Thursday, November 16, 2017

Post Performance Update

Performance Update
The MindArk development and engineering teams continue to work hard on improving the stability and performance of the Entropia Universe system and to resolve the recent lag issues. Several fixes and improvements have been implemented over the past week or so, and have helped to mitigate many of the issues experienced by participants. However, several performance issues persist and are related to deeper workings of the Entropia Universe platform and thus will take a bit longer to solve.

Our primary focus is to solve the remaining performance issues as soon as possible, resulting in other development projects being postponed and/or deprioritized. Another patch is scheduled for early next week, containing the most recent fixes and optimizations.

We appreciate your patience and understanding during this ongoing process.

Feffoid Onslaught!

Feffoid Onslaught!
Feffoids are raiding Fort Zeus, Fort Ithaca, Fort Fury and Cape Corinth presumably due to colonists recently desecrating the Blakshaah: the sacred fighting pit of the Feffoids.

Unconfirmed reports of a previously unseen Chieftain of immense size and power have also been reported. Onlookers speculated he was leading the attacks.

Fort Fury is particularly hard pressed — opinion is divided as to whether or not the defences will hold!

Fight for freedom from the Feffoids, friends!


Please Note: lower-level Feffoids can be found at Forth Ithaca and Cape Corinth.

Tuesday, November 14, 2017

Compet Newsletter October 2017

Preparing for a New Marketing Push
Considerable changes were made to ComPet at the end of summer, including a revamped tutorial and beginner experience as well as the implementation of the Trinket system. Recent updates have been more modest, with resources instead being channeled into building the critical infrastructure and systems needed to support upcoming marketing efforts.

The new beginner experience now allows new players to dive right into ComPet’s competitive PvP experience. Our aim is to combine this more streamlined and PvP-focused introduction with a paid marketing campaign that showcases the PvP aspect of the game.

Tutorial Tweaks
Recent tutorial amendments have been analyzed, and an even more finely-tuned tutorial will be released shortly. These improvements are specifically designed to increase retention and engagement of new players acquired through the coming paid marketing campaign.

App Store Optimization
New descriptions, icons, images and video that are more in line with the competitive PvP marketing profile are being added to the app stores.

A lot Going on Behind-the-Scenes
Development of new content and game features will be of lower priority as we are currently working hard behind-the-scenes to lay the groundwork necessary to facilitate the upcoming marketing efforts.

Friday, September 29, 2017

DPP and Efficiency are not the same thing

AxeMurderer: I don't believe in personal loot pool, but isn't this proof that personal loot pool exists

Charlie|MindArk: No, there still is no personal loot pool.
Actually, this doesn't read like "most efficient hunters = highest returns" at all.

I know plenty of people with low dpp setups turning over high ped, whom would fall into this >50k bracket. If (as you assume) this would be pure high efficiency, they would artificially skew the return % lower.

What the statement actually reads (to me) is that, MA are identifying what cycle amounts are appropriate in identifying loot. I.e. >50k turnover, they expect >98, >10k >97, and all >96.

They've been pretty clear that dpp (or eff, whatever you wanna go with) only affects loot composition (by 7% min/max) and now they've highlighted that crit bonuses only boost this composition factor.

Charlie|MindArk: No, DPP and Efficiency are not the same thing. DPP affects loot composition and critical hit/damage etc affect the DPP. Efficiency directly affects average TT return by 0-7%.

First off, thanks for the update!

Just a slight point about that list; there are presumably a huge number of players who don't fit any category there, namely those with a daily turnover of less than 600 peds or so a day since the test began, but have been around a lot longer than just this year!

I wonder what those returns are ???

It's also nice to see discussion on critical hits, for example, being commented on by MA to clear up some misunderstandings . Please continue to show you have been reading our discussions MA, ty!!!

Thank you so much for the update PLEASE keep them regular - we have a community manager after all.... right?

