Today, I write to you with an excited hand. I have truely begun to put the first parts of Entropia Revival into action, and let me tell you - the feedback has been overwhelmingly positive.
In this post, I am going to make an effort to document, in a step-by-step format, exactly what the new "Entropia Revival Project" intends to do. Although there is a lot of information here, many things are unfortunately going to have to remain unclear (lest I turn this post into a novel). To compensate for this, my plan is to write separate posts on each one of these steps, and then link them on this page as I go, updating this page constantly. Therefore, this "Step-by-step" is going to become the hub for all the data on the project as it happens.
I will, of course, continue to post non-plan-related things as well! However, for the sake of staying on topic, let's get down to business.
Listed below are the steps that the Entropia Revival Project plans to take on world, in Calypso. At the end of document will be a brief section of how I see these things working in favor of one another to bring together the broader scope of things.
Step One: Increase the Supply cost of sweat to 4 ped / k.
- Reason: The sweat market is the base market of Entropia, and it is where all non-depositors start off to make their first few Ped. That being said, this market is a prime target if one intends to make an impact on the overall economic system. The goal of increasing the price of sweat is, ultimately, to raise the income of new players. By putting peds in the hands of new players, those new players will be more apt to spend it on the auction and in the malls, increasing ped flow for the entire economy. Although it’s a massive undertaking, working to increase the price of sweat will provide new players with double their current expendable income which can make a major impact on the trade market as a whole. This shouldn’t conflict with any of MindArk’s plans – and if anything, the recent changes to certain aspects of the game point toward a need for greater cash flow through the economy (more on this coming soon).
- Method: My plan is twofold. Entropia Revival Project has amassed a working capital to begin buying sweat ourselves at 4 ped / k. This, along with a strong in-game advertising push will be the early phases of pressure on local buyers (this part of our plan is already underway). Once the word has really begun to spread, I intend to work with larger corporations to put a temporary stop-sale on sweat. Doing so will take millions of bottles of the market temporarily and drive the price up for small-time sellers, putting the peds where they need to be. Done correctly, corporations should then be able to re-introduce their wares in increments with minimal effect to the price. Although I hope to drive the initial spike higher than 4 ped, the plan is for the market to settle there. This will hypothetically double the expendable income of new players. That can be a game changer.
Step Two: Re-Market and Re-Target the Mall System
- Reason: The malls are currently struggling, and (unfortunately) it seems that the problem is the auctions. The auction system is easily accessible and despite the auction house fees, the prices in said auction are still relatively decent. However, the auction can be confusing for new players and the Malls have the advantage of being free of auction fees meaning that, even if it's just a small amount, malls have the opportunity to sell at a lower prices than the auctions virtually 100% of the time. The problem is this: currently, malls are just a group of stores housing collection of wares that people put out to sell with very little rhyme or reason; in other words, they aren't being managed properly and as a result they’re suffering. If done properly, the malls could be re-invigorated by attracting a specific base of customers that Malls can most easily meet the needs of. Combining proper targeting with good marketing practices could re-invigorate the malls, and
- Method: Malls need to be re-targeted towards newer players and they need to undercut the auction. To do this, someone needs to start working on the mall’s visual merchandising, marketing and layout. The Entropia Revival Project Plans to reach out to each mall owner (starting with the Port Atlantis Mall) and speak with them about their visual merchandising, and what we can do to help them re-arrange their store and increase sales and revenue. Then, The Project will take on the job of acting as the marketing team for as many of the shops as possible. Although this may seem like a conflict of interest, our goal is to market the mall as a whole, and let the shops speak for themselves. There are some holes in this plan, of course – as well all know some shops are abandoned and have been for quite some time. Don’t worry, though. We’re working on that.
Step Three: Re-invigorate the Events Terminal
- Reason: Making a push into the events terminal will help organize what will (hopefully) be some very large events. Community is key in Entropia. As all experienced players know, the Entropia Universe is about sticking together and if there’s one thing that’s been sorely missing in the past few years, it’s been large-scale, social events. These events help move trade by promoting interaction, and help foster a sense of community that grows trade-trust and develops partnerships.
- Method: For this, we’re currently recruiting an events planner. However, all events will be handled through our society, the events terminal and posted on this site and on Facebook. Exciting, right? We’ll have more on this soon as we develop the staff and plan for it.
