Project Entropia is set far into the future on the planet Calypso, where humanity is trying to make a new home for itself through colonization.
The planet is called Calypso. It is a planet with two orbiting moons, part of a solar system with 11 other planets.
2900 square kilometers
A persistent world means that when you log off, the world still continues to turn, evolve and things will have changed when you log in again. This is why online Virtual universes are so intriguing. Online or off, changes happen and you will always have something new to discover.
Calypso will contain most of the natural environments that can be found on Earth today, including forests, deserts, mountains, cities, towns, oceans and lakes.
Same as you would expect to find in most normal cities today, all the shops and amenities you desire, bars, cafés, shops etc. Also most of the apartments are located within city walls for safety. So if you are out to visit a friend, then this is where you more than likely are headed.
Yes, Calypso is largely a water planet; there are huge oceans full of life to be discovered. And then there is of course the opportunity to place buildings on floating barges that can be linked to each other. Creating cities, or even entire floating continents out at sea.
Yes, all of the above will be found on Calypso. Some of the cities have extensive sewers underneath filled with every kind of unpleasant surprise you can imagine.
Weather has a real impact; waterlogged clothes are heavy and will wear you down faster for instance. You may also encounter potentially life-threatening effects. In addition to this, harsh conditions will cause your equipment to wear down faster.
Safe zones, such as the cities on Calypso, will be areas where combat is not allowed. These areas will encourage more social interaction between players. Be it just for social reasons or business transactions, once you are in a safe area you are just that, safe.
Yes, there will be day and night on Calypso. A day is at the moment is planned to be 4 hours with 1-hour nights and 3-hour days.
Yes, you will see dynamic weather effects, anything from gently drifting clouds to dramatic weather such as lightning storms; heavy rain and maybe even a Tornado will come and make your day a little more interesting.
Certain terrains and travel will have different resistance, for example when swimming, walking, running or climbing a mountain face. Each different way of moving also carries different levels of fatigue with it.
Yes, there will be a variety of unique plants and trees on Calypso. You can read more about them on the website. The wildlife is equally diverse and unique. It is also described on the Project Entropia Website.
No not at all, just as in real life, most animals have some sort of protection, but there are also those animals, which are completely harmless.
Well, there will be at least one big gladiator arena in the city of New Haven, and perhaps smaller ones in other parts of the city. If player created cities with safe zones may be able to have one has yet to be determined?
Just like in real life resources will be finite and in different quantities.
No, there won´t be any such limit.
There will be a time scheme in Project Entropia. Plans are evolving around a four-hour day, which would include one hour of nighttime.
No, there will not be poles and an equator.
Yes, it is a sphere.
You have an enormous amount of control in customizing your character to represent who you are or who you want to be. You can elect anything including hairstyle; skin and eye color, facial shapes and body shape. And almost anything in between. This will be further customizable by scars and tattoos. Once you have arrived on Calypso this continues by allowing you a wide choice of clothes and accessories.
No, you will only be able to play a human character, maybe in the future development as we open up new planets for colonization will you be able to play other races, but not at present.
You create your character through an interface with sliders where you have essentially an unlimited number of options to choose from. When you are satisfied with the way you have shaped your appearance, you select your name and are then ready to take on your role as a new colonist to Calypso.
At present we are allowing one character per account, this may change in the future depending on both popular demand and possibilities.
No, you choose your way of life and proficiencies based on your actions as you live your virtual life, not through a checkbox in the beginning.
No, everyone starts out equally, there are no points to place on stats, skills to pick or specializations to consider, All of this will happen once you are up and running. Project Entropia is designed to be fast and easy to get going in. Your character will be created over time according to what path you choose, not by decisions made before you have even started.
Yes there will be a number of animated Emotes, and you will be able to combine them with one another. There will be facial emotes; smiling, frowning etc. and body emotes such as waving, bowing or saluting. We are working on pair emotes such as hugging, kissing, dancing and others.
It will not be possible to walk around completely naked. We discussed this and in the end found nothing that implementing this required many aspects that posed big problems for us.
Yes, you have a choice between a very large number of clothes and accessories such as jewellery etc. There will be new lines of fashion introduced on a regular basis. You will be able to have your closet filled with different outfits. Even the different armors you may wear have a distinct design element to them.
No, this would be impossible. If Project Entropia was a MMORPG with multiple shards like the other current MMORPG’s in the industry it wouldn’t be a problem since those server shard populations are at most a few thousand, but with PE our goal is to have one huge game world without shards. Since we are projecting for one million players online at the same time in our future. Than if we had unique names it would be an act of desperation to find a name if a few hundred thousand others have already taken it. So our solution is this we will allow repeated names, but to distinguish you further you will have a unique ID number, also, don’t get caught up so much in the name being repeated, your avatar will also be unique in appearance, and physical features drawing further distinction for you as a player.
In either one of three places. On your person, in an apartment or in a bank facility. Regardless of where you store the items, they cannot get stolen. Should you however encounter a Player killer while you are not insured, he or she may take your possessions if they kill you.
Yes there will be bars in Project Entropia, you may also combine chemicals to create various drugs, of either beneficial or detrimental effect. Street drugs are not available in Project Entropia.
Yes there are plans to allow for certain parts to be replaced with cybernetic parts that can enhance your body with stronger arms, a more efficient heart etc.
Reputation works on your skills, the better you are, the higher your reputation is, when you have reached a certain level people will be able to see your accomplishments when they examine you, expert gunsmith, master cook etc.
When your character dies you are forced to wander the realm of the dead for a while, either you can try and make it back to a hospital or outpost where you can be revived, or you can wait for one of the resurrection ships to pick you up.
You will be able to remake you character appearance by seeking out a plastic surgeon, if this isn’t enough you may delete the character and start over on a new one.
Yes you will be able to marry your loved one on Calypso.
