Saturday, June 25, 2011

Making Mind Essence from Vibrant Sweat and Force Nexus

Ingredients:
Vibrant Sweat: 1 000 (0.01 PED) (with MU 3 PED)
Force Nexus: 1 000 (10 PED) (with MU 10.60 PED)
PTech Refiner 1 decay 0.30 PED
Total: 13.90

Result:
Mind Essence: 100100 (10.01 PED TT) (with MU 14 PED)

Profit: 0.10 PED



Friday, June 24, 2011

Arkadia after one month

1. Auction has been dwindling for the past few weeks. Ok, that's expected after the shiny new planet effect wears off....to a point. I got past that point when lysterium stopped dropping and even common Calypso ores had no orders in auction. There is no viable economy at this point from my perspective.

2. Blueprints are useless. Does anyone really think I am going skill up my O Rings BP to 100 Quality Rating with Ospra at 200% & no buyers for O Rings? I've been able to use some of the bps, but again, nothing is selling at auction. No, I am not going to save up to sell to someone trying to make a 40% profit by transporting them back to Calypso. I will just move back to Calypso where there is an economy. On Calypso, I can take my pick of 10 - 15 bps, depending on my ore/enmatter inventory, auto click a few k times and have a few days/weeks worth of some component which sells for 150% plus in inventory. In other words, I can craft a bunch and have inventory to sell over time for a profit. Basic Wires, Bearings, Sheet Metal...all sorts of things are profitable. Those options don't exist on Ark.

3. No Melchi, Alice, Cumb, Belk, etc. Barely any Narc, Blaus, Cald, Iron, etc. I rely on these staples to craft. I know MA/Arkadia, etc want to spur interplanetary trade so that means some things will be scarce. Fine, but they decided to make oxygen scare. I can't breathe. I get more Devil's Tail on Calypso than Narc on Arkadia. I will leave figuring out alternatives to breathing to all you Ark Pioneers. My heart says Arkadia, my head says Calypso. I usually go with my head.

4. I got an offer for a ride back to Calypso so I decided to take it when MA disabled the TPs (knew about that) and made all of space LOOTABLE pvp (didn't know the details) BEFORE the mothership crews got organized. They will just sit at the choke points and send out fighters.

I like Arkadia and would like to visit again, especially after treasure is released. But the fact remains that on Calypso I have more options than I can take advantage of and I could see the options dwindling rapidly in the last week.

As much as I hate to say it, it was a relief to get off Arkadia. I wanted to make Arkadia my home or second home but it was not to be....at least so far. I like options. If A sucks, try B, if A and B suck, try C, etc. I was running out of options.

Wednesday, June 22, 2011

The price of the Motherships - Spaceships in Entropia Universe

How expensive are the motherships in this virtual universe?

Perception - Sera Whichspade Connor, MA CEO - not sold

Bismark - Sam Diafelx Sara - awarded as contest prize 6/21
Saratoga - Darth Skippie Boobie - awarded as contest prize 6/21
Yamato - Max Extreme Hunter - awarded as contest prize 6/21

Fortune - Zachurm Deathifier Emegen - sold via global auction 6/22 - ~85k
Revenge - Jon NEVERDIE Jacobs - sold via global auction 6/22 - ~90k
Victory - Miss Hoff Bad - sold via global auction 6/22 - ~90k
Yamato - sold via Calypso auction 6/22 - ~90k

Thule - Atami Tami Atemi - sold via global auction 6/23 - ~50k
Ticonderoga - sold ??? via global auction 6/24 - ~69k
Kronan - Sbinortz Sbi Latz' tek - sold via global auction 6/25 - ~67.5k
Krusenstern - Modified Akoz Power - sold via global auction 6/26 - ~63k
Enterprise - Zek z3kdark3r Darker - sold via global auction 6/27 - ~72.5k

Here is picture of The Saratoga Mothership.