Step Four: Investigate the Banking Situation
- Reason: There was a point in MindArk’s history where the current banking system was slated to be grown into much more than it is right now. Getting to the bottom of what happened may lead us to a possible opportunity to grow the game farther. This part of our plan is still in the research phase, so not much is clear yet.
- Method: We have to start with learning. Finding out what happened to the banks will be key.
Step Five: Pressure MindArk to make a series of small Tweaks, ensuring that our efforts stick
- Reason: Let's face it: No matter what we do, MindArk has the final say. However, part of the reason why I'm writing so much here is to give not only a clear explanation of the problem to the players, but to everyone - including you, MindArk. There are a series of small changes we can make to the game that will make a major difference in cash flow throughout the game. Although I'm no expert, I think I have a pretty strong grasp on what a large majority of these changes are - and I intend to make note of all of them. Hopefully, this will result in an open line of communication with MindArk that will result in a series of positively beneficial alterations, ensuring that Entropia is here to stay.
- Method: Simple. I write. A lot!
The Bigger Picture
In general, the idea is this: By putting ped in the hands of new players, we increase customer retention. Furthermore, new players have more to buy, meaning they are far more apt to spend than a veteran would be. Therefore, if we want to re-invigorate the economy, the way to start is to put ped in newer hands.
From everything I can tell, increasing the price of sweat is the way to go to accomplish this. Granted, the demand is low, and granted, it will probably continue to get lower. Artificially increasing the price of sweat is very likely only a temporary fix, but it only has to work long enough for MindArk to notice and to get some ped moving through the economy. If those two things happen, then we may be able to get some more serious notice of the remaining portions of this project.
Combining Step one with the remaining parts of our plan paints a picture of Entropia that looks more newbie-friendly. In my vision of the game, the malls are the newbie-centers of the universe. With the right advertising and marketing the malls can be used not only as a sales center, but also a place for new players to go and learn about the items in the game without having to go look at a 3rd party website (because as we all know, they're all way out of date). And with some extra ped to spare, these new players will buy what they see.
All the while this is happening, The Revival Project will be ramping up to do some major events and parties in hopes of drawing back some old players and vets. Although this might be a long shot, it's the only shot we have at continuing to retain our current all-timers. Besides, events help introduce new players to all the right people, and as we all know, people are the game's most valuable asset.
So, the bigger picture of this is a more MindArk involved, more new player friendly Entropia.
What do you think? Do you think that an Entropia like that is possible?
As I said earlier, I will be posting individual articles on all of these things and linking those articles here as as they come into existence. The more knowledge everyone has, the better.
I’m looking forward to seeing everyone on world. Thank you to all for the already overwhelmingly positive feedback on the first parts of our Grand Plan that have already started. I can’t wait to continue on with this initiative. Every moment of it excites me.
Good Luck out there.
Sincerely,
Faucon


Hi Faucon,
ReplyDeleteI like what you are doing! As a lower level crafter, I am a bit concerned about raising the price of vibrant sweat. At 2k per ped, I can't craft anything in my level range that will turn a profit. I still craft some of these items to keep my customers happy even though I am only breaking even. If the price rises to 4ped/k, I will not be able to offer those items anymore. An easier way to bring the price of vibrant sweat up would be to have it as an ingredient in popular blueprints where the product has an appropriate markup. I understand that if the price of sweat rises, products requiring sweat will rise. However, will people just opt to buy different products that don't require sweat to avoid paying a hefty markup? This could end up reducing the value of sweat.
This is my concern as an up and coming crafter. I would love to see sweat prices rise, but MindArk will need to change the physical blueprints themselves to require less sweat. I doubt the community will be able to artificially stimulate sweat prices. This could possibly do harm to hunters/miners who will now have to pay 200% for a portable TT unit or 400% for a portable repair unit. Aside from these concerns I am a huge fan of what you are doing.
Best,
The Beast Smith
*contact me in game if you want to have any further discussion*
Hi Beast,
DeleteThank you for your insight. I see your notation to contact you in game, and I will, but for the sake of my other readers I would also like to reply to this as well.
I have heard from my other crafting traders and through grapevine chatter in game that the crafting market could be negatively impacted by this process.
However, I would like to point out a few things for discussion that might ease your mind.
1.) The reality is that 4 ped / k is intentionally a lofty goal - and although the plan is to raise sweat to that point, the more realistic goal here is "put ped in the hands of newer players to increase trade". When players have more ped, they will be using more Mind Essence and other items, which will drive your business profits up.
