custom Avatar thumbnail images that appear in other participants’ Contacts Lists and chat channels
  • Integration with Entropia Universe Auction in the form of detailed alerts relating to offers and orders.
  • Calendar displaying upcoming events, EU system notifications, etc.
  • Much, much more!!

Below is a screenshot of a current prototype of the new unified Message Center:

Notice the various types of information in the feed: auction alerts, private chat, personal notes. Also note the filter buttons along the top which allow quick filtering of various types of messages.

Our design and development teams are working hard to make sure that the new Social UI will provide Entropians with a vastly more effective and user-friendly platform to communicate and connect with friends, society mates and other Entropia Universe participants.

More preview screenshots will be shared as the exciting new Social UI approaches release.

Infrastructure Upgrades
The infrastructure upgrades discussed in the previous Developer Notes #6 continue moving forward, though several unforeseen issues have resulted in the 14.3 Version Update being delayed by several weeks. As our engineers and devs resolve those issues and a more firm date for VU14.3 becomes clear, we will update the community here on the Entropia Universe Buzz.

Thanks for your patience!


#8
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Developer Notes #8

Limited/Unlimited Item Balance

In order to improve the balance between limited and unlimited gear, MindArk has been refining the rate at which unlimited items gain tier levels. This effort has resulted in a decrease in the number of uses required for tier increases, especially at higher tier levels. Further reduction is planned in several steps during the next few version updates, allowing the MindArk design team to monitor and implement incremental changes while reducing the risk of disrupting delicate item market values.

 

To further improve balance between limited and unlimited items, the consumption rate of enhancers attached to unlimited items will be reduced by 50% in Version Update 14.7, currently scheduled for May 13.

Account Liquidation Auctions

A special liquidation auction of items from terminated accounts will be listed on Friday, April 25 and Monday, April 28.

The following items will be listed on the Planet Calypso section of the Entropia Universe auction by the avatar MindArk Official Liquidator for a period of 7 days, with a starting bid of 1 PED.

Group A – Friday April 25

  • Improved A-3 Justifier Mk.II
  • Shadow Harness (M)
  • Shadow Helmet (M)
  • Shadow Gloves (M)
  • Dagger Of Despair
  • Omegaton A203

Group B – Monday April 28

  • Modified Omegaton Fast Aid Pack
  • Shadow Arm Guards (M)
  • Shadow Shin Guards (M)
  • Starkhov AS-98
  • Ancient Omegaton M2870
  • Laganaus Arms Personal Cannon

#9
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Developer Notes #9 – Version Update 15.0 Preview

Taming

As announced in an earlier Buzz article, Version Update 15.0  brings Taming back to Entropia Universe. In this first phase, each planet will feature one low-level tamable creature:

  • Arkadia – Nusul Puny
  • Calypso – Bristlehog Puny
  • Cyrene – Young Arret
  • Rocktropia – Panther Puny
  • Toulan – Tabtab Puny

Existing pets work as they did in the old taming system, though those types of creatures cannot currently be tamed. Additional tamable creatures will be added in future Version Updates.

Shrapnel

Right click menu of Shrapnel in inventory

Shrapnel, a new stackable resource, will be introduced to hunting loot in VU 15.0.

All creatures on all planets will drop this new resource as a symbolic representation of salvaged battle debris, regardless of the type of weapon(s) used to defeat the creature. Shrapnel will replace a portion of the total loot value formerly dropped in the form of ammo, animal oils, tier components, paint cans, etc.

Shrapnel is not used as a crafting component; instead, Shrapnel can be can converted to Universal Ammo at a ratio of 100:101, or sold to the Trade Terminal at face value.

Looted Stackables

The first phase of an effort to improve the distribution of looted stackable resources will be implemented in VU 15.0, starting with a majority of Planet Calypso creatures. Veteran participants will recall how several years ago most types of looted stackables could only be looted from particular creatures.

The benefit of returning to that method of distribution is a reduction in the number of different items looted in a particular hunting session, as well as more a more interesting hunting experience that allows hunters to leverage wisdom gained from previous hunts.

