UI Scaling option
I would like it if there was a way to scale the Whole UI up/individual parts of it like the icons on buff, the text of chat/mission log (well just about all text so we dont have to lean in to read stuff.) including inventory and tabs you open in game. I almost want to use the wrong scale for my screen so i can see things better, but even on a smaller screen things get crowded quickly with no way to scale them
Suggestions
3 days ago
UI Scaling option
I would like it if there was a way to scale the Whole UI up/individual parts of it like the icons on buff, the text of chat/mission log (well just about all text so we dont have to lean in to read stuff.) including inventory and tabs you open in game. I almost want to use the wrong scale for my screen so i can see things better, but even on a smaller screen things get crowded quickly with no way to scale them
Suggestions
3 days ago
Scroll Bug
When on a multi-monitor setups (or when another window is on top of the game), the game processes scrolling events while the mouse is not on the window (or occluded by another one). Expected: No scrolling (chat scroll or zooming) when the mouse is not directly hovering over the game window.
Bug Reports
4 days ago
Scroll Bug
When on a multi-monitor setups (or when another window is on top of the game), the game processes scrolling events while the mouse is not on the window (or occluded by another one). Expected: No scrolling (chat scroll or zooming) when the mouse is not directly hovering over the game window.
Bug Reports
4 days ago
Market Price - Improvements
Window should come into foreground when it is opened/a new item is added The comparison feature should be explicitly invoked, not automatically trigger when a new market value is selected. (Why? In most cases I am trying to check unrelated items, maybe add a “Compare Price…” context menu option to use this feature. A toggle to have it work implicitly like currently could allow for the user to opt-in rather than change the existing flow for many)
Suggestions
4 days ago
Market Price - Improvements
Window should come into foreground when it is opened/a new item is added The comparison feature should be explicitly invoked, not automatically trigger when a new market value is selected. (Why? In most cases I am trying to check unrelated items, maybe add a “Compare Price…” context menu option to use this feature. A toggle to have it work implicitly like currently could allow for the user to opt-in rather than change the existing flow for many)
Suggestions
4 days ago
Market Price - Copy Bugs
Copy and Copy CSV do the same thing (redundant?) Copy does not properly copy the real values (copies >999999% instead of the actual value)
Bug Reports
4 days ago
Market Price - Copy Bugs
Copy and Copy CSV do the same thing (redundant?) Copy does not properly copy the real values (copies >999999% instead of the actual value)
Bug Reports
4 days ago
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
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
Lord Ashker - Cryoblight deflects
Title, Cryoblight gets completely deflected by Ashker (yes I got the buff and can deal damage otherwise)
Bug Reports
5 days ago
Lord Ashker - Cryoblight deflects
Title, Cryoblight gets completely deflected by Ashker (yes I got the buff and can deal damage otherwise)
Bug Reports
5 days ago
Let us name storage containers
Title, let us freely rename them (or use our name tags for pets?). There shoould be a readable label in the inventory so I don’t need to hover all of them. Also vehicles as they are often used for that purpose.
Suggestions
6 days ago
Let us name storage containers
Title, let us freely rename them (or use our name tags for pets?). There shoould be a readable label in the inventory so I don’t need to hover all of them. Also vehicles as they are often used for that purpose.
Suggestions
6 days ago
Web: Inventory - Some UL blueprints display their QR in the quantity column
Title The blueprint that happens on for me is: Intake Manifold Blueprint It is inside a Haruspex Anti-Grav Chest if that matters.
Bug Reports
6 days ago
Web: Inventory - Some UL blueprints display their QR in the quantity column
Title The blueprint that happens on for me is: Intake Manifold Blueprint It is inside a Haruspex Anti-Grav Chest if that matters.
Bug Reports
6 days ago
Web: Inventory Search Disappears when no matches
When I enter a search term so that nothing matches anymore, the search box also disappears. Can only reset the filter by reloading the page. https://account.entropiauniverse.com/account/inventory
Bug Reports
6 days ago
Web: Inventory Search Disappears when no matches
When I enter a search term so that nothing matches anymore, the search box also disappears. Can only reset the filter by reloading the page. https://account.entropiauniverse.com/account/inventory
Bug Reports
6 days ago
In Progress
Attachments on Attached Mining Lasers dont seem to have any effect
Steps to reproduce: Attach a “Kismet Premium Laser Booster 2” on a “Kismet Simurgh V4 (L)” and go hunt C-X’s → Notice that your max hit seems to be around 150 points of damage, which is my expected damage range without the amp attached, so its not actually inheriting the stats of the attached amplifier.
Bug Reports
6 days ago
19.5.0
In Progress
Attachments on Attached Mining Lasers dont seem to have any effect
Steps to reproduce: Attach a “Kismet Premium Laser Booster 2” on a “Kismet Simurgh V4 (L)” and go hunt C-X’s → Notice that your max hit seems to be around 150 points of damage, which is my expected damage range without the amp attached, so its not actually inheriting the stats of the attached amplifier.