Although it's scary sometimes to reap the benefits of indirect profit, the problem is that MA will almost definitely not alter the blueprints. That being said, we have to work with what we've got - and what we've got is the ability to mold the existing market.
Newer players with ped in their hands dont just mean "more ped spent now". It means customer retention and "more ped spent all the time" with the results of this priject (hopefully) becoming ever-increasing as time goes on, as we stack previously-kept players with new ones.
2.) That being said, the ME market is imbalanced, as there is not much that uses ME and therefore the supply is much higher than the demand. However, with an increase in ped flow comes an increase in hunting - which means more chip utilization and a greater demand for your product.
All-in-all, I'm confident that our Project will be beneficial for everyone - but I'm excited to talk to you more about it.
Thanks for the comment! Good Luck out there :)
Hi there Faucon,
ReplyDeleteLike I said it's great that you're doing this and I really pray that it's going to work. Putting hard working sweaters to a point where they can actually enjoy the game more frequently (ie. hunt/mine/craft) than once a month at current rates.
About the shops, like you said many of them are just sitting there with no real intention of ever being used again. Shops however do have a "auction fee" under the name of taxed sales. The owner of the entire mall takes a cut which means the sellers need to ask a higher price on their goods in order to get the same amount of peds. That being said, there is no reason for them not to use their shops as there should still be a 95% chance of cutting down the prices in AH.
Please update frequently and i'll be sure to check it out.
- G.
Hi G! I'm just now getting around to answering comments. Thanks foe getting involved :)
DeleteFirstly, I'm aware of the tax on the land - but thank you for pointing that out. I probably should have included that in my post.
At the time of writing, the PA Mall tax is 2.99%. When volume is taken into consideration, at this tax point the mall should still be able to undercut the AH.
Although the other malls may differ, volume plays a big role here, and if we can direct new players to the malls it should help to substantially drive down prices.
I hope that clears it up a little! :)
Hey faucon,
ReplyDeleteIf you ask me i like your idea for new people and others a lot!
but if you ask me:
Mindark made some mistakes by adding the vehicles now a couple of years ago.
Before that we used ME, Now its just oil, and the oil consumption is to be honest ridiculously low, and i guess they won't alter those stuff either...... raising the sweat to 4ped/k won't help either
You should be adressing more to the new play players in a different way i think, for instance a more guided way in the soc with team based stuff which they can join, and enjoy a lot more fun with very low deposits into the game or just together with one PayPal account or a kickstarter thing!
Adding a goal of let's say raise 1000 dollars for entropia revival then depositing into the game, with that money we can perhaps get discounts for purchasing vehicles and weapons in big amounts which we then give as gifts and such to the new members.
With the new stuff we can then do fun things together teaching to hunt and so on.
I'm not sure my idea is smart or anything like that but i just wanted to give my opinion on it =)
Blue Bluesie Casket.
Hi Blue,
DeleteFirst off, thanks for getting involved in the conversation :) Sorry it took me so long to get around to answering you!
The sweat market is just one of many things we're working to improve in the Entropia Universe. We are also implementing many new services to be offered soon that will help new players, and we will hosting events and working with other societies to make the game as enjoyable as possible.
We decided to tackle the sweat market first for the very reason you mentioned - it's not worth much right now.
MindArk implemented vehicles with the intent of driving down sweat price, because people were, quite simply, making too much money on it. If you read my most recent post (The Argument: Why a "Four Ped Per Thousand" Price on Sweat is Exactly What We Need) you'll see WHY MA decided to partially kill the sweat market. Although it was damaging to us, it was necessary for the long term survival of the game.
That being said, I can't wait to implement as many other services as possible. This year alone we plan to work towards three new businesses, all geared towards being affordable for new players and as useful / informative as possible. It's going to be a very exciting year!
I hope this helped to clear up your questions. Good luck and Hunt Dangerously!
-Faucon
Well, sweating is boring...and pointless... anyone with a Visa/Mastercard do deposit.
ReplyDeleteRaising the price of sweat will only have minor impact on newbie experience....and on market.....sweaters are sweating all day long,and nothing else.
Take weeks to earn 50 PED,and you can't do much with 50PED... and if it's spend on ""activity" that all goes into "skilling" at low level.
Also If the player is smart, he ll start to trade as soon as possible , trying to grab a PED here and there... not "spending".(nor skilling)...
i don't believe at all in sweating...