Loots for creatures on other planets will be adjusted in the upcoming partner releases after 15.0.


#10
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Developer Notes #10 – Galactic Transport

In the upcoming Entropia Universe Version Update 15.1 (currently scheduled for early December), planet-specific auction sections will be removed. This change will result in a single unified auction, something that many participants have requested and something that MindArk believes will result in a more efficient and dynamic interplanetary economy.

After VU 15.1, buyers will have three options when winning an auction that was listed from a planet that differs from that of the buyer:

  1. Pickup at Origin – Items won from auction will be placed into the buyer’s inventory on the planet of origin (the planet where the auction was created). Buyer must then travel to the planet of origin to retrieve the items from storage.
  2. Normal Delivery – Items won from auction will be transported to the buyer’s storage at the buyer’s current location after a specified period of time (TBD, approximately 1-4 hours). This option will incur a small transport fee, based on the weight of the items to be transported.
  3. Instant Delivery – Items won from auction will be transported immediately to the buyer’s storage at the buyer’s current location. This option will incur the same transport fee as Normal Delivery, along with an extra convenience fee.

The transport fees collected for the Normal and Instant Delivery options will be held in a special transport fee pool. In a subsequent Version Update, transport missions will be made available that can be claimed by spaceship pilots via a queue system that incorporates the available transport fee pool, pilot skills, time limitations, and ship cargo capacities.

Those missions will take the form of cargo boxes which must be delivered to a destination in return for a PED reward funded by the transport fee pool. Cargo boxes are at risk of being looted by other participants in cases where the transporting ship is defeated in space combat; the looted cargo boxes can then be delivered to the assigned destination by the looter to claim the original transport mission reward. Note that the cargo boxes will correspond to the value of the transport mission reward rather than the actual items traded via auction sales. In this way piracy of cargo boxes will not negatively impact interplanetary trade.

It will still be possible to transport goods and resources through space in the current manner, though changes will be made in upcoming Version Updates to address currently existing issues and loopholes that allow for risk-free transport of goods and materials through space.

MindArk believes that this new Galactic Transport system will result in increased activity and efficiency in the interplanetary market for goods and materials, along with more accurate and informative market history data that will benefit participants on all planets. It will also make for a much more exciting and engaging gameplay experience in space and pave the way for further development of space systems including combat, hunting, transport and resource gathering.


#11

Developer Notes #11 – Loot 2.0

Later this month, MindArk will be releasing a special Loot 2.0 Version Update that will overhaul the way in which hunting loot is calculated and distributed. Many of the features and systems added over the past few years have gradually led to this update, which will significantly improve overall loot returns for the vast majority (upwards of 98%) of participants.

The information in this Developer Notes article is intended to inform participants of the upcoming changes and to gather initial impressions and feedback to help ensure a smooth implementation of this exciting update. Please bear in mind that the changes described below are still being finalized and tested, so some specific details may be changed upon release, while other changes may require additional refinement or testing and therefore may not appear in the initial Loot 2.0 release, but instead in subsequent patches or Version Updates.