Yes, there are many thoughts around this, we have discussed treating this as a “Mini” society where you get to co-own housing etc. Given enough fore warning MindArk may even provide an officiate to hold the ceremony.
Yes, there will be many opportunities to arrange the occasion to be as special as you want a marriage to be.
The outlaw status involves a loss of personal insurance for a certain amount of time (hours) and the opportunity for other players to kill and loot the outlaw without penalty.
Outlaw status is removed after a certain amount of hours.
Insurance will be available in different forms in order to protect your personal belongings from being looted in the event of being killed.
Poisons will exist in Project Entropia. There will be diseases in the game; treatment will come from various skills and players. Disease exposure may come from a creatures touch or from bad weather. And, yes if left untreated you may surely die of it.
Sleep won’t be necessary for players, but food and drink will be needed to replenish your stamina and health. You’ll be able to feed NPC’s with food and water. As well as use a cooking skill, and have farming in the game.
Yes, this is possible there is nothing stopping a player from doing so if they want to. You will have the ability to choose whether you want to display your name publicly or not. The same for society members you will be able to toggle on or off the ability for players to know if you belong to a society. If you do toggle it on whether it’s your name of society status it would be polite to ask first before you click on them to see.
No it will not have a fee associated with it. Although some services within a city hospital will have a fee, for example, putting in new MindForce implants in your avatar.
There is a minimum size to avatars, but it isn´t possible to make your character TOO small. It will reflect the normal diversity of human beings. It is still an average size. Obviously there are advantages and disadvantages to being both big and small. If you´re smaller you may be a harder target, but if you´re bigger, maybe you´ll be easier to hit. But that´s where skill comes in. The great thing about PE is the ability to create a totally unique avatar; yes the size, but so much more, from the hair and eye colour to the shape of your face…even your ears!
Characters will not physically age.
No, this will not be possible in PE.
An outlaw is basically someone who has attacked or killed another player; the outlaw status allows anyone to attack him or her without risk of becoming outlaws themselves. Being an outlaw is very difficult, where you have little chance to rest and can trust no one, it can also be a rewarding and exciting life where thrills and adventure are never far away.
You will be equipped with basic colonist clothes. Good quality but maybe not the most exciting outfit you can think of.
No, this won’t be a feature of Project Entropia. Everybody will begin playing on the same level and from there it will be the players own actions that determine how other players perceive them i.e. as a friend, an enemy, a liar, a cheat etc. Project Entropia will allow the same individual diversity that exists in our normal daily lives.
The idea of audio emotes is something we have on our ToDo-list. We also have several upcoming surprises in this development phase, as we believe that emotes and audio emotes are an important part of the PE experience.
Project Entropia is entirely skill based; there are no Experience points or levels. Only your proficiency in the actual area is taken into consideration.
There will be approximately 50 skills, maybe a little less in the beginning, we will however add skills if necessary.
Skills such as evaluate items, Armour crafting weapon Crafting etc all come into play. And there are many more for specialties.
Skills are improved automatically as you learn, and you most often learn by doing. You will never have to select skills to improve by adding points.
No there is no skill cap in place, improving does get harder as you get better but you can theoretically improve infinitely. The skill system allows for improvements beyond what has ever been seen before.
No there are no specializations or categories, at least not in the fashion you would be used to. Skills have been subdivided into categories to improve your progress, not hinder it as you may see in other products.
Yes there are plans for people to be able to teach each other basic skills. It is however not decided if this will be implemented from the start.
There are specific schools or academies where you can go to train a skill. Not only basic skills but also MindForce can be learned in such places.
Yes there will be some political skills in Project Entropia, their exact nature or what they encompass is not decided yet.
Yes both the technology and skill systems allow for this. You will need a good scope for the rifle and a high enough skill to be effective at longer ranges. No one starts out as a marksman, we all have to start by shooting at shorter distances same as in the real world.
You will be able to swim and swim underwater; there may even be some places that require that you use both to reach.
Yes this will be a big part of creating items; you will need to procure the materials that you need. You can do this by either purchasing them or finding them on your own. After prospecting you will have to use a machine to turn the ore into something more usable, like ingots.
Yes, there will be.
There are plans for hairstyling skills and the likes, however you have the option to go to a professional hairstylist or even a plastic surgeon if a new hairstyle isn’t enough.
No, being good at one skill does not preclude you from being good at another. The only conflict that you can possibly see is the time constraint; while you are practicing one skill you are loosing time from practicing another.
Yes as soon as we see the need or wish for a skill we will start looking into its viability. And if at all possible the design and implementation of that skill will begin. Project Entropia is designed to be under constant development, improving and changing to remain at the forefront for many years.
If you want to there are places where you can gain skill levels by paying for lessons, but all skills can be learnt by doing. It will however take longer to learn by “trial and error”.
Skill levels can be increased through practice and training. It will also be possible to study and educate yourself in certain areas which will also increase your skill level without direct practice.
No, once you have learned something, it will remain with you through out your time in Project Entropia.
There won’t be any limit on how many skills you can have but there will be restrictions on how many that can be used simultaneously.
Nautical skills should become available at a later point
No, this won’t be possible.
Well what we can say is through item creation, trade and skill, players will be able to create items such as: tools, weapons, armor, ammunition, etc…
There is a skill tree with farming skills, for either recognizing the plants you find or to grow your own. Either for chemical use or for plain food.
No, skills will not depreciate with time. Once you have learned something it will remain part of your character for as long as your character exists.
No, your skills will not be lost when you die. Skills will remain a part of your character for as long as your character exists.
There is no skill cap in PE. Will you also be able to raise stats/attributes indefinitely ie. psyche, strength, etc.?
The same goes for stats/attributes. There is no cap.
Yes, they can.
