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:

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  • Steps to reproduce whatever happened.

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Auction fees

Suggestion: Only Charge Auction Fees When an Item Sells I would like to suggest a change to the Auction House system. Currently, listing an item requires paying a fee upfront, even if the item never sells. This discourages players from listing niche, low-demand, or price-sensitive items because repeated listing fees can quickly exceed any potential profit. Instead, I suggest: No listing fee when creating an auction. The auction fee is only charged if the item is successfully sold. Benefits Encourages players to list more items instead of selling everything to the Trade Terminal. Increases the variety of items available on the Auction House. Creates a more active player-driven economy. Makes it easier for new players to participate in trading without risking PED every time they list an item. Sellers only pay when a successful transaction actually takes place, making the system feel fairer. If necessary, the existing success fee could remain the same or even be adjusted slightly to compensate, while eliminating the upfront listing fee. A more active Auction House benefits buyers, sellers, and the overall economy by increasing market liquidity and making more items available.

Suggestions

12 days ago

Suggestions for Improving Entropia Universe's Economy and New Player Retention

First, I would like to thank MindArk for continuing to develop Entropia Universe after all these years. The game remains unique thanks to its real-cash economy, but it also faces challenges that make it difficult to attract and retain new players. The purpose of this post is not to criticize the game, but to suggest practical improvements that could strengthen the economy while making Entropia more accessible to future players. 1. Smooth the Progression Curve The biggest obstacle for many new players is not learning the mechanics—it is the sudden increase in operating costs. The transition from beginner equipment to mid-tier hunting feels too abrupt. Players receive a good first impression during the early stages, but eventually reach a point where ammunition and operating costs increase significantly. This creates a progression wall that many players never overcome. A smoother progression curve between beginner and mid-tier equipment would likely improve player retention without affecting the long-term goals of experienced players. 2. Introduce Predictable Hunting Costs Instead of relying entirely on a pay-per-shot model, consider offering optional monthly ammunition packages. For example: Small monthly package Medium monthly package Large monthly package Each package could provide a fixed amount of ammunition every day based on the player's hunting level. Benefits include: Predictable monthly expenses. Easier budgeting for players. Better accessibility for players from countries with lower purchasing power. Increased player activity because users know exactly what they can afford each month. Repair costs would still remain part of the economy, ensuring that hunting is never completely free while creating a more stable gameplay experience. 3. Diversify Revenue Sources The long-term success of Entropia should not depend primarily on ammunition consumption. Instead, continue expanding monetization through optional content such as: Cosmetics Battle Passes Housing Shops Farms Boats Spacecraft Vehicle customization Decorations Pets These are purchases players enjoy making because they enhance their experience rather than simply covering operating costs. A larger player base purchasing optional content could become a healthier revenue stream over time. 4. Improve the Starter Experience The current new player experience could benefit from a more structured introduction. Suggestions include: A proper storyline. Guided quest chains. Clear progression milestones. Better explanations of the economy. Tutorials introducing each profession. A compelling narrative keeps players engaged while they learn the systems instead of feeling like they are grinding without purpose. This is particularly important before attracting large numbers of new players. 5. Give Every Profession Long-Term Progression Every profession should evolve over time. Fishing is a good example. Fishing rods are an excellent starting point, but larger fishing boats could eventually support deployable fishing nets. Players would: Travel to fishing grounds. Deploy nets. Return later to collect catches. Discover rare fish, treasure, or underwater resources. This follows the same design philosophy already us

Suggestions

15 days ago

Introduction of fishing boats

Since MindArk already introduced spaceships that are capable of mining in space, I think it would be a natural evolution for fishing to receive a similar gameplay expansion. Instead of fishing only with rods, larger fishing boats could be equipped with deployable fishing nets. Players would navigate to suitable fishing grounds, deploy their nets, wait for a period of time, and then haul them back in to collect fish and other marine resources. This would: Create a new profession path for dedicated fishermen. Give larger boats a meaningful purpose beyond transporting players. Encourage cooperative gameplay, with multiple players working together on the same vessel. Increase demand for boats, crafted components, fuel, and future fishing-related equipment. Mirror the progression already seen with spacecraft, where vehicles are more than just transportation. Different boats could support different net sizes: Small boats: one small net. Medium boats: larger nets with higher capacity. Large boats: multiple nets or improved efficiency. The system could also include: Different net types for different fish species. Chance to catch rare fish, treasure, or unique underwater resources. Risks such as damaged nets, marine creatures interfering with catches, or weather affecting efficiency. Skill progression and new blueprints for fishing equipment. Fishing currently relies almost entirely on rods, but introducing net fishing from boats would make the profession feel much deeper and would give players another long-term activity similar to space mining. It would be a logical next step for Entropia's fishing system and make owning a fishing boat much more rewarding.

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Bug Reports

15 days ago

Monster Truck Blueprints removal

Monster truck bp's now have been removed?...I dont understand...the mats were able to be acquired...I have Bonzo's Lockpick bp (Player Owned Instance Blueprint)... Its literally the only reason to go through this instance, to acquire tires n rims for monster truck bp's... Are they getting rebalanced or what? this is concerning... Stating i continue to invest into this game and now things are being removed that weve invested into... ESPECIALLY things that can be acquired... Sure remove speed bikes cuz u dont want to add blue glass back into loot pool... I dont get it but, sure remove speed bike... but, monster truck mats CAN BE ACQUIRED! Now we have a bp for a key to an instance that literally has no point?... I feel we deserve an explanation... If we cant get an explanation I believe I will no longer invest into a game where anytime my stuff will become useless... This is VERY Disappointing...I mean we cant even get content on RT but, now ur removing content that can be earned/achieved... Player owned instances are affected by this disaster MA... not cool... worse that, no comment has been made... whether MA cares or not?... Other Bp's mentioned in thread that have been Removed that still have mats that drop and have purpose in game... Chainsaw bp's Ghost (L). for Angel upgrade Predator (L) for Jaguar Upgrade. Jester D-4 (L) for A-3 Justifier Mk. 2 Upgrade Spectre (L) Depo'ing has stopped due to this and will no longer continue until something is done... Or I guess compensate the player owned instance owners... I'd prefer to just get the bp's back tbh... I feel like this doesnt need said but, ill break it down further... rims and tires drop from the player owned instance "Bonzo Chop Shop"... rims n tires u need to craft monster truck wheels (Removed) the wheels you then take to craft monster trucks (Removed) Similar type thing for chainsaws - u get the gas caps from the player owned instance that are used to craft the chainsaws... These bps were the reasons u ran these instances... these bps are the reasons to invest into these instances... unsure how to post this since its not a bug or a suggestion just a fix that needs to be reconciled… -I’ve tryied support ticket CASE #459571 CASE #460597 -I’ve tried forum before it was removed -I’ve tried both discords the community one and the “official” one tagging Socrates, Nana, and Ludvig now No one responds… so, here i am trying this avenue… Unsure WHY we need so, many different locations to try and resolve issues in game…

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Bug Reports

about 2 months ago