Loot Changes

  • Loot calculations will be optimized and improved to better factor in the various costs associated with hunting activity, including: healing, ammo consumption, buffs, tool and armor deterioration, attachments, and more.
  • A special hunting bonus pool will be implemented that will distribute funds from various sources, including skill misses, PVP, marketing and special events, which will improve overall loot returns for all participants.
  • A new Economy rating parameter will be introduced, on a scale of 1-100, that indicates the efficiency of a tool and which influences loot calculations. This change from the once dominant damage/pec model will provide the design team with more freedom to release exciting and interesting items with a wider range of damage output and special effects. For example, our team will have the ability to create powerful new items that provide access to challenging and exciting content without dramatically increasing cost to play. Existing items will be assigned Economy values that reflect their relative efficiency to one another and to the entire array of items in the universe.
  • Avatar skills will play a role in loot calculations and this role will be expanded in future Version Updates. Imagine new professions that offer hunting specialization opportunities and a way to incrementally increase net loot returns for dedicated and active hunters.
  • MindArk has been monitoring the community discussions concerning so-called ‘loot waves’ and will implement changes in the Loot 2.0 and subsequent Version Updates that will address this issue by improving the distribution of resources and items, with the goal of ensuring that loot opportunities are more interesting, dynamic and fair for all participants
  • Ammunition will be removed from hunting loot. This change has been requested by many participants over the years and will assist participants in more accurately tracking their results.
  • Loot value calculations and the composition of the items in loot will be affected by properly matching avatar skills and gear to the creature being hunted, rewarding efficient kills with more interesting loot. For optimal loot, it will be important to avoid inefficiencies such as low damage output compared to creature health, excessive time and cost to kill, overkill damage, unmaxed weapons and other factors. This system is intended to reward game knowledge, which has traditionally been an important and unique aspect of success in Entropia Universe, and to provide opportunities for participants to improve their loot returns via experimentation, optimization and specialization.

Also in the Loot 2.0 Version Update will be a range of improvements to various other systems with an eye toward lowering costs and increasing enjoyment for all Entropians. An example of such are the following planned changes to armor:

Armor Changes

  • Armor now decays significantly less per point of damage absorbed.
  • Armor no longer has a minimum decay based on total protection, it will now always decay proportionally to the amount of damage absorbed.
  • Armor can now absorb all incoming damage down to a minimum of 0.1 point of damage taken, instead of the previous 1.0 points of damage.
  • Armor and armor platings now decay independently based on the amount of damage they each actually absorb, rather than both decaying as if absorbing the full amount of received damage.
  • Armor decay is now linear per point of damage absorbed, rather than increasing in cost per damage absorbed.
  • A profession level requirement will be introduced for non-(L) armors. Meeting the required level results in the armor offering full protection at all condition values. If the profession requirement is not met, armor works as before, with protection decreasing relative to condition.

Our design and development teams have been working very hard on these important changes for many months now, and MindArk looks forward to incorporating valuable feedback from our wonderful and passionate community leading up to the release of Loot 2.0!


#12

Developer Notes #12 – Loot 2.0 Follow-Up

This installment of Developer Notes attempts to clear up some of the questions and misconceptions related to the Version Update 15.15.0 – Loot 2.0.

Economy Parameter (soon to be renamed Efficiency)

One of the most misunderstood features of Loot 2.0 was the introduction of the Economy parameter and its effect on loot calculations. Based on feedback received via support cases and our monitoring of forum discussions, it appears that one cause of confusion is the use of the term ‘Economy’ for this parameter. As such, the Economy parameter will be renamed to Efficiency in the upcoming patch, which more accurately captures the effect of this parameter. Also in the upcoming patch, the tooltip text for the Efficiency parameter will be changed to the following:

Efficiency indicates the cost-effectiveness of a weapon (or weapon attachment) in creating damage. Efficiency values range from 1-100, and higher values indicate better efficiency. Efficiency is an inherent property of an item, and thus is not affected by avatar skills. Weapons that have scopes, lasers or amplifiers attached will display a modified Efficiency value (in orange).

A few additional points about Efficiency parameter will hopefully clear up many of the questions and dispel some of the more common misconceptions that we have noticed:

  • The Efficiency parameter is not affected by avatar skills.
  • The largest components by far in loot value calculations are costs, such as weapon deterioration, ammo consumption, armor deterioration, healing costs, etc.
  • The Efficiency parameter is a relatively small component in loot calculations (no more than 7% of total loot value).
  • The displayed Efficiency parameter for a given weapon does not correspond to expected overall loot return.

Optimal Loot

Another feature of Loot 2.0 that has sparked lots of discussion and speculation is Optimal Loot.

It is important to note that Optimal Loot only affects loot composition (what you loot), not the loot value (how much you loot). There is no Optimal Loot penalty for hunting creatures that are well below your avatar’s level; in fact most such kills will meet the requirements for Optimal Loot composition.