Bug Reports
6 days ago
19.5.0
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
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
Electrotherapy innacurate logic based on description.
Things that affect your hp causes it to damage you more or less = correct logic. For example glass cannon gives u -30% hp so it will damage you less based on your hp. Pills that increase your hp will make it damage you more = correct logic. The new Harlequin chip causes it to deal twice the damage to your avatar. But if you read the description of electrotherapy nowhere does it say it causes “damage” as if from a mob, it says 20% of max health is lost every 10s. So it should not be based on dmg debuffs… By that logic, it should in fact damage only 20% of your maximum health still, not twice, that makes it 40% of maximum health and seems broken design.
Bug Reports
7 days ago
Electrotherapy innacurate logic based on description.
Things that affect your hp causes it to damage you more or less = correct logic. For example glass cannon gives u -30% hp so it will damage you less based on your hp. Pills that increase your hp will make it damage you more = correct logic. The new Harlequin chip causes it to deal twice the damage to your avatar. But if you read the description of electrotherapy nowhere does it say it causes “damage” as if from a mob, it says 20% of max health is lost every 10s. So it should not be based on dmg debuffs… By that logic, it should in fact damage only 20% of your maximum health still, not twice, that makes it 40% of maximum health and seems broken design.
Bug Reports
7 days ago
Bug
Was playing Entropia Universe, was mining, in space, in passenger seat of a “quad wing” crashed where i logged out in space, came back and when equipping the passenger mining tool the screen goes black, the ship can be so close as to be inside the asteroid that we are mining, and click’s, keystrokes, with the cursor having the wrench available as to note i should be able to interact with the asteroid, when i am unable to.
Bug Reports
9 days ago
Bug
Was playing Entropia Universe, was mining, in space, in passenger seat of a “quad wing” crashed where i logged out in space, came back and when equipping the passenger mining tool the screen goes black, the ship can be so close as to be inside the asteroid that we are mining, and click’s, keystrokes, with the cursor having the wrench available as to note i should be able to interact with the asteroid, when i am unable to.
Bug Reports
9 days ago
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
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
Enhancer Management
Adding enhancers or swapping them between gear, especially armor, is tedious. Perhaps enhancers could be changed to be consumed from the inventory rather than attached to a weapon. Enhancer slots in the Item detail window would act like a toggle to activate/deactivate them instead of enhancers being dropped in. If there are issues with how this works technically, maybe tools could “pull” 1 enhancer from the inventory into each slot and then try to pull another in case one breaks to avoid any inventory sync issues (otherwise enhancers would need to be “locked” in the inventory? Similar to how items get locked while crafting).
Suggestions
9 days ago
Enhancer Management
Adding enhancers or swapping them between gear, especially armor, is tedious. Perhaps enhancers could be changed to be consumed from the inventory rather than attached to a weapon. Enhancer slots in the Item detail window would act like a toggle to activate/deactivate them instead of enhancers being dropped in. If there are issues with how this works technically, maybe tools could “pull” 1 enhancer from the inventory into each slot and then try to pull another in case one breaks to avoid any inventory sync issues (otherwise enhancers would need to be “locked” in the inventory? Similar to how items get locked while crafting).
Suggestions
9 days ago
Inventory List View
Show a current inventory tab as a list view instead with name, amount, TT, daily/weekly markup and estimated value with MU. Sortable/filterable columns would be a nice bonus.
Suggestions
9 days ago
Inventory List View
Show a current inventory tab as a list view instead with name, amount, TT, daily/weekly markup and estimated value with MU. Sortable/filterable columns would be a nice bonus.
Suggestions
9 days ago
Item Tooltips should show Daily/Weekly MU
Title, opening the market price value for detailed information makes sense, but quickly checking a price for multiple items is tedious. Price should load when hovering an item in the inventory, so MU can be seen at a glance. Could also show a mini-graph perhaps. Option to disable it would be nice too if it is too much clutter for people.
Suggestions
9 days ago
Item Tooltips should show Daily/Weekly MU
Title, opening the market price value for detailed information makes sense, but quickly checking a price for multiple items is tedious. Price should load when hovering an item in the inventory, so MU can be seen at a glance. Could also show a mini-graph perhaps. Option to disable it would be nice too if it is too much clutter for people.
Suggestions
9 days ago
Market Price API
Title says it all basically. An API that would allow fetching market prices for items as shown in-game. Useful for calculating returns, profit, tiering costs or even net worth of a character.
Suggestions
10 days ago
Market Price API
Title says it all basically. An API that would allow fetching market prices for items as shown in-game. Useful for calculating returns, profit, tiering costs or even net worth of a character.
Suggestions
10 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
[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