MindArk The Monopoly

Once upon a time there was a game called Project Entropia. It was a brilliant concept that allowed players the freedom of exploration and other activities without being committed to a subscription-based MMO. Some gamers didn't approve of their credit or debit cards recurrently being charged every month in order to play an online game. Some people worried that they may not have enough money in their checking account at the time that the next month was due, and those that had enough funds in their account to pay for a full year may have not felt comfortable that they were going to stick to that specific game for a full year. PE was a breath of fresh air for many, because it allowed one to play for free, or deposit an endless amount of money. When you weren't able to deposit, you wouldn't get your account locked as which occurred in subscription-based games.

A brilliant concept bred into a full-fledged Sci-Fi MMO, and attracted players from all over the world. The graphics weren't very impressive (although not awful), and the gameplay was on par with what the consumer wanted. People seemed to be sufficiently entertained with the few activities which they could perform in the game. Many futuristically believed that more was to come in terms of professions, and it was just a matter of time before PE was going to explode into a diverse population. VU 10 for sure was going to be the silver bullet which brought players in the door. MA dangled VU 10 in front of everybody's faces for years and swayed people into believing that it was bar none the future of the 3D internet. Fast forward to today, and the whole concept of the 3D internet hasn't flourished. Many people don't have any desire to be in a 3D universe (real life is satiating enough for them), and they would rather prefer a 2D internet experience. The technology that is inexpensive which you'll find in today's budget PC's and tablets don't have enough computing power to run a game as resource intensive as EU. I've scratched the idea of the 3D internet off my list a long time ago. I thought it was bullshit every time MA tried to tout EU as having an inordinate amount of potential being the future of the internet. And even if we did live in an age where the technology encountered which was commonplace at that given time (in a normal consumer's home) was capable of running a game such as this, I'd believe it when I saw an actual widespread interest in the aforesaid.

Since the 3D internet didn't prosper, the next idea was the planets. What a brilliant idea it was for MA to back into the caliginous crevices of the moonlight's shadow, and dump the player base into the lap of an unknown element. That first unknown element happened to be a company called SDS. The community as optimistic as they could be, hoped that change was coming. More propaganda came down the pike, and people bought it. One thing about marketing is that a myriad of people will buy whatever they're being sold. It's just a matter of the correct approach. MA knew what they could get away with while maintaining their profit margin, so they disregarded the player base by using the planet partners as a new front. Essentially it was just more red tape.

Fast forward a little further, and SDS couldn't make their payments as agreed upon according to the contract between the two companies, which resulted in a takeover of Calypso by MA. We're back to square one in a sense, just like the old PE days when MA ran Calypso. This is a very bad thing for any potential future planet partners (should there ever be any more), because it makes MA look like a company which makes irresponsible business decisions -- selecting a company to run their most popular planet that failed in a relatively short period of time. My guess is that it's a matter of time until the player base is jettisoned and dumped once again. The new distraction is currently space (of course MA wants you to focus on this right now), and MA (being the monopoly that they are in the niche market which they're in), just as which was performed with VU 10, will dangle new things in front of our faces while charging ridiculous premiums to be entertained.

Is the planet partner concept going to fail or prosper? Are Next Island and/or Rocktropia failures? What's the future of Planet Calypso? Will there ever be any type of gameplay besides crafting, hunting, mining, and sweating? Who knows? I crown MA the king of being inscrutable. They sure do a damn good job at it, and I can tell you one thing -- until some real competition comes around, we shall remain MA's whipping post.

The Winners from the Space Competition

The Winners Are...

June 21st

Space is out and we are here announcing the winners to the competitions that started June 8th.

Congratulations to you lucky 7!



Competition for Motherships

The winners will find the deed to a mothership in their Inventory. The motherships are docked at the space station outside Planet Calypso.


Hunting Winner

Darth Skippie Boobie killed a Proteron Young worth 41537 PED and will find the deed to the Mothership - Saratoga in the Inventory.

Mining Winner

Max Extreme Hunter found Melchi Water worth 84576 PED and will find the deed to the Mothership - Yamato in the Inventory.

Crafting Winner

Sam Diafelx Sara crafted a Rutic Bett (L) worth 83965 PED and will find the deed to the Mothership - Bismarck in the Inventory.