I at first was liking the changes, but quickly my loot fell off like usual. The hope was in less armor/fap decay.

Problems remain with loot items having zero mu and huge swings of volitity exist.

And as posted above, what about the large group of people that go through say 300-1000 peds? or even 5k peds? Your figures start off at 10k, that's pretty high. I still have never maintained 97% or 90% for that matter for more than a couple of days. What's my return after a week to 1 month? 0-10%. Deposit 100 bucks, have 1-10 dollars at end of month. I would LOVE to see myself have 80 even, but I don't so I still keep my distance from this game.

I remain hopeful for the future and involved from a distance.

Charlie|MindArk: The amount of turnover isn't very relevant to the average return or volatility in return for any individual player. To reach a stable average return it's really the amount of loot instances or creatures killed that matters. As an example, if a player kills 2 Sand Kings spending about 5000 PED to do so the expected loot returned on those 2 kills can vary greatly. If instead killing 200,000 Punies also about 5000 PED the expected loot return is going to be very close to the expected average of 96%+ seen in the 2017 group. A more realistic example of this is perhaps spending 300 PED hunting Proterons vs spending 300 PED hunting small Argonauts where the Argonaut hunt will usually yield similar results and the Proteron hunt results can be all over the place since the loot events are so few.

The reason turnover is chosen as the metric to present these statistics is because number of kills doesn't really say much about which level of players are in which category since anyone can kill a large number of mobs if they are small enough.

still no definition of what the hell turnover means... Is that the amount of ped they deposited, the number of ped they spent in decay, the amount of ped spent in ammo, or the amount of tt value they turned in when they 'turned it over' to the tt?

Charlie|MindArk: Turnover or PED "Cycled" is all PED decayed/destroyed/spent on killing a creature, this means decay for weapons, armor, ammo, healing, attachments etc. It has nothing to do with deposits, trade terminals or repair terminals etc.

Ive done more than 10k turnover but nowhere near those numbers =) how do we know that they are for real ?

Charlie|MindArk: These numbers are averages, most players in each category are going to be either above or below said number.

New players do probably not cycle 10000-50000 ped in 2,5 weeks so their volatility is probably even more obvious than for the mid level small time/softcore players (who most likelly have a larger turnover). So is this 96,94% for new players the average for ONE particular newby or is it an average of the entire newby player base?

They just say

Accounts created in 2017 have enjoyed returns of 96.94% on average since the changes implemented on Sept. 11.

But this doesnt mean every newby who shot 1000 punies got 96,94% in return.

Charlie|MindArk: As mentioned in a previous answer, the most important part for stable returns is the amount of kills or loot events not the amount of turnover. Most new players have very low turnover but hunt mobs like punies and therefore kill a large amount of mobs, like 1000 as you mentioned. This does produce results pretty close to the average for most new players.

How exactly did Loot 2.0 drastically lowered cost of healing?

Charlie|MindArk: Most of the decay from healing and using armor is now compensated for in the loot of the mob. On top of this the actual amount of decay to the armor per damage absorbed was reduced greatly. Overall the cost for healing and armor usage is less than 5% of what it used to be.

It is great that you adjust to lower the fees, even if temporary.

Some questions:

1. Is the temporary test over or still ongoing?

2. Is "returns on average" including costs (repairs)? does it include MU? if so, your MU figures cannot be correct as the auction data is off, there are many items which show MU because of historical sales but really cannot be sold / MU is way lower.

3. Smilgs has enjoyed a tt return of 92.66% since 11th of September and 91.82% before that, the only higher return was when not using the crit buffs for a week - strange coincidence? Losing 15000 peds per month with 39000 peds just before is just as frustrating of an experience...

Charlie|MindArk: Yes it is still ongoing and we hope to be able to keep it this way.

As mentioned earlier it includes all decay of weapons, ammo, armor etc associated with killing the creature. Repairing simply moves PED from one place to another much like buying/selling things from the TT, neither has an effect on loot or MindArk revenues.