Mining 1 2 3 First thing you will need to do is get your tools. Find any TradeTerminal in the cities or an outpost. (out posts are the red dots on your map) Once you get to the Trade Terminal you need to look under tools. You will need a detonator, this will be found under beneficials. Scroll all the way down and you will see the omegaton detonator. Purchase this for 2.4 ped or in usd thats 24 cents. Next you will need some bombs, so scroll down under tools to the very bottom and find Modifiers. Check in there to find your bombs – Omegaton seismic bombs. Purchase some of these at 1 ped each or usd 10 cents. I normaly take 15-45 at a time. You will need a extractor to extract the ore from the mine. Look under Beneficials and at the very top is Genisis Star Earth Excavator. Purchase this for 2.0 ped or usd 20 cents. If you want to make ingots you will need a refiner. Look under refiners and the only thing there is a Chikara Refiner.
Now you have the tools you need to mine ore and turn them into ingots. So where do I go from here, the map is huge. You can ask around where to mine, you can buy maps of where to mine or you can go cold turkey and just try your luck.
Once you get to where you think is a good spot.
- dbl click the bomb. This will set the bomb on the ground where you are standing and it will be activated. It will auto put the detonator in your hands. You will be able to see it in your hands.You will see a message on screen telling you your detonator and bomb are linked and ready.
- You will now need to move away about ten steps to detonate the bomb. Press your left mouse button to set the bomb off. BOOM! you will hear and see a nice explosion.
- Now you will learn if you have found ore or not. On your detonator it will show either a message stating you have not found any resources or you will here DING DING DING and see a message on screen showing what type of ore, how far away and how deep it is. At the top of the screen you will see arrows leading you towards the ore. Follow the direction it is pointing and narrow it down to at least 3-0 range then hit your space bar and hit print screen. This will either tell you there was not enough resources to mine or you will hear a telescoping claim rod stick in the ground and expand with a light on top.
- Now when this happens a claim deed will be placed in your finds pack.
- Dbl click the claim deed and this will link the extractor to the claim. You will hear the sounds and see the extractor in your hands.
- Now you are ready to extract the ore. Using your left mouse button click it once. You will hear the ore rising up from the earth and into a box. Ding Ding Ding.
- You will now see a nugget or nuggets inside this box and will need to move it to the lower half of that box. When you do this the box will disapear and you can extract more ore.
- When all the ore is extracted the claim rod and deed will disapear.
- Now you have ore in your pack. You can stack this ore up to a stack of 50.
- You stack the ore by dragging and droping it ontop of the other ore. (this takes practice its not really easy)
- You can also choose to refine your ore into ingots. This takes 3 nuggets per ingot. This saves space and weight. And the Smiths will like it better that way. If your selling to smiths I would highly suggest if your not going to smith the ore your self to find a smith (gun or armor) and try and sell the ore or ingots to them. If not you can sell them to the trade teminals around the world.
Why? cause they will most likely pay a higher price than the trader in town or in the out post.
Skill and how it affects your mining.
When you first start out your gonna get chumpy ore amounts but as your skill improves so will your claims and the amount of ore you get out of the claims. Your Skill also affects the range and the depth the ore can be found. The higher your skill the better types of ore will be found. The higher you are the more you will get out of claims and the better ore you will find.
Thanks to Sabbath for an excellent description.
MindForce is the result of research into the human mind, where the uncharted areas of the brain were made active through the use of implants. These implants allow a person to use psychic abilities. Dealing in offensive and defensive aspects, the user can heal or harm, destroy or create. In short MindForce is where the mind truly overcomes matter.
MindForce abilities are referred to as Aspects. The aspects are divided into offensive, defensive and supportive categories. For instance, healing is an aspect that falls under the Supportive category.
More then 80 Aspects have been planned; if we see a need for more then more will be added.
Yes, MindForce in itself can be a terrible weapon, an offensive MindForce user can be a real asset to any party, and lets not forget the healing powers that a supportive MindForce user brings to any endeavor.
The implants are used to access and augment the powers that lie dormant in all people, they allow those powers to be enhanced and amplified to the point where they start to affect the world around the user.
In a way yes, adding advanced implants to an inexperienced user will not result in any great gains, however a skilled user who upgrades their implants will see massive improvements and new possibilities.
Definitely, a MindForce user will be a valued addition to any party with their ability to heal and even resurrect other colonists.
Yes, your psyche is required.
Yes, it will regenerate.
By trial and error i.e. practice.
This is an upcoming feature.
No, this will not be possible.
You can only have one implant at a time.
Will MindForcers be able to communicate with ghosts? If so, if I am a ghost and want to stay that way for a while, can I tell the MindForcer I do not want to be resurrected?
There will be some sort of communication between the ghost and the MindForcer. It will be up to the ghost if he or she wants to be resurrected and up to the MindForcer if he or she wants to provide the healing service.
It is likely armour will protect against some forms of MindForce attacks, but it depends on which aspect is used.
Does upgrading your implant mean getting the ability to learn new aspects while keeping the old ones?
Yes, that is correct. You keep everything.
No, you do not lose skill levels.
Yes, they will cost and will suffer degradation.
Yes, any type of item can be created.
The number is open ended, at present there are thousands of items in our databases, and we have no intention of stopping the production.
Yes of course, you can craft any number of items, and even come up with some new designs in the process.
Yes you can for instance make changes to your weapons to make them more efficient, this is primarily done with a modular design where you break an existing item down and replace a certain part or simply add parts to it.
Yes in a way you can, you still have to manually attend the process but you can produce large quantities in short time if you streamline your operations.
Yes, any item can be manufactured, from weapons and armor, through clothes all the way down to small items like jewelry and decorative items for your apartment.
Yes you will be able to construct a robot helper, and program it with simple commands.
Not as such, when you manufacture items a research aspect is carried out in the process, while making items you may discover new ways to create better items.
Blueprints are created when you make new discoveries. They will be added to your inventory at that time.