Competition for Medium Fighters

The winners will find one Medium Fighter each in their Inventory.


Winner on Arkadia

Tomas T79x Hope killed a Halix Young worth 1189 PED and will find the Quad Wing Interceptor - Torchbearer in the Inventory.

Winner on Calypso

Simones Fu Kill killed a Shinkiba Young worth 1017 PED and will find the Quad Wing Interceptor - Pioneer in the Inventory.

Winner on ROCKtropia

Ed Lguigui Ward killed a Rocktropian worth 71 PED and will find the Quad Wing Interceptor - Groundbreaker in the Inventory

Winner on Next Island

Vlad Dracula Tepes killed a Brown Papoo Old worth 1104 PED and will find the Quad Wing Interceptor - Trailblazer in the Inventory

- Arachne -

When I don't harass my co-workers with yoga, I'm at the heart of things at MindArk: writing, collecting info for Release Notes, working on the web and doing other important tasks that come in my way.

Important Changes

June 16th

With the introduction of space, you will see several changes and more dynamics to Entropia Universe. Besides from the thrill of exploring space this new dimension of the universe will provide new entrepreneurial opportunities; space pilots, prepare yourselves for a new age in the transportation services!

The space release next week will also include two important changes that you might want to be prepared for: disabled interplanetary teleportation and planet bound auctions.

Disabled Interplanetary Teleportation

With the introduction of space and spacecrafts, teleportation between planets will be disabled and traveling through space will be the way to go instead. However, it will still be possible to teleport from CND and Crystal Palace to Planet Calypso for a fee.

Planet Bound Auctions

To further spur the interplanetary travel and economy, the auctions will be bound to each planet. This means that you can still view auctions on all planets, but for you to place a bid on an auction or collect an item, you have to be on the specific planet.

Items that MindArk put up for auction, such as the motherships after the release, will be universal. These auctions can be bid on and the items collected from all planets having an auctioneer.

Tip! As a space ship manager, remember to keep an eye on supply and demand for various goods on different planets; you will have the opportunity to retain the interplanetary trade balance.

Space: One Fish's Persective

When I first read the release notes about Space, I have to admit, I was pretty upset. First and foremost, all of space is lootable PVP. OFC, this favors the ubers, the rich, and the high lvl societies that will camp every safe spot and wait for you to launch, then hunt you down with guns blazing. Then they will PM your girlfriend and send them pics of your lifeless body floating in deep space. After you die, you will revive on some lifeless rock with a TT terminal and a fishtank, waiting for some greedy pilot to come by and offer you a ride back to civilization for the low, low price of only 100 ped.

Sound about right?

Well, I went to space today (after much begging) and I have to admit.. I was wrong. Space ROCKS.

For one thing, you spawn in a safe zone, so no problem there. After that, if you are flying out of the safe zone into lootable space, you can see the markers of any other ship nearby, so you know if they are camping you.

But the main point is...well...Space is HUGE. They will never find you. You are the one who gets to choose when you will leave, what direction, and who is around you when you go.

I'm not into PVP. I can understand that some people like it, but it's just not my game. My computer just sucks too bad to ever do it well here. But it doesnt matter. Even with my slow computer nobody could ever come close to me. It's just HUGE.

What makes it so big is that it is 3d. You can fly up, down, sideways, loop, roll, etc. you have full control of the vehicle. I dont care if there is one person looking for you or 100. They would have to be at the same coords, at the same height as you. It's just not likely that you will be found. Ever.

But then there is the issue of the costs involved. 1500 ped for a Limited Thruster?? That's insane. Nobody will pay that! (And that is literally what i said when I saw the prices on them)

But again.. I was wrong.

It's not a bad price, really. And I'll explain why.

It is a 5 ped TT item. It decays each time you leave the atmosphere, and each time you re-enter. However, you can land at the space station for that planet and use the TP there to re-enter, for 7 ped TP fee. So actually it only decays once per trip.
My understanding is that it decays 0.10, giving you 50 uses per thruster.