The loot system never accounts for markup. Not on markup spent on things like enhancers or limited weapons, nor on markup gained from loot such as oils, items and ESI etc, markup values are just transactions between players. It is always TT in vs TT out. These statistics also do not include any loot that was paid as tax on land areas, so the returns are actually slightly higher than stated here.

If those tests of using/not using crit buffs were done during the last two weeks it would have coincided with the increase in overall loot returns and any result would have been skewed by that.

As for your personal returns I will not answer that here but you already have those answers in a support case and will have to post it yourself if you want it shared.

deflect means it blocked 100% of the damage, that has nothing at all to do with armor decaying less...

Charlie|MindArk: Correct.

Wednesday, September 27, 2017

Developer Notes #14 - Loot 2.0 Update

Developer Notes #14 - Loot 2.0 Update
One of MindArk’s primary long-term goals is to make Entropia Universe as affordable and entertaining as possible for all participants. Toward that end, MindArk is continually experimenting with various adjustments to in-game systems, with an eye toward lowering cost to play while maintaining a reasonable level of revenue that enables continued development and marketing of Entropia Universe.

Reductions in Cost to Play

On September 11th, we initiated a temporary test in which the MindArk fee for hunting was lowered significantly. In the long term, we hope that a lower MindArk fee will result in increased overall activity and new participant retention, and thereby compensate for the lower short-term revenue. We plan to continue experimenting with these revenue settings in the near future to gather more data.

Early data show positive results from those experiments:

Hunters with turnover of more than 50000 PED since Sept. 11 have enjoyed returns of 98.6% on average.

Hunters with turnover between 10000 and 50000 PED since Sept. 11 have enjoyed returns of 97.05% on average.

Accounts created in 2017 have enjoyed returns of 96.94% on average since the changes implemented on Sept. 11.

As noted in a previous Developer Notes, Loot 2.0 drastically lowered the costs for armor decay and healing, which we can now confirm has led to a substantial increase in the usage of those mechanics. This is an example of the type of positive changes we are hoping to identify and implement in other systems: changes that benefit participants (in terms of lower cost to play) as well as MindArk’s revenue, resulting in a better overall gameplay experience and growth of Entropia Universe.

Loot Distribution Changes

As many participants have already noticed, changes have recently been made to hunting loot distribution, specifically regarding loot volatility and loot sizes. The overall net hunting return was not affected by these changes, but rather the frequency and size of various loot outcomes as a means of promoting more interesting and exciting loot outcomes and removing some of the more frustrating outcomes that were previously possible (especially on larger creatures).

Effects of Critical Hits/Damage on Loot

Finally, we have noticed several misconceptions in recent community discussions regarding Critical Hits that we would like to clarify. Critical Hits do not have a direct impact on loot value calculations per se. Since loot is now based on the actual cost to kill a creature in Loot 2.0, dealing more damage via critical hits (or by having higher damage per pec) does result in smaller loot events for a given creature, but this effect is directly proportional to the lower cost to kill and allows more creatures to be killed (i.e. more loot events) for a given amount of PED spent. Also, the composition of loot improves in such cases and results in a lower proportion of Shrapnel in loot. In other words, the use of items or consumables that provide increased Critical Hit Chance or Critical Damage can never have a negative effect on loot returns.

Developer Notes 13 - Loot-2.0 Statistics

Developer Notes #13 - Loot 2.0 Statistics

The MindArk design team has been closely monitoring the impact of Loot 2.0, recently implemented in Version Update 15.15. We have also been following the many interesting and valuable discussions on community forums and thought it would be helpful to those discussions to share some hunting return statistics.

