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.
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.
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.
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.
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.
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 used for spacecraft, which evolved beyond transportation into functional mining platforms.
Vehicles become far more valuable when they introduce new gameplay rather than simply moving players from one location to another.
More professions should naturally encourage players to work together.
Examples include:
Multi-person fishing boats.
Group resource gathering.
Community workshops.
Shared crafting facilities.
Team exploration.
Cooperative gameplay builds stronger communities and increases long-term player retention.
Rather than relying primarily on increasing operating costs, focus on expanding the number of active participants.
A healthy economy benefits from:
More active hunters.
More miners.
More crafters.
More traders.
More fishermen.
More explorers.
A growing population naturally creates greater demand throughout the economy.
Improve the new player experience.
Smooth progression into mid-tier gameplay.
Introduce better economic guidance.
Reduce the progression wall faced by new players.
Expand professions.
Add additional progression systems.
Diversify monetization.
Continue improving the economy through new gameplay rather than increased costs alone.
Entropia Universe remains one of the most ambitious MMORPGs ever created. Its real-cash economy is unlike anything else in gaming.
The challenge is no longer creating a unique economy—it is ensuring that new players remain engaged long enough to become part of it.
A smoother progression curve, stronger onboarding, expanded professions, more cooperative gameplay, and diversified revenue streams would not fundamentally change what makes Entropia unique. Instead, they would strengthen its foundation and make the universe more welcoming for both new and returning colonists.
I believe these changes would improve player retention, encourage sustainable growth, and help ensure the long-term success of Entropia Universe.
ye fishing is already in the game - replace the idea with fishing boats
I think that's a better idea. Since fishing is already an established profession, the suggestion should focus on expanding it, not introducing it.
Here's the revised section:
Fishing has become a welcome addition to Entropia Universe, but currently fishing boats primarily serve as transportation to fishing locations.
I believe they could become a much more meaningful part of the profession.
Just as spacecraft evolved from transportation into functional mining platforms, fishing boats could evolve into functional fishing platforms.
For example, larger boats could support deployable fishing nets.
Players would:
Navigate to productive fishing grounds.
Deploy one or more fishing nets from their vessel.
Continue exploring or fishing with rods while the nets are working.
Return to retrieve their catch after a period of time.
Different boats could support different capabilities:
Small boats could deploy a single net.
Medium boats could deploy multiple nets.
Large boats could support several nets or more efficient commercial fishing equipment.
This would create a natural progression within the fishing profession while giving larger boats a meaningful purpose beyond transporting players.
It would also create additional demand for:
Fishing boats.
Crafted fishing nets.
Repairs.
Fuel.
Boat upgrades.
New blueprints and fishing-related equipment.
Fishing with rods should remain an important part of the profession, but boat owners should have their own progression path, just as miners eventually gain access to larger and more advanced mining platforms.
Expanding fishing boats in this way would make the profession deeper, encourage cooperative gameplay, and provide another long-term activity for players without replacing the existing fishing mechanics.
I actually think this version is stronger than the original because it builds directly on a system MindArk has already invested in. Instead of asking them to create a brand-new profession, it proposes the next logical step in the evolution of the existing fishing profession.
Full text also sugest that if they were to let players do all the game activities instead of having steep cost of 100+ $ to just shoot ammo then players might be more keen to play the game and invest long time and that they can keep areas where ppl wana do high risk /reward gamble
Certainly. Here's a polished suggestion that incorporates your ideas while keeping the tone constructive.
First of all, I would like to thank MindArk for continuing to develop Entropia Universe. There is still no other MMORPG quite like it, and the Real Cash Economy remains one of the most unique concepts in gaming.
The purpose of this post is not to criticize the game but to offer constructive suggestions that could improve player retention, strengthen the economy, and help Entropia Universe grow for many years to come.
One of the biggest challenges facing new players is the steep jump between the beginner experience and mid-tier gameplay.
The beginner equipment provides an enjoyable introduction, but many players eventually reach a point where the operating costs become dramatically higher. For many people, this becomes the moment they stop progressing.
Rather than feeling rewarded for improving their skills, players often feel punished simply because they want to continue playing.
A smoother progression between beginner and mid-tier equipment would likely improve player retention without affecting the long-term goals of experienced players.