OK, so 1500/50 = 30 ped, plus 7 ped TP fee to re-enter, + ~0.80 oil for the trip. Grand total: 37.80 per planet hop.

If you have a hangar, you re-enter the atmosphere using your ship, then there is a 2 ped entry fee. grand total: 2(0.10)+0.80+2= 3 ped.

This will be conducive to trading, it will give crafters a good loot to sell, it will actually be cheaper for you to go from planet to planet, and it is really, really cool looking flying through space.

Space Pirates? Bah. You have more chance of dying from crashing on the side of the space station than you do of getting killed and looted in space.

edit: Entropedia is now showing 49 total uses, not 50. so add 0.62 to cost of a one-way trip

Real Cash Economy deleted from Wikipedia

The page on Wikipedia about Real Cash Economy was deleted with the message:

"This page has been deleted. The deletion and move log for the page are provided below for reference.
02:42, 17 June 2011 Fastily deleted "Real Cash Economy" ‎ (Expired PROD, concern was: Phrase seems not to be in wide use. No serious, non-primary references. Other articles better refer to this phenomenon, such as gold farming, virtual currency, etc.{notability)"

This message was on the site before the deletion:

"It is proposed that this article be deleted because of the following concern:
Phrase seems not to be in wide use. No serious, non-primary references. Other articles better refer to this phenomenon, such as gold farming, virtual currency, etc.
{notability If you can address this concern by improving, copyediting, sourcing, renaming or merging the page, please edit this page and do so. You may remove this message if you improve the article or otherwise object to deletion for any reason. However please explain why you object to the deletion, either in your edit summary or on the talk page. If this template is removed, it should not be replaced.
The article may be deleted if this message remains in place for seven days, i.e. after 04:13 on 16 June.
If you created the article, please don't take offense. Instead, consider improving the article so that it is acceptable according to the deletion policy.
Notify author/project: {{subst:proposed deletion notify|Real Cash Economy|concern=Phrase seems not to be in wide use. No serious, non-primary references. Other articles better refer to this phenomenon, such as [[gold farming]], [[virtual currency]], etc. {notability}} ~~~~
Timestamp: 20110609041359"

And this was the original article:

"Real Cash Economy is an in-world economic system used in some MMORPGs. It allows real money to be converted to in-game currency and vice versa.

RCE Games
Entropia Universe (Sweden) is the most notable example of an MMORPG game employing a Real Cash Economy. The ingame currency Project Entropia Dollars (PED) has a fixed exchange rate of 10 PED to 1 USD (1 PED = 100 PEC).
Players can deposit various amounts of currencies in exchange for PED; from 1,000 PED withdrawal option is available. Currency of withdrawal depends on the country of the player (USD for US residents, EUR for citizens of most European countries).
However, now it is time for major changes in this, because recently EU creator MindArk acquired Swedish banking institution MindBank for implementing so the called ATM "Cash Card", allowing more easy withdrawals and expanding concept of RCE even further.
AfterWorld (Russia) largely uses the same ideas as Entropia Universe, but RCE here is most commonly referred to as RME (Real Market Economy).
Second Life, Is a virtual world developed by Linden Lab that features a similar economy to Entropia Universe and Afterworld. It also includes its own programming language and modelling tools.
The Real Cash Economy concept takes its roots from the Korean Webzen company and became a commercial success for the first time in MindArk's Project Entropia game (although now it is officially called a gaming platform)."

Tuesday, June 21, 2011

Loading screen of Planet Calypso after Space release June 2011

Loading screen of Planet Calypso after Space release June 2011. This is probably biggest release in the virtual universe since the implementation of CryEngine 2. And it is a lot better than the old loading screen - ugly daikiba.

Space Guide - Space Traveling and Navigation in Entropia Universe

Space Traveling and Navigation

Each planet has a space station located just outside their stratosphere. You can dock or land a space ship there or teleport yourself to a planet. Note that teleporting from a space station to a planet is a one-way transfer. You can also leave space by flying with a small space ship towards a planet, currently only with either the Quad-Wing Interceptor or Sleipnir with a space thruster attached to it. The thruster is a small propulsive device used to facilitate speed travel. It is necessary when breaking through the stratosphere in both directions.