Net return for all hunting activity since VU 15.15: 94.71%

Net return for hunters cycling at least 100,000 PED since VU 15.15: 97.29%

Net return for hunters cycling at least 10,000 PED since VU 15.15: 94.79%

Net return for accounts created in 2017, cycling at least 100 PED since VU 15.15: 94.87%

Net return for accounts created in 2017: 93.47%

These return rates are very close to MindArk’s targets for Loot 2.0, and indicate that the changes implemented are working as intended. Of course, we will continue to monitor, tweak and improve moving forward.

Happy hunting!

Developer-Notes #12 - Loot-2.0 Follow-Up

Developer Notes #12 - Loot 2.0 Follow-Up

This installment of Developer Notes attempts to clear up some of the questions and misconceptions related to the Version Update 15.15.0 - Loot 2.0.

Economy Parameter (soon to be renamed Efficiency)One of the most misunderstood features of Loot 2.0 was the introduction of the Economy parameter and its effect on loot calculations. Based on feedback received via support cases and our monitoring of forum discussions, it appears that one cause of confusion is the use of the term ‘Economy’ for this parameter. As such, the Economy parameter will be renamed to Efficiency in the upcoming patch, which more accurately captures the effect of this parameter. Also in the upcoming patch, the tooltip text for the Efficiency parameter will be changed to the following:

Efficiency indicates the cost-effectiveness of a weapon (or weapon attachment) in creating damage. Efficiency values range from 1-100, and higher values indicate better efficiency. Efficiency is an inherent property of an item, and thus is not affected by avatar skills. Weapons that have scopes, lasers or amplifiers attached will display a modified Efficiency value (in orange).
A few additional points about Efficiency parameter will hopefully clear up many of the questions and dispel some of the more common misconceptions that we have noticed:

The Efficiency parameter is not affected by avatar skills.
The largest components by far in loot value calculations are costs, such as weapon deterioration, ammo consumption, armor deterioration, healing costs, etc.
The Efficiency parameter is a relatively small component in loot calculations (no more than 7% of total loot value).
The displayed Efficiency parameter for a given weapon does not correspond to expected overall loot return.

Optimal Loot
Another feature of Loot 2.0 that has sparked lots of discussion and speculation is Optimal Loot.

It is important to note that Optimal Loot only affects loot composition (what you loot), not the loot value (how much you loot). There is no Optimal Loot penalty for hunting creatures that are well below your avatar’s level; in fact most such kills will meet the requirements for Optimal Loot composition.

To best achieve Optimal Loot:

Be sure to have the Hit Ability and Damage profession requirements maxed (10.0/10.0) on the weapon your avatar is using.
Avoid over-amping (using a weapon amplifier that adds more than 50% of the maximum damage of the weapon to which it is equipped).
Minimize healing costs and the need to interrupt damage dealing to heal.
In general, the lower the cost to kill a creature, the higher the proportion of loot composition will be Optimal Loot. There is no inherent “kill timer” for each creature; Optimal Loot is calculated based on costs, not on time.

Crafting, Resources and Economy

MindArk is working on restructuring and streamlining the item situation in Entropia Universe. This involves many changes to the crafting system and loot distribution, with the goal of reducing the number of components, resources and similar items in the universe, to ensure that the majority of items have a place within the economy.

The balance between looted and crafted items, along with items from other sources such as events, competitions, strongboxes, etc., will be improved to strike a better balance.

New blueprints will use existing components and resources as much as possible to sustain a thriving and interdependent economy between crafting, mining and hunting.

Developer Notes #11 - Loot 2.0

Developer Notes #11 - Loot 2.0

Later this month, MindArk will be releasing a special Loot 2.0 Version Update that will overhaul the way in which hunting loot is calculated and distributed. Many of the features and systems added over the past few years have gradually led to this update, which will significantly improve overall loot returns for the vast majority (upwards of 98%) of participants.

The information in this Developer Notes article is intended to inform participants of the upcoming changes and to gather initial impressions and feedback to help ensure a smooth implementation of this exciting update. Please bear in mind that the changes described below are still being finalized and tested, so some specific details may be changed upon release, while other changes may require additional refinement or testing and therefore may not appear in the initial Loot 2.0 release, but instead in subsequent patches or Version Updates.