Yes blueprints are trading commodities, once you sell them however; you lose the ability to create that item.
No not as such. The skill is really tied into the Blueprint; you can turn it over to someone else. But then you lose the ability to create that item.
Yes you will be able to mark your creations with your name, this information will most likely be presented in the item Information window.
Yes and no, the skill is tied into a specific blueprint, so you are in fact making improvements to the blueprint while you are making the item. Thus if you sell the blueprint you cannot make the item anymore.
Early on the process will most likely be shortened, with one or two steps, Later on you will probably see refinement of the raw materials before you start production, Making the process longer and more controllable.
You will use a blueprint and the necessary Raw materials in a manufacturing machine, if the process is successful you produce the item and get the blueprint back. If it fails the materials are destroyed and the blueprint returned to you. So no matter what, you retain the blueprint for construction regardless of success of failure.
Yes you will be able to purchase a manufacturing machine for your home, making it possible to set up an entire manufacturing operation and even to start selling the items you produce from your own home.
Yes, it’s very likely that the loot will be made to fade away with the corpse. It may though with testing be designed to stay a bit longer, and decay slower than a corpse.
Yes, items will decay in the game. But note that not all items will have the same decay rate. You will also be able to repair items as needed.
You cannot recycle the used goods. They disappear.
No, they cannot be duplicated.
Yes, multiple persons can invent the same item.
No, you cannot patent an invention.
Yes, it will be possible to sell weapons to shopkeeper NPC´s.
No, all weapons will not use energy. We intend to have more conventional projectile firearms available too, simply because it’s cool. The plan is to let humans have mainly “hi-tech” energy weapons while mutants have “low-tech” firearms, though both will be able to use the same weapons.
There will be heavy weapons available, such as launchers. Their effect may vary from immense direct damage to causing damage over a larger area.
This question has not been decided upon yet.
These are defense systems of some kind. Right now they are only simple environment objects but we have plans to make fully operational versions. As for now these big canons just adds to the story and the urban scenery.
Right now we have around 70 weapons and we will continue to make more. These weapons vary from ranged weapons to close combat melee weapons.
Armors will consist of eight pieces, covering most of the body from head to toe. These pieces are helmets, faceguards, harnesses, gloves, arm-guards, thigh-guards, shin-guards and boots.
There are now approximately 200 armors and we will continue to make more.
There will be scopes with a zoom function and a natural increased ability to aim and target enemies from a longer range. We are also looking at the possibility of having some sort of laser-sights.
Yes, there will be weapons with an area of effect, such as launchers but also remotely detonated bombs.
No, this won’t be implemented in the near future.
It will vary a great deal depending on how effective the weapon or armor is and whether you buy the item in a shop, get it from trading with another player or get it as loot from a defeated creature.
Perhaps later on.
You will be able to create almost any type of weapon that is available inside the virtual world, provided you have all the right parts for it. But no, you won’t be able to create weapons of near or mass-destruction because we don’t want our players to blow up cities or the whole planet.
Of course. If a military type society is available, you can enlist.
Yes, but this is more a visual effect rather than something that would effect your aim.
Yes, the condition of a weapon will decrease with usage. Some weapons can also be sturdier than others and will wear down at a slower pace.
No, PE will not have this from the start.
A Society is a group of colonists that have decided to work together to reach a common goal. They have set up a more or less sophisticated structure and decided how their cooperation will function. This makes sense for some users since the strength in numbers can be a real help when taking on major tasks.
Yes, the pooling of resources will be of importance when purchasing major items or properties, and this is facilitated by a society account. The society leaders will be able to decide who has access to that money.
Yes, There are no rules that prevent this. What that means with regards to your relations with the society is however up to them.
It is a great way to make friends and to ensure that you never have to stand alone in a pinch. It can also help you to make progress. The benefits you receive are entirely up to the society though.
Well this is a problem that no one can really help you with; they all have WebPages that inform you about what they are all about. You should go and read up on each one and decide if there is one that suits you and your aspirations.
Yes there will be tools for management, member databases, communication solutions etc.
Yes if they both decide that force is the only way to resolve their differences then one society can declare a challenge, should the other society agree to this conflict, the rules of conflict will be set and the conditions for ending the war will be decided. After this the society war will erupt.
The leaders of the two Societies at war decide the conditions. With aid from tools that MindArk create for the purpose.
No not unless there is a problem that requires attention such as programming problems, or a situation where the societies request intervention. Then and only then will MindArk intervene in such a conflict.
Yes a society can purchase a structure where they can conduct their meetings or even allow their members to set up residency depending on its size. They can even purchase several houses and construct a society settlement or even a full city.
We are planning to allow for uniforms and patches to be allowed for societies; even specially designed armor vehicles and structures are a possibility.
Yes, we are planning for patches and other marks to be available. Special Society tattoos could also be implemented.
Not for the reason that they are members alone, if they are part of a society that offers special benefits to its members then yes. But MindArk will not sponsor Societies in that fashion.
Yes, elections can be organized.
No, that will not be possible.
At first you will only be able to belong to one society, this is enforced by your society affiliation being logged on our servers. Joining another society will remove your membership from the old one immediately.
Yes there are specific controls made available for Societies, for instance there will be society bank accounts where they can pool their resources, taxation tools for the societies who decide on having membership fees amongst other things.
Travel is unrestricted.
Not in the immediate future. This will be possible after we go gold.
Once logged on you press the bank button on the HUD which will take you to the banking window.
Alll of the major international credit cards that are used today will be accepted, for example Visa, Mastercard and American Express.
Project Entropia uses an economy model that is directly linked to the real world. If you want to buy something in the virtual world, you can transfer money in a number of different ways into the game economy. At this point your money is exchanged for PED (Project Entropia Dollars.) And ready for you to use. Should you make money in the virtual world you can also withdraw it to your real world account and thus actually make money in a virtual world.
