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Unlimited Cyrene?

Discussion in 'General Discussion' started by Few Scars, Dec 29, 2011.

  1. Few Scars
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    Few Scars Member
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    Yes first post!
    So great new planet planned! Will we see unlimited armour and weapons? Will Cyrene have its own fleet of unlimited spacecraft???

    Can there be a Dev's Corner so we can communicate directly with the dev team?

    Cheers
    Bjorn
     
  2. Ed Robles 3
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    Ed Robles 3 Active Member
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    Thanks for the kind words.

    There will be Limited and Unlimited armor and weapons. I am more of a fan of Limited as it's better for the economy and especially after talking to my colleague David Dobson.

    As it was pointed out to me, Limited is great for the economy and the crafters, but player prefer Unlimited for convenience. We are working on a good mix of both to make sure we can meet everyone's demands although I feel this will be a tall order. Mr. Dobson is a wise Entropian and his help has been of great use.

    Although we are working towards a full new Cyrene player goal, it is pretty sure that new players will react similar to the veteran players from other Planets.

    As for the space fleet I must admit that although we do expect some players to come and check out Cyrene, we feel we are targeting our Planet to a whole new player base and demographic. Traveling between the Planets should be for exploration or trade etc. Much is said about New Planets draining the Calypso Player base, but I think new Planets are more worried about Calypso draining their new player base. In that respect we are working hard to quickly engage new players and provide them with content that will keep them on Cyrene long enough to form bonds with the community before venturing out to enjoy what the other Planets have to offer.


    Hope this helps.
     
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  3. Few Scars
    • Cyrene Pioneer

    Few Scars Member
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    I agree Limited weapons and armour are great for the economy and crafters. The love for unlimited weapons and armour is the fact that they can be tiered and keep their tier numbers. A limited item might reach tier 7 and then once damaged can never be used again. I have been in constant debate with Dave on this :)
    Also players are reluctant to use expensive textures and paints on limited items because once damaged, the coloured/textured item is lost forever. I would never put 2 fields of black paint on a limited item. Calypso has a good mix of Limited and Unlimited armour/weapons. Arkadia is too much towards the Limited side, as such most players still prefer their Unlimited armour which they can repair and tier. Also Unlimited items in loots encourages hunters and miners and crafters.
     
  4. Menace
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    To expand on what Bjorn said.... Arkadia doesn't have nearly enough UL gear. What happens if you're on Arkadia and your Limited helmet breaks? Well.... you go to auction and buy another one... but... what if there aren't any? (MindArk LOVES to keep at least one armor piece rarer than the rest when determining the loot distribution).
    I hope for Cyrene's sake you offer a TONNE of UL gear.. Remember.... if you hand out a 300 PED (L) weapon that is 300 PED gone from the loot pool. If you hand out a 20 PED Unlimited equivilant that's only 20 PED gone from the loot pool.

    Menace
     
  5. RexDameon
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    I must admit it's nice to get so many item drops even though they are L on Arkadia. I have no problem with L as long as it's readily available and there is in facts lots of of it out there. Nothing more annoying then like has been in the past waiting for people to sell stuff. I"m still mixed on the crafted and looted bit but i'm kinda liking that too.

    As i've said over and over the key to a better economy is not having so many crafting items drop off one mob. 4-5 per mob not 15-20 materials. Makes it a lot easyer for people to hunt on mob get 4-5 big stacks and sell those then having 200 small stacks.
     
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  6. Ed Robles 3
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    All of your points are being taken into consideration. Thank you for the input and feel free to continue.
     
  7. Wistrel
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    Wistrel Kick Ass Elf
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    Thats a good point. So you mean I might only get a few different resources per mob? I like that idea. As a small time player it would be easier to have more of one thing. I think it adds more to the point behind choosing a mob too. Plus also gives you a reason to "level" a little more so you can hunt a different mob that has different resources. These might in turn raise a higher sell price which offsets the cost to hunt them.

    Also hello fellow Entropia Pioneer :D

    Wistrel

    PS Lykke if you happen to spot this we need Soc name beside our avatars if possible please? ;)

    PPS Lykke this forum runs really really smoothly! Confused!
     
