Found something that doesn't quite work right? Or have a suggestion?

Welcome to the Entropia Universe community suggestion & bug board.

If you found something that didn’t quite go as expected:

Useful information to include:

  • Steps to reproduce whatever happened.

  • Any timestamps or relevant information you can share (though beware - please don’t put sensitive information like account names, emails, passwords in your post!).

If you have encountered an exploit or want to raise anything more serious, please submit a support case instead via the website at:

https://account.entropiauniverse.com/support

Dedicated compare market value button

Add a button below “Market value” when right clicking an item so it will compare the item vs the current item you opened first before. Reason: Most times I just want to open the current market value of an item, and I’m so used to not having to close the little “x” button to close the item that I forget to, causing the other item to get put in same window, making the UI messy. If I want to compare I’d press the market value compare button instead. It looks great like this and it’s more compact when I resize this way. Add: scrolling wheel (work on your current size of window) I always want to see day/week/month, but year is not really ever needed. If I can be more picky, the spacing should be customizable, and it should remember it. This way we can set it to our liking and have it as compact as possible. Here’s the issue on same size UI when accidentally clicking market value on another item: It causes it to be not readable and forces you to resize it to be able to read it. I propose the UI remembers your “resize of UI” if you are comparing items and if you are not so two settings. It would be very useful for having a dedicated market value compare button below the market value button in the UI when right clicking an item, accidents like this would not occur.

Suggestions

5 days ago

Make MU Loot less wave focused (Dynamic Wave Loot Drop Rates)

Right now, many MU items, like droplets, hyperium armor upgrade parts, tier comps and many more items have high drop chances but end up being emptied out with minutes or seconds. This leads to grinding against an empty loot pool in many cases until a “wave” hits. This makes it more feasible to pause after a wave for some time until later where it is more likely for a “wave” to hit again. This discourages continuous gameplay a lot and favour camping out waves. Personally I feel like that for most items there should always be chance, even if small, to loot anything in the table. Of course there might be sensible exceptions. This could be realized by adjusting the drop chances based on recent table hits (drop chances rising to a certain level when no recent drops, lowers if many have been looted recently). With proper math the actual amount of items entering the economy can still be controlled, even if there may be more volatility in the short-term. I think this would make loot much more interesting overall as you don’t have to play around waves all the time, which is a really unintuitive mechanic in the first place.

Suggestions

7 days ago

2

Specialized storage containers

There are many categories of items that can take up a lot of slots (e.g. paint or even enhancers while not attached). I think a nice way to alleviate these issues could be specialized storage that could be acquired as drops or through missions (maybe even upgradeable). These containers could have custom interfaces. e.g. A customizers toolkit that holds paints, textures and the tools associated with it (maybe even raw skins and extractors?). Another example could be a miners bag, that only holds ores and acts as a anti-grav box (the factor maybe being upgradeable) but it can only hold raw ores and mining tools. I think there is a lot of potential here for both helping with inventory QoL and actually providing upgrades to various professions.

Suggestions

9 days ago

[QoL/Inventory] Simplify/Improve Blueprint Storage

Right now blueprints consume an insane amount of storage space, especially if duplicates and (L) clicks accumulate. Blueprint Books are worse in terms of storage than regular containers as they do not support stack merging, and the (L) books are way too small. I think one of 2 ways might work: Rework books: - Less books (merge existing ones, e.g. one single Components Book) - Improve the interface, easier to search much more BPs per page, different filter options than just “level” - Books should allow holding copies - (L) books should be nameable, (C) and have higher capacity (Could maybe be a mission reward of some kind?) - Also new clicks should automatically stack, auto-merging should work - New/Dropped blueprints should automatically be placed inside books (if the player has a book of the correct type in inventory or storage) Drop books entirely

Suggestions

10 days ago

1