Other products have seen users trading their items on online auctioning sites to make some money off all the hours that they have spent in game; with project Entropia this is not something that will be necessary. Every item has a real value already in the system. And trading between users is encouraged in every way.
We are looking into many different ways, Credit Cards is a definite. Checks, pay pal and many other services are also possible in the future.
No you will never be forced to pay anything, if you do pay real money into the system that is your decision entirely based on what you want to achieve.
Trading between citizens is done either Face to face, where you will open a trade window where you can see the item and talk to the seller, or there will be an auctioning system where you can look at and bid on items that other colonists have put up for auctioning.
Yes there will be an advanced auctioning system where colonists can sell items to the highest bidder. It will be a good place to make really good deals.
Yes, Project Entropia will have a semi transparency to the real world where companies can advertise their products and even sell them through virtual stores and other ways. The fact that The PED carries a real life value makes the system a perfect E-trade solution.
Any company that is interested can place an ad in Project Entropia, the way that advertisement is carried out can be discussed with MindArk to ensure the best results.
Also societies and even single colonists can place advertisements to inform about either whom they are or things that they are selling.
It is a brand new way to reach a very wide audience, People from all over the world will see the ads, and a wall in a Project Entropia city may see more traffic than any real world location in the course of 24 hours. Making it an enormous potential for building Brand name recognition.
The PESE is the Project Entropia Stock Exchange, A place where virtual stock can be traded. It is going to stay true to a real life stock exchange in many ways, and will offer yet another way for Colonists to make a little money (or a fortune with a little luck and skill)
Yes companies traded on the PESE will publish reports, and you will be able to find out other pertinent information, information that is vital in making good well-balanced decisions on the PESE. There will also be other channels of information about these companies.
Yes you can start a company, providing Goods or services to other colonists. There will be a contract system that allows for fairly complicated deals to be arranged.
Yes you can hire both people and NPC’s. The contract system will allow you to bestow rights on other users to act in your behalf, but also limit them in many ways. When hiring an NPC the system is very much similar.
Anything you like basically, as long as you can provide a goods or service that people are willing to purchase and that can be accommodated by the Business and Contract systems. Shops, bars, protection services etc., all are possible.
Yes, should you be in control of a site or publication that has a good coverage of our target audience MindArk may be interested in running advertisements with you.
Project Entropia is truly a free game to play and enjoy. You will not be asked to provide or reveal any of your credit card details when entering Project Entropia.
We can assure you that our system will be secure by the fact that we will use Unique ID numbers for all items so they can be tracked. We will also encode every single Calypso PED with an ID number for security purposes as well. There will also be a secure backup server system if the game does crash.
Well the tax issue varies greatly from country to country, and the local user will have to follow its own tax income laws. So in this case MindArk cannot report for you to any tax authority. You as the player of the game with any income you earned have the sole responsibility of reporting your own income to your countries tax authorities. Also, in some countries Project Entropia may be considered a hobby, and not actual work. But, if it is considered income as work than for example in the U.S. you can claim other exemptions. For example your computer, your Internet connection, etc…
Note: MindArk AB does not claim to be a legitimate source of Tax advice. In all cases you need to consult with a professional who is briefed on your current tax laws.
Yes, players will be allowed to set up there own shops. Also, if they prefer they can also become a traveling salesman.
Yes, that´s true this was one of the ideas for Project Entropia. To build the first virtual world that player´s can actually work, and make a living by transferring funds out of the game. Players will be able to set up shops or to manufacture certain items in a specific trade that they can sell, and make a realistic income out of. There will also be the opportunity for players to become a day trader at the (PESE) Project Entropia Stock Exchange. If politics is your thing be elected Mayor of your player settlement. This requires of course a settlement of many players that are active in the world.
Yes, we MindArk AB will charge all players within the game world a percentage surcharge for all transactions. Consider it a developer tax for using our game. This is one of the ways for us to make an income from the game. That is also why Project Entropia is a free game to play.
Well that is hard to say at present. But, we will have merchants that come from every continent that users access our game from. Hopefully this means that your country may be covered with an Internet merchant.
The bank at this point will only have few and simple services for players.
No, players will not be taxed in this instance.
Don’t you gamers hate it when after playing an MMORPG for a few months, getting your stats up etc. you see stuff of value lying all over the ground discarded. When this occurs you know the game economy has become worthless. Now in Project Entropia this will not occur due to the fact that the currency has real life value.
Can player shop owners create a franchise system within Project Entropia for their brand name store outlets in the game?
As this opportunity exists in real life it should also be possible within the virtual universe of Project Entropia. Further consultation with MindArk will be necessary however when the question becomes actual.
Yes, this will be possible.
If all PED and PEC are always on a character, does this mean they are in a character`s inventory all the time?
Yes it does.
If a company wants to lessen the profit of another company, is it possible to go in the shop and break things, harass customers or block the entrance?
No, this type of harassment will not be tolerated.
No, there are no plans for this type of banking system at the moment.
Yes the User interface is designed to be easy to learn and easy to master. Much is graphical and we are trying to keep the text down to a minimum in buttons and selections so that it becomes second nature to access the portion of the UI that you are after.
Project Entropia is completely 3D; you will experience the world either from a First person or third person view.
No, since every item carries with it a real value. The prospect of stealing really means that you are stealing real money. And that is not something that we condone or plan to include.
Yes there will be an electronic manual included with the finished Product. Whether we will create a printed manual is still open for discussion.
Moving around can be done either by foot or by vehicle; you will also be able to cover certain distances with teleporters and televators.
Yes the User interface is designed to be easy to learn and easy to master. Much is graphical and we are trying to keep the text down to a minimum in buttons and selections so that it becomes second nature to access the portion of the UI that you are after.
Yes you will be able to take both photos and moving images, enabling you to truly capture what happens to you and the people around you.