Imo the problem is the game is just too expensive...less and less people can afford to play it every month.
The globals value has lowered over the years, small monsters can't give big loot anymore.
Mark up of loot is low, and unlimited stuff is cheap ...
It s not interesting to play on cheap monsters, even if you can play for a long time ...hours of killing low level monsters (no skilling,small profit/loss) is not fun either...
And that doesn't stimulate economy ( unlimited armor, low mu% weapon)
Hundreds of dollars and hours later , the player is still "stuck" at a given level ... more deposit (investement) is needed to keep progressing (still loosing money), or doing the same thing over and over again for months...without any chance at a big globals.
There s no "space" ingame,high level big depositers loose too.... what interesting a lv 30-50-70 with small wallet can do? nothing, the last "niches"... are totally over priced and require huge skills....rest is overcrowed and so pay nothing....
the only thing game need is people that pay,lose, and gone... for months, or forever...
the hunter>miner>crafter thing doesn't work... because money is made on useless/extra stuff...but no one need it, and only a few can buy it.
So ... no loot, no perspective, no "job" ..and super expensive...game need rich people or average looser....nothing else... but riches are rare and the way it is...they soon make it worse for the average player (which has nothing to offer to them...but must buy from thoses who cycle a lot)
Sorry for bad english and long message.
Hi there,
DeleteWell, I think I have a lot to respond to here. First and foremost, not everyone shares your opinion of sweat. We see a lot of people out there each day sweating for a few extra ped. Although it may be boring to you, to others it's just a way to keep playing the game.
Yes, the game is expensive to play. In fact, Entropia has been touted as "The Rich Man's Game" in the past, and I think that definitely still holds true today. With the changes in the real world market, as certain countries have taken economic hits, so has Entropia, making the game even more expensive to play.
That being said, entropia runs a lot like a casino (see my most recent post "The Argument: Why a Four Ped Per Thousand Price on Sweat is Exactly What We Need" for details on what I mean by this) and sweat plays an integral role in making this casino function, but it does NOT do this by providing sustainable income. Rather, it provides a "comping service" to give people a little boost and confidence in the game before they committ to depositing some money to progress.
It's worth noting that just "playing the game" will NEVER result in a proft. If it did, MA would go out of business fast :P The only way to turn a profit in Entropia is off of other players through services (not goods) and nothing else. Everything else is going to net you a loss one way or another :P that's just how it works. But then again, don't all games net you a loss? How often does one by COD DLC's? And how much money have you spent on COD over time? This is just one example (so no COD flaming please as I only use this to demonstrate a template used by many games) but you get the idea. All games require money.
The overall idea of this initiative is to help "hook" people into staying by giving them enough early expendable income to stay on long enough to discover other joys of the game. We certainly don't have enough capital to "recreate a middle class" but we do have the ability to sustain a system that will ultimately result in a more positive player experience, which leads to more customer retention and a better overall game for everyone.
I hope this helps clarify some things for you :) I love discussions like this, so keep it coming if you have any other thoughts.
Good luck out there!
-Faucon
What is considered a middle class btw? May I ask.
DeleteWell, right now, there really isn't one. However, we should develop a middle class out of the people who:
Delete-Deposit infrequently and in small amounts, and
-non-depositors who have been in-game for extended periods of time.
Those two groups would benefit form this plan the most. A middle class is vital for the flow of ped throughout the economy.
I say "riches" ... but i mean people who can deposit from 300 to 1000$ at once(depending on lv)...just to equip themselves properly and play seriously for enough time.
ReplyDeleteOverall it s not so expensive, but if you can't deposit by big amount, it just go like water into sand...and it s not efficient...
Just like IRL ..the low/middle class is gone .. and spend less.
ReplyDeleteYou can't (re)create a middle class buy raising sweat price by 50%...
You're right. raising the price of sweat by itself is pointless. But, in combination with other changes, it can make a difference.
DeleteThere is no magic bullet, but raising the price of the one resource that th "middle class" can get its hands on will boost the economy.
Think of it like oil out here in the real world.Let's say the United States bought up all the oil and increased demand artificially, then sold it back in limited quantities. That would raise the price of oil and help that particular economy for that particular country.
Out in the real world, it works for a country. In here, in the game, it can work for a player class.
That being said, one could also compare it to raising the minimum wage.