Note: When a thruster's health point is 10% from 0 you need to repair it (UL) to be able to use it or replace it (L). In space you can find repair stations on space stations and in motherships.

The only way to reach space from a planet is by flying there with a small space ship (currently either the Quad-Wing Interceptor or Sleipnir with thruster attached to it). However, you can teleport from FOMA Fortuna and Crystal Palace and Club Neverdie for a fee of 17,5 PED.

To facilitate space navigation you can use the target marker and the special mouse steering control.

Tip! You do not need the thruster to fly in space, so you can hitchike with someone else from a planet to a space station. Then spawn a VTOL from your Inventory and cruise around yourself.

Target Marker

Through the Map UI you can select you target location to get a target marker in-world:

Open the Map UI to view all map locations.
Right click on a map location and select Set target location.
You will now see a target marker in-world.
Controls

Flying in space is real 3D flying and there is no up or down; the coordinate system is related to the ship.

This is how the movement actions behaves when flying in space:

Move Up - left Shift. Moves the spaceship up in its own space.
Move Down - left Ctrl. Moves the spaceship down in its own space.
Move Left - A. Rolls the spaceship to the left.
Move Right - D. Rolls the spaceship to the right.
Rotate Left - Z. Moves the spaceship left in its own space.
Rotate Right - C. Moves the spaceship right in its own space.
When in aim mode you can control the vehicle's yaw and pitch rate with the mouse. This mode visualizes your mouse steering with a mouse cursor within a circle with its center point marked. The mouse cursor's location related to the center point shows your steering direction.

You can reset the cursor to the center point by clicking the mouse wheel. By holding the mouse wheel down you can rotate the camera view to look around you.

Space Ship Overview

Space ship types:

Aniara Class Mothership
Quad-Wing Interceptor (Medium Fighter) - requires attached thruster to travel between planets and space
Sleipnir (VTOL)- requires attached thruster to travel between planets and space

Motherships

Motherships are extremely large vessels that can take both crew and many passengers as well as small space ships. When not in use they remain where they are located in space.


The following terminals and items are standard equipment on motherships:

Battle Stations
Engineering UI
Fuel Containers
Guest List Terminal
Repair Terminals
Revive Terminal
SI Management Controls
SI Repair Sections for the mothership
Teleporter used for teleportation to space stations
Televators
Trade Terminals

Entering Mothership

You need to be the mothership manager or have a valid ticket (be added to the ship's guest list) to be able to enter it. Either you can do this directly from a space station when the ship is docked, using a Teleporter, or you can enter the mothership bridge entrance flying a small ship.

If you have a valid ticket to enter a mothership, at the time of departure, you will receive a request for auto teleportation to it, which you can choose to accept or not.

Leaving Mothership

If the mothership is docked to a space station, you can use the teleporter to leave the mothership. You can also leave the mothership flying a small ship out through the hangar or you can use the guest list terminal:

Access the guest list terminal.
Remove yourself from guest list.
Accept to enter space and die.
You will first die a slow space death and then be revived at the nearest available space station.
Utilizing New Mothership

If you obtain a mothership deed there are some actions you need to perform to start utilizing the mothership:

Enter mothership. Enter the mothership from where it is currently located, either using a teleporter from a space station (if it is docked to that space station) or flying into the mothership's hangar with a small ship.
Claim rights to manage mothership. Claim the rights to manage and use the ship through the guest list terminal located on the ship.
Activate mothership. Activate the mothership by adding an energy device through the engineering UI.
Add fuel. Add fuel (oil) to a mothership's fuel tank inside the ship. Use tank number 2 that you find on the cargo deck, below the hangar. See picture below.
Note: Currently you cannot extract fuel you have added to a mothership tank.
Fly. Enter the pilot seat and start flying.