No, combat is naturally faster than the turn based systems, but it is also slower than a normal FPS where your reactions are everything. Project Entropia offers a nice combination of the two. More action than a turn based, and better manageability than a pure FPS.
No you do not have to sleep at any time, you can however go to your apartment and lie down to rest up a little if you want.
No you don’t have to Eat or drink, it does have benefits to recovery times though, but there is no need to do so.
Yes you can experience fatigue, Where your ability to run will decrease up until the point where your avatar is barely able to move. Your stamina will recover faster if you drink something at this point.
Yes if you attempt to swim underwater for too long or if you try and swim a distance that is greater then your stamina and skills allow, then you will drown.
Yes, the better cook you are the more benefits you get from eating the food that has been prepared.
We are designing the system to hold more than 1.000.000 (one million) players at any one given time. This has meant creating server systems many times larger than any previously seen on the market. To reach 1 million users we expect 25 million active accounts.
The radar will show what is in your immediate vicinity.
No, energy cells will not be recyclable.
There are no plans for a police force.
No, there are no plans for jails.
There will be fishing in PE.
There will be no need for a compass. There is a navigational system that includes a radar.
Will PE have a bonding system for regular non-society players that allows one player to contract another player to perform a service, for example a courier?
Yes, PE will have such a system.
Yes, there will be a variety of items that will be recyclable.
Not at the official release.
No, without any type of technology you are restricted to shouting distance. A few hundred meters (500-600 feet) at the most. You need some sort of communications equipment to cover more distance than that.
Yes you can block users from your chat, meaning that if someone is annoying you, you can turn them off and never be bothered by them again.
Yes you will be able to filter certain words, it will also be customizable so that you can add words to the list yourself.
You can chat privately with one or more persons, and you will not be broadcasting everything you say to the world. You can also retreat to your apartment with your friends and no one will be able to hear you.
It will be possible to use voice communications in Project Entropia, whether by third party software or hardware solutions, or when implemented by the Project Entropia Voice chat.
Yes you will be able to contact others from your computer. Just as you would in the real world.
MindForce has the opportunity to send and receive thoughts over distance with another colonist.
Yes, you can use the emote system to combine anything that does not collide with another, you can smile and wave, but not sit and dance for instance.
Not planned at the moment, but if we see a need and a want for a system like that we will look into implementing one.
There is a help chat window that will get you into contact with the Game Operations center immediately. Other than that the system allows for areas to be divided into areas of interest. If you wish to talk stock you go into the stock market etc. For casual conversation you can go to one of the bars or cafés.
No, your main priority will be to get to a hospital facility and get revived. There will be a MindForce aspect which allows you to revive ghosts and obviously this will involve some sort of interaction between the ghost and the player with the right MindForce implant. This however will be the extent of interaction with ghosts.
No, cities are safe zones.
The combat system is in real time, with added rules to account for skill values etc. It is a combination of the action of a First Person Shooter, and the manageability of a normal MMORPG system.
Simply, by selecting a weapon, making sure that it is loaded, aim at your target and shoot. And in the process you should attempt to find some sort of cover to ensure that you don’t get hit that much in return.
FPS is a First Person Shooter, a game form where you look through the eyes of your character, and aim with a sight. Common representatives of this genre are Half Life Counterstrike, Doom and Quake amongst others.
Think of it as a cone with the tip at your rifle, the shots can land anywhere in this cone. The better you are the narrower the cone gets until it reaches a point where it more resembles a tube, which is when the shots will land where you are aiming at all times.
Quite simply, the more proficient you are with your weapon (i.e. Higher skill) the more damage you will produce per hit.
That will depend on other circumstances. Your money is always safe; your equipment however is covered if you have insurance. If you are insured, your equipment will be returned to you as soon as you are brought back to life.
Hundred of types literally, the system allows for a mix and match types of armaments and components as well as armoring. You can create the style and functionality you are after.
No we have decided against this, Mainly for balancing reasons.
Most cities are safe zones meaning that you will not be able to fight or fire your weapons. This is for the safety of all citizens. User created cities may not be a safe zone though. Enabling you to wage war in the streets.
When you have possessions that you do not want to loose, you can contact the insurance company and insure either random pieces, or your entire inventory. Should you get killed, the items are transferred to you at your point of resurrection. At this point the insurance is spent and you will have to reinsure the items.
This is based on the value of the items you wish to insure; the exact cost has not yet been implemented.
When you die you will travel Calypso as a walking ghost, you must then find a resurrection terminal or a resurrection ship that will bring you back to life. If you have a powerful MindForce healer with you, the chance that he or she can resurrect you immediately.
Either by waiting for a resurrection ship to pass nearby and pick your spirit up, or by traveling to the nearest hospital where you can get resurrected at a hospital terminal.
Yes that has been discussed, if this is implemented it will depend on how you are storing your backup weapon, if you get a holster for a pistol, a sling for a rifle or a sheath for a sword. Then using hotkeys to rapidly change a weapon is possible.
Drawing a weapon or item from your inventory will however not be possible with a hotkey.
Yes, all social interaction and cooperation is a big part of Project Entropia, groups can band together to achieve many goals, and hunting is only one of them.
The one that has produced the largest portion of the damage inflicted before the enemy was killed. This stops kill-stealing and other grief problems fairly efficiently.
One accidental shot won’t damage a friend very much so this won’t be a problem. To kill them you would need to shoot more than one shot and by then I would imagine this player was bent on PK and would thereby fall into the outlaw category?
Yes, prone position will be possible.
Corpses will have a decay rate, no matter if they get looted or not. How long this decay rate will be isn’t possible yet to answer about right now. Further testing is in order. Also, robots will decay as well.
Yes, with long-range weapons, including rifles will be possible. There will also be the chance to kill your target in one shot.