  8. MissAlannahJames
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    I am in definite agreement for the bolded part. Nothing is more frustrating than doing a nice hunt and then seeing 20 different oils/hides/etc.. in my loot in small amounts. I would much rather there be 4-5 different base materials in larger amounts. I think that this would be a good thing for hunters and crafter alike. I also think that it would be of huge benefit for newer players with a smaller ped card (and me because i'm poor lol).

    Something I was told when I first began this game was to keep hold of my hides/oils/etc.. until I had a decent amount to either sell or craft with. While I still believe this to be good advice, for new players and old players with little cash this presents a problem. They need peds to be able to buy ammo. They can't always put those items in storage until they can gather enough to sell and so they TT them, losing out on potential MU. By limiting the base materials coming from a mob, hopefully a player will come back from a hunt with enough of a material to sell on auction/to a crafter and afford another hunt.

    Not sure if I went off track there but I think after that I need a bloody good cup of tea....To the kitchen!
     
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  9. harmony
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    harmony Well-Known Member
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    Well this is a nice idea ibut it has a huge downside. If you just loot a few different types of items while hunting the markup you will get for them is very low since everybody will try to sell it and nobody tt's the stuff. With a lot of different items dropping you at least have some items that have a higher markup.

    As to the limited vs unlimited part, for the economy it is better to have limited stuff since it is crafted and it keeps on creating markup. I would however make any crafted melee weapons or armor parts use animal oil residue, else no sane crafter will craft them when the newness wears off.

    And for limited i woulnd't make limited weapon amplifiers, they decay way to fast making your new players loose unnessesary peds.

    And hi btw :)
     
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  10. Manny
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    What Harmony said.

    I find the number of different materials really frustrating at times too, but it's the only way to keep markup from plummeting.
     
  11. Syer
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    My input here is just a small one. I am one for both sides of the playing field. To keep a well balanced and maintained collection of items that are both limited and unlimited, it give possibility for the chances that the items don't loose their value.

    With most items crafted today, players are working on globals and HoF. Cleaning out the pool before it can regenerate to a degree of diverse spreading.

    To make an economy grow, one does need to create limited items for both planet partners and developers to make their fee, so I am all in for Limited so that the minds behind the story can have their fair share that is owed to them.

    On the other hand, I got with unlimited items. Placing Black paint on a limited item is just not good judgment. When the color fades one looses the item, the color and the MU. Decay is a problem but if one can work to keep an item at peek condition, it will lay open the chances for the MU of items used in creation to increase.

    But as I am a voice in the crowd, I only share my thoughts... as simple and mundane as they are. I just think it should be possible for both Planet Partner to make money as well as keep the cycle of ped flowing with the player. Cause without a player, a planet is but a dead investment.
     
  12. RexDameon
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    i completly disagree the amount is why markup is plumetting. almost everything is TT food now in your loot. back in the day almost nothing was TT food because there was like 1/4 of the materials there is now.

    Just stupid stuff like why do we have like what 40 different extractors for texturing? why not just 1 wood 1 cloth 1 leather 1 mineral. It's for clothing that does NOTHING for the gameplay and people are really not motivated to pay a high amount for clothes.
     
  13. Remontoire
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    Something that is terribly wrong with limited weaposn amplifiers in game right now is that these are worse than unlimited even at TT, never mind markup. This is just wrong. Limited amplifiers should have at least the same eco as UL counterparts, and preferably should have higher eco to compensate for markup. If this isn't so, not many people will use the amps, as it will not really be economical, and a chance to create another wheel making the economy go around will be missed.

    The laternative is that everybody will continue to run around with Fi/Ra/Co and Omegaton amps attached to weapons, just like if they were back on Calypso.
     
  14. Remontoire
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    You are being ridiculous. About half the cloth extractors have good markup as these are more rare and/or derop from tough mpobs, several types of mineral and metal extractors do too. What you are suggesting would destroy a good bit of markup from hunting, for no reason whatsoever.

    Please stick to suggest reforming only the parts of game you do understand.
     
  15. Lykke TheNun
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