Mothership Enhancements or Modifications

You can enhance the status of a mothership in the following ways:

Restore SI. Restore the ship's health (SI value) at the SI repair sections.

SI Management - increase max SI value. In a mothership's SI management terminal you can increase the maximum SI value by adding minerals. Such an increase will also restore the ship's health to this new maximum value.


The maximum SI value can be managed in the Hangar Control Room, found on the second floor in the hangar.

Drag and drop the correct stack size of a valid mineral to the UI. Currently valid minerals and required stack size, listed in ascending order, the ingot with lowest effect first:

Belkar Ingot - 80k
Glam Ingot - 45k
Veda Ingot - 30k
Copper Ingot - 12k
Gazzurdite Ingot - 13k
Niksarium Ingot - 7k
Gold Ingot - 5k
Note that the result is affected by your skill in the profession Vehicle Structural Engineer.


The SI addition will be evenly divided between the different mothership sections: Command Center, Hangar, Reactor and Propulsion.

Note: The final result is affected by your profession level as a Vehicle Structure Engineer.

Engineering - modify mothership functions. If you are the mothership manager you can modify and upgrade the mothership functions by adding different devices, that can, for example, affect number of available gunner positions. You can do this through the Engineering UI, that you open by double clicking the panel seen to the left in the picture below.


The engineering features are managed through the Engineering UI found in the Engineering room on the command deck:

Activate ship with Energy Source. When you add the Energy Source to its slot you activate the reactor on the ship and the other slots in the Engineering UI.
Manage number of gunner positions with the Armament Device.
Manage speed with Sub Warp Device.
To place a device in a slot, drag the device over available slots and place it on the slot that turns green.

Defending and Destroying Mothership

A mothership has several gunner seats where you can help defending the ship you are on. The ship is divided in several sections with separate SI values. When damage is done to a section, it can be repaired from the inside. When one section is destroyed, the complete mothership is destroyed.


Note: You need Heavey Weapon Cells to use the weapons in the gunner positions.

From inside the ship you can see when each section's health changes, either from hits or from reparation. Both the interior and the section's health bar is updated accordingly.

A destroyed mothership will be transferred to the closest available space station as will its crew and passengers. Each participant will be revived at the space station.

Other Ships

Smaller ships, Sleipnir and Quad-Wing Interceptor, can travel both in space and at planet level, but for entering and leaving space they need to have a thruster attached to them.

Tip! You do not need the thruster to fly in space, so you can hitchike with someone else from a planet to a space station. Then spawn a VTOL from your Inventory and cruise around yourself.

When in space, if you have a space ship (that is not a mothership) spawned and you leave it unattended for a time or if the ship is destroyed or if you die in space, it will be returned to your Inventory. The Recall all vehicles action also recalls all space vehicles to your Inventory. Note that when you are on a planet, all vehicles (space ships as well as ground vehicles) are returned to a Storage Facility instead of the Inventory.

Entering Ship

You can only enter a small ship when it has landed or has been spawned.

Leaving Ship

Unless the small ship has landed, the only way to leave a small ship is to log out and log in again. Then you will die in space and be revived at the nearest available space station.

Looting Ships and Avatars in Space

The whole space, except in the parking zones outside the space stations, is a lootable PvP area where you can battle your opponents. To loot one or several avatars you have to kill them after you have destroyed the ship, during the time the avatars are floating around in space - before they choke and return to a revive terminal. You can see the avatars from the markers visible above them.

Note that you can also loot the destroyed vehicle's Inventory.

Guest List

A passenger can only enter a space ship when on the guest list.

In general, adding and removing guests from a guest list of a space ship is similar to the planet vehicle guest list behavior.

There are some major differences between managing a guest list on a mothership or a smaller ship. On motherships, the manager can remove a passenger from the guest list, during a flight. The passenger will then enter space and die a slow space death and be revived at the nearest available space station.

Avatars can request to be added to the mothership's guest list and the manager can accept or deny from wherever he or she is at. However, to add a guest without a request, requires that the manger is on board the mothership and