Yes, players will come back as a clone and either resurrect next to the resurrection ship or back at the closest city hospital.
Weapon modifications and upgrades will be available. Such as scopes for rifles, however there will not be laser sights. You will be able to change ammunition for projectile weapons. Reloading them will be a manual process. We will also allow players to build their own weapons.
No, at this point it is not a feature. However the idea has merit as a future possibility.
There will not be excessive gore. Ex. There will be some blood splatters but there will be no body parts flying around.
The main threat to your life on Calypso will be the enemy robot force that wish to take over Calypso. As well as this there is a wide variety of native wildlife on Calypso that can be quite dangerous including a variety of beasts and human mutants.
Pk-ing will be possible in certain areas such as special arenas in the cities and certain areas out in the wilderness.
PvP will be possible in certain designated arenas within the cities as well as areas of the wilderness. The looting of uninsured corpses will also be possible which again underscores the importance of insuring valuable items.
When you die and become a ghost, will it be possible to use MindForce or items you had before you died?
No, you won’t have any particular abilities except the capability to take yourself to the nearest revival terminal in order to be restored back to life.
No, it is likely there will not be a siege warfare system in PE.
No, there is not.
The answer to this question can be read under the World Information-section of the website.
The world is called Calypso after a siren in ancient Greek mytology who called Odyssesus and attracted him to her island. The human colonists were beckoned to the planet in this way. Hence, the name Calypso.
Yes there will be a storyline, the world is dynamic so the actions of the colonists that inhabit Calypso will shape this storyline and how it unfolds. There are several key points that are set to happen in the future, but actions taken by the users can alter this to completely different situations.
Yes, there will be quests.
Both will exist.
Yes, the contract system will allow for user-generated quests.
Yes, your actions will be recorded and the storyline will evolve with those actions, so your every step could be a sub-plot in that fashion.
NPC stands for non-player characters, which means people that are controlled by the servers, they look the same as any other but populate certain areas and functions to enrich the atmosphere.
Yes parts of calypso will be heavily populated by NPC’s; they allow for richer environments and can be used to fulfill important functions in the storyline and immersion.
Yes you can interact with the NPC’s and they will have many different personalities, just as the real world you will find anything from kind good-hearted people to sinister and evil characters.
Anything from the fat bartender with the good advice to the back alley man that wishes you to go on a quest or perform some other murky task for a few PED.
Not at all, as you would expect from any biosphere, most will have the ability to protect themselves, but there are those that for the most part just want to be left alone and go about their business.
The AI is fairly advanced, when dealing with a world this size, you can’t use the same calculations as you would for a FPS where the entire world is a few hundred feet squared. In a full world such as this, the AI has to be advanced enough to handle itself no matter where in the world it would end up. Regardless of terrain, buildings etc.
Key points cannot be programmed for every rock and tree in the world, which is the system used to produce the seemingly lifelike action patters that are emerging today in First Person Shooters. Here a rock is a rock and thus a vantage point or an obstacle depending in the situation. And the AI must at all times account for this and make calculated decisions as to what to do next.
The AI will account for obstacles, both to avoid and to find cover, it will attack from behind you if possible. And some smart opponents will even try to catch you in a deadly crossfire when working together. They will work together if that is in their natural behavior, and robots may even use advanced communications systems to call for backup.
Yes there will be conversation options at certain times. For example NPC’s carrying out tasks will take up conversational options relating to the position they are in.
No, some are friendly and many are harmless, they will leave you alone as long as you leave them alone, even the hostile ones may leave you alone if they are not threatened or hungry at the time. Robots have a very high degree of aggressiveness, but may in certain situations decide to leave you alone depending on the situation.
Yes there are skills that allow for taming and training of animals. It will allow you to use them for several tasks such as a mount or to carry heavy loads, they are very useful since they can scale terrain that some vehicles cannot.
Yes there will be pets in Project Entropia, you can own and train them, and they will be great companions for those lonely nights out in the wilderness as well as in your home.
Yes, NPC’s can perform certain tasks for you and you will be able to control some of the things they do through an interface that is easy to learn yet complicated enough to cover the commands and instructions that you need to be able to give them.
That’s a good question. This is a matter of economic balancing which we will test.
Well first of all some Mobs will attack with ranged weapons, thus attacking you from a distance. Other Mobs that get closer will chase you out of their home territory. It also depends on there level of aggression, so yes a few might chase you indefinitely.
Well if a small robotic installation is left untouched it can grow into a large menacing base. So wherever you encounter a small installation take it out, before it grows to a gigantic scale. If you do encounter a large base, you better enlist a large group of players to assist, or you’ll be a clone very quick.
Yes, we will regularly update our game website with new screenshots and biographies of animals, mutants, and robotic Mobs.
There will be several kinds of robotic types for instance there will be robots for: land, air, sea, and underground. We will release more information about the specific robotic models at our PE game website.
Just walk around, there are many different mobs out there.
Will the NPC`s be able to sell more equipment than the resources in the world would seem able to support?
Yes, the NPC`s will have their own channels of purchase, from sellers off the world of Calypso, like large omni-corporations that have branches all over the known Federal Empire.
In the case of an obvious bug it will be removed and corrected. In the case of social tools and systems such as bars and quests we will try to leave it up the the players as much as possible to solve any issues that might arise. This is part of our commitment to creating a world – just like real life, its users will steer any developments.
Project Entropia is going to continue its development as the Dynamic universe it is, storylines, content and rules can all be added and changed as we progress. And the world itself will take on a lifelike feel due to its constant development.
Expansions as such are not planned, when development of a new system is completed, we will update Project Entropia to bring whatever changes needed into effect. The expansions in themselves will be free from cost, there are no plans to create a pay system for any expansion whatsoever.
Yes we will constantly work to upgrade the system, and the design team. We’re doing this to ensure that the safety systems for our users are kept updated and that no one will be able to exploit a bug for very long, we will address any problems detected immediately. When the bug is detected all those who have used the exploit and not reported its existence, may be subject to account termination.