Entropia Universe has an incredible amount of content:
Hunting
Mining
Crafting
Fishing
Space
Land Areas
Events
PvP
Trading
Vehicles
Housing
However, many players never get to experience most of it because the operating costs become too expensive long before they reach those activities.
If players were able to participate in more of the game's content without immediately facing operating costs of well over $100 just to buy ammunition for a hunting session, they would likely stay longer, explore more professions, and become long-term members of the community.
The longer players remain engaged with the game, the more likely they are to invest in it over time.
One possible solution would be optional monthly ammunition packages.
For example:
Small package
Medium package
Large package
Each package could provide a daily ammunition allowance based on the player's hunting level.
Benefits include:
Predictable monthly expenses.
Easier budgeting.
Better accessibility for players from different economic backgrounds.
Increased activity because players 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 making progression feel much more stable.
The purpose of making the game more accessible should not be to remove risk or excitement.
Many experienced players enjoy hunting creatures with expensive equipment and chasing rare, high-value loot. That style of gameplay should absolutely remain.
Instead, consider separating the game into different layers of progression.
For example:
Standard areas where players can enjoy steady and sustainable gameplay.
Premium hunting grounds where players who enjoy taking bigger financial risks can continue chasing exceptional rewards.
This would allow players to choose the experience they prefer.
Players who enjoy gambling for larger returns could continue doing so, while players looking for consistent progression would have an alternative path.
The two approaches could coexist without harming each other.
The long-term success of Entropia Universe should not depend solely on ammunition consumption.
Continue expanding optional purchases such as:
Cosmetics
Battle Passes
Housing
Shops
Farms
Vehicle customization
Boats
Spacecraft
Pets
Decorative items
These are purchases that players generally enjoy making because they enhance their experience rather than simply paying operating costs.
A larger player base purchasing optional content could become a healthier long-term revenue model.
Fishing has become a welcome addition to Entropia Universe.
The next logical step would be expanding the functionality of fishing boats.
Just as spacecraft evolved from transportation into mining platforms, fishing boats could evolve into functional fishing vessels.
For example:
Boats could deploy fishing nets.
Different boats could support different net capacities.
Larger boats could support multiple fishing stations or specialized fishing equipment.
Players could continue exploring or fishing while nets are deployed.
This would create another progression path within the fishing profession while giving larger boats meaningful gameplay beyond transportation.
It would also increase demand for:
Boats
Fuel
Repairs
Fishing equipment
Crafted fishing nets
New blueprints
A stronger introduction would significantly improve player retention.
Suggestions include:
A proper storyline.
Guided quest chains.
Better tutorials.
Profession introductions.
Clear explanations of the economy.
Better progression guidance.
Players are far more likely to stay when they understand both the world and their long-term goals.
Systems that naturally encourage players to work together help build stronger communities.
Examples include:
Multi-person fishing vessels.
Community workshops.
Group resource gathering.
Shared crafting facilities.
Cooperative exploration.
The more reasons players have to interact with one another, the healthier the community becomes.
Rather than focusing primarily on maximizing the operating cost of each individual activity, it may be worth considering a broader perspective.
If players are able to enjoy hunting, mining, crafting, fishing, space exploration, trading, housing, and events without feeling that every activity requires a very large upfront investment, they are much more likely to remain active for years.
Long-term players often become the biggest supporters of a game.
A player who enjoys the universe for several years will naturally invest in better equipment, larger goals, housing, cosmetics, vehicles, and many other aspects of the game.
Sometimes making it easier for players to stay is more valuable than making every individual activity as expensive as possible.
Entropia Universe has something that almost no other MMO has: a living player-driven economy with real value.
The goal should not be to make the game easier or remove the excitement of risk. Instead, it should be to make the universe more accessible so that more players can experience everything it has to offer.
Those who enjoy high-risk, high-reward gameplay should always have that option through premium content and challenging hunting areas.
At the same time, players who simply want to explore Calypso, develop their professions, and enjoy the many systems already present in the game should also have a sustainable path forward.
A larger, more active player base benefits everyone—players, land area owners, traders, crafters, and MindArk itself.
I truly believe that focusing on accessibility, smoother progression, expanded professions, and diversified revenue sources would help Entropia Universe continue to grow while preserving the unique Real Cash Economy that makes it special.
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15 days ago
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15 days ago
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