Loot Changes

Loot calculations will be optimized and improved to better factor in the various costs associated with hunting activity, including: healing, ammo consumption, buffs, tool and armor deterioration, attachments, and more.

A special hunting bonus pool will be implemented that will distribute funds from various sources, including skill misses, PVP, marketing and special events, which will improve overall loot returns for all participants.

A new Economy rating parameter will be introduced, on a scale of 1-100, that indicates the efficiency of a tool and which influences loot calculations. This change from the once dominant damage/pec model will provide the design team with more freedom to release exciting and interesting items with a wider range of damage output and special effects. For example, our team will have the ability to create powerful new items that provide access to challenging and exciting content without dramatically increasing cost to play. Existing items will be assigned Economy values that reflect their relative efficiency to one another and to the entire array of items in the universe.

Avatar skills will play a role in loot calculations and this role will be expanded in future Version Updates. Imagine new professions that offer hunting specialization opportunities and a way to incrementally increase net loot returns for dedicated and active hunters.

MindArk has been monitoring the community discussions concerning so-called 'loot waves' and will implement changes in the Loot 2.0 and subsequent Version Updates that will address this issue by improving the distribution of resources and items, with the goal of ensuring that loot opportunities are more interesting, dynamic and fair for all participants

Ammunition will be removed from hunting loot. This change has been requested by many participants over the years and will assist participants in more accurately tracking their results.

Loot value calculations and the composition of the items in loot will be affected by properly matching avatar skills and gear to the creature being hunted, rewarding efficient kills with more interesting loot. For optimal loot, it will be important to avoid inefficiencies such as low damage output compared to creature health, excessive time and cost to kill, overkill damage, unmaxed weapons and other factors. This system is intended to reward game knowledge, which has traditionally been an important and unique aspect of success in Entropia Universe, and to provide opportunities for participants to improve their loot returns via experimentation, optimization and specialization.

Also in the Loot 2.0 Version Update will be a range of improvements to various other systems with an eye toward lowering costs and increasing enjoyment for all Entropians. An example of such are the following planned changes to armor:

Armor Changes

Armor now decays significantly less per point of damage absorbed.

Armor no longer has a minimum decay based on total protection, it will now always decay proportionally to the amount of damage absorbed.

Armor can now absorb all incoming damage down to a minimum of 0.1 point of damage taken, instead of the previous 1.0 points of damage.

Armor and armor platings now decay independently based on the amount of damage they each actually absorb, rather than both decaying as if absorbing the full amount of received damage.

Armor decay is now linear per point of damage absorbed, rather than increasing in cost per damage absorbed.

A profession level requirement will be introduced for non-(L) armors. Meeting the required level results in the armor offering full protection at all condition values. If the profession requirement is not met, armor works as before, with protection decreasing relative to condition.

Our design and development teams have been working very hard on these important changes for many months now, and MindArk looks forward to incorporating valuable feedback from our wonderful and passionate community leading up to the release of Loot 2.0!

Thursday, August 31, 2017

Audited Calypso Land Deeds Revenue 2016

MindArk just announced the profit for planet Calypso for 2016 - 1 945 838 USD compared to 2 295 191 for 2015 , 2 232 435 in 2014 , 2 672 604 in 2013 , 2 776 432 in 2012. Clearly the sky is falling and it is time to sell your skills.

Friday, August 25, 2017

ComPet Newsletter August 2017

ComPet Newsletter August 2017

Trinket and Strongboxes release

We are at the final stages of polishing the Strongbox and Trinket systems before release. The systems have been delayed slightly due to the vast impact we believe they will have on the game, and our desire for them to be balanced, bug-free and enjoyable on launch.

The upcoming release will feature four different Strongboxes. Three of them can be earned by completing Daily Missions in the Arena and one Strongbox which will be available for purchase in the shop. We will then study what effect these systems have on the game and listen to your feedback before we add two more premium Strongboxes at a later stage.