No we are focused on delivering Project Entropia as the leading edge in online virtual entertainment. Project Entropia will continue its process of evolution in-house and requires a full compliment of programmers and artists to continue its growth.
Project Entropia has been in full development since 1999 in its current form. The development process has seen developments in server structuring and capacity to handle the enormous user loads that Project Entropia involves.
The voting booths will be in place so that the users can influence the development process, listing the possible development paths and giving everyone a chance to move the process in the direction that they would like to see. This allows us to ensure that the most wanted developments get implemented first.
As we get the steps drawn up by the user votes, design and testing of the new systems will begin. When completed we will simply add the new system, inform the testers that it is in place and move on to the next step. The whole process is designed to incur minimum disturbance in the system.
Each new development will be implemented as soon as we have tested it in accordance with our specifications for security and stability. As the process is fluent the update process is fast and relatively low in friction.
Sometime in 2002.
Some of the features include internal mail, a chatroom, personal web pages, a guest book, a friends list and webpages for societies. There is even a search function to search for people or societies. A news page is included with news concerning societies, users and communities. On your personal page you can include a photo and information about yourself as well as your e-mail address.
The community section is for users to maintain a communication with other users and interested parties outside of the actual game but within the Project Entropia setting.
Yes, there is a weekly letter as well as a monthly letter to subscribe to. These can be found under ‘news database’ and ‘subscriptions’.
No, we will not edit messages in the forums if they do not conflict with the rules and etiquette stated by MindArk at the MindArk site. MindArk does reserve the right to edit our own comments should we discover an incorrect answer or statement.
Yes, we will continue to answer in the forums according to how our workload allows. The structure of the forum will probably change then however, but this hasn’t been decided yet.
We plan to make two to three updates per week depending on what we have to offer. These updates will mainly consist of screenshots and text updates in the World Information section.
Yes, of course we listen to the requests and wishes of our users. We can’t guarantee that we will implement every singular wish however, rather we will try to focus on those wishes that are popular with many users.
As a rule, no. The only reason we would have to delete a thread is if it is in direct conflict with the rules and etiquette of MindArk AB.
We will present new screen shots in accordance with availability and content that is interesting for the user.
Yes, of course we do as long as they follow the rules we have set up. Societies must have a website and a minimum of five members. The banner should be 400×70 pixels in size.
The idea of the personal statistics is to give users the chance to see how active other users are.
The artists here use 3d Studio Max and Photoshop.
For this type of help you would contact the support department. firstname.lastname@example.org
When you log out, or suffer a break in connection, where will your avatar appear when you reconnect?
Your avatar will reappear where you last logged out or experienced the break in connection.
Project Entropia will be seamless.
This is being discussed by the development team, and has not been decided on yet.
There will be real physics used in the game including air resistance, friction, gravity, bounce, force and mass.
No. It will use Occlusion Culling.
We have not bought in an outside engine but rather decided to develop our own. This was in order for us to be able to address our specific needs.
Project Entropia uses the NetImmerse graphics engine.
No, this will not be possible.
How will lag be treated in Project Entropia and what happens to your character when you loose your connection?
First of all, the goal is to eliminate lag from Project Entropia, but if you do experience a short lag of one or two seconds it shouldn’t break your connection. In the case of an actual break in connection when you return to the game your character will be in the position you lost it, just like when you log off officially.
When Project Entropia is officially released the aim is not to have any issue with server reverts at all. As there are items of value involved in the game, this point is something we must pay close attention to.
Not at the time of official release, but these are areas we may look into for future development.
None, we will not be doing this.
Supported Operating Systems
- Windows 98
- Windows 98 SE
- Windows Millennium
- Windows 2000 Professional
- Windows XP
Supported Memory Configurations
- Required Memory — 128 Mb
- Required Video Memory — 32 Mb
Supported Graphics Cards
- ATI Radeon
- PowerVR Kyro
The five cards above are officially supported and tested by PE. There are probably several others that will work, but haven´t been extensively tested yet.
- Latest Drivers Installed
- DirectX 8.1 Runtime Installed
- Pentium III/500 MHz minimum; 800 MHz is better
- 56 K modem link
ALL OF THE ABOVE COULD BE SUBJECT TO CHANGE!
The system allows for one account per credit card. It is up to you if you want to utilize more than one of your credit cards.
You must meet the legal age requirements of the country in which you live because of the presence of casinos and trading systems, which involve real life money.
There will be one character allowed per account.
The legal age limit in each respective country will apply to users as there is real life money and transactions involved in Project Entropia. This will include casinos and a stock exchange which in real life carry an age limit.
No, this will not be necessary.
There is a complete security system to take care of this.
As you must understand we cannot reveal any details about our security.
As you must understand we cannot reveal any details about our security.
External testing is when people from outside the company test our product and give us feedback on how they find it.
Yes. At the moment we are involved in the Commercial Trial Phase where we are testing the patent pending economy system for the first time.
At the moment we are conducting the Commercial Trial Phase and it’s difficult to say when this will be completed. We are committed to releasing a quality product and don’t plan to rush it just so we can release something.
Go to the ‘applications’ section of the main menu at the Project Entropia website.
Several factors are taken into account, including hardware and software configurations as well as the past gaming experience of the would be tester.
We can’t release this information right now as the test is in progress.
As the test is in progress we can’t release this type of information.
Any obligations that the testers have to MindArk have been decided through previous agreement and don’t need to be divulged here.
It means that you have access to the product, which has not been officially released yet, for the sole purpose of testing it and reporting any bugs back to the manufacturer. This is an exclusive relationship and is protected by an NDA (Non Disclosure Agreement).
If you’re interested in working for MindArk you can leave an application or just ask further questions at: email@example.com