To best achieve Optimal Loot:

  • Be sure to have the Hit Ability and Damage profession requirements maxed (10.0/10.0) on the weapon your avatar is using.
  • Avoid over-amping (using a weapon amplifier that adds more than 50% of the maximum damage of the weapon to which it is equipped).
  • Minimize healing costs and the need to interrupt damage dealing to heal.

In general, the lower the cost to kill a creature, the higher the proportion of loot composition will be Optimal Loot. There is no inherent  “kill timer” for each creature; Optimal Loot is calculated based on costs, not on time.

Crafting, Resources and Economy

MindArk is working on restructuring and streamlining the item situation in Entropia Universe. This involves many changes to the crafting system and loot distribution, with the goal of reducing the number of components, resources and similar items in the universe, to ensure that the majority of items have a place within the economy.

The balance between looted and crafted items, along with items from other sources such as events, competitions, strongboxes, etc., will be improved to strike a better balance.

New blueprints will use existing components and resources as much as possible to sustain a thriving and interdependent economy between crafting, mining and hunting.


#12 Follow Up

Developer Notes #12 – Loot 2.0 Follow-Up

This installment of Developer Notes attempts to clear up some of the questions and misconceptions related to the Version Update 15.15.0 – Loot 2.0.

Economy Parameter (soon to be renamed Efficiency)

One of the most misunderstood features of Loot 2.0 was the introduction of the Economy parameter and its effect on loot calculations. Based on feedback received via support cases and our monitoring of forum discussions, it appears that one cause of confusion is the use of the term ‘Economy’ for this parameter. As such, the Economy parameter will be renamed to Efficiency in the upcoming patch, which more accurately captures the effect of this parameter. Also in the upcoming patch, the tooltip text for the Efficiency parameter will be changed to the following:

Efficiency indicates the cost-effectiveness of a weapon (or weapon attachment) in creating damage. Efficiency values range from 1-100, and higher values indicate better efficiency. Efficiency is an inherent property of an item, and thus is not affected by avatar skills. Weapons that have scopes, lasers or amplifiers attached will display a modified Efficiency value (in orange).

A few additional points about Efficiency parameter will hopefully clear up many of the questions and dispel some of the more common misconceptions that we have noticed:

  • The Efficiency parameter is not affected by avatar skills.
  • The largest components by far in loot value calculations are costs, such as weapon deterioration, ammo consumption, armor deterioration, healing costs, etc.
  • The Efficiency parameter is a relatively small component in loot calculations (no more than 7% of total loot value).
  • The displayed Efficiency parameter for a given weapon does not correspond to expected overall loot return.

Optimal Loot

Another feature of Loot 2.0 that has sparked lots of discussion and speculation is Optimal Loot.

It is important to note that Optimal Loot only affects loot composition (what you loot), not the loot value (how much you loot). There is no Optimal Loot penalty for hunting creatures that are well below your avatar’s level; in fact most such kills will meet the requirements for Optimal Loot composition.

To best achieve Optimal Loot:

  • Be sure to have the Hit Ability and Damage profession requirements maxed (10.0/10.0) on the weapon your avatar is using.
  • Avoid over-amping (using a weapon amplifier that adds more than 50% of the maximum damage of the weapon to which it is equipped).
  • Minimize healing costs and the need to interrupt damage dealing to heal.

In general, the lower the cost to kill a creature, the higher the proportion of loot composition will be Optimal Loot. There is no inherent  “kill timer” for each creature; Optimal Loot is calculated based on costs, not on time.

Crafting, Resources and Economy

MindArk is working on restructuring and streamlining the item situation in Entropia Universe. This involves many changes to the crafting system and loot distribution, with the goal of reducing the number of components, resources and similar items in the universe, to ensure that the majority of items have a place within the economy.

The balance between looted and crafted items, along with items from other sources such as events, competitions, strongboxes, etc., will be improved to strike a better balance.

New blueprints will use existing components and resources as much as possible to sustain a thriving and interdependent economy between crafting, mining and hunting.