Tutorial and new player experience changes

We have put a lot of effort into making the tutorial and new player experience as smooth as possible. There are no more drawn out dialogues and new players are no longer forced to do things in any specific order. While there is a path we want new players to take, they are now free to explore different areas of ComPet before moving on to the next part of the tutorial. The new tutorial will also put more focus on the Arena. We believe these changes will greatly increase new players’ enjoyment of ComPet.

Another integral part in the new player experience is the introduction of New Player Tasks. These will reward new players for trying out and learning about different elements of the game, without forcing them through a linear, deterministic tutorial.


With the changes we have made to the new player experience and with the addition of the Strongbox system, we believe that retention and monetization can increase significantly. Marketing of ComPet will therefore resume shortly after the upcoming release. Our new marketing campaigns will be in line with the design changes we’ve made to the game, which means they will focus more ComPet’s competitive PvP Arena experience.

Tuesday, May 2, 2017

The RX Storm is Upon Us!

The RX Storm is Upon Us!

RX are attacking around Cape Corinth, Fort Medusa and Fort Pandora!

Fight for the City: Cape Corinth

RX forces are gathering outside Cape Corinth and are preparing to attack the city! There can be no doubt that they are here to reclaim 'Silent Stan'.

Fight For the RX Caches: Fort Medusa and Fort Pandora

Groups of RX are also gathering in desert areas surrounding Fort Medusa and Fort Pandora.

The CDF suspect they are preparing to remove and re-conceal RX caches — in case 'Silent Stan' reveals their secret locations whilst under interrogation.

Brigadier De Souza has stated that "Colonists must stop the RX removing the caches at all costs".

L60 RX Light Gunner

L109 RX Medium Gunner

L156 RX Heavy Gunner

L298 RX Gunnery Sergeant

These are AI mobs, non-shared, spawning in non-PVP areas

East of Cape Cornith - L60

Fort Medusa - L109 to L156

Fort Pandora - L156 to L298

Choose your battlefront and fight!


Friday, April 28, 2017

ComPet Newsletter April 2017

ComPet Newsletter April 2017

Streams on

We are currently exploring different marketing methods in order to select optimal channels and reach ComPet’s audience. One of these new channels is Twitch broadcasts by professional gamers and streamers.

Four streamers will play ComPet on Twitch:

AnnieFuchsia (
Shadybunny (
Pojkeen (

Be sure to give them a follow to know when they will stream!

Ranking system changes

A completely new ranking system for the Premium division will be implemented in mid-May.

The current ranking system is reported to be unfair to high ranking players. The amount of ranking points awarded for a win in the Premium division seem to be disproportionate to the punishment for a loss. This makes it likely that high ranking players stop playing at a certain rank rather than risk losing an undue amount of points. This is the opposite of what we want. Players should be rewarded for staying active in the Arena, battling a lot, and defeating high level pets. The new ranking system will ensure this.

Remember to try out the new ranking system!

Follow up from last newsletter

Focusing on Arena - continued

We will continue introducing changes to the user interface (UI) which are aimed to increase activity in the Arena. An upcoming change is a “welcome pop-up”, which will help and encourage players to subscribe to the Arena directly after starting a new session in ComPet.

This change will result in an overall reduction in time spent waiting for an opponent in the Arena.

Trinkets - continued

The trinket system has been finalized and will be implemented as soon as possible. The trinket system introduces a significant monetization opportunity that aligns well with our increasingly Arena-focused game design and marketing. Trinkets will be a main selling point for the Strongboxes that will be introduced in the in-game shop. Players will also be able to upgrade and customize trinkets as they progress, enabling them to set their pets apart from the competition and get an edge, which will also present further possibilities to monetize the trinket system.

Further details will be released in-game, on and on the official forums as the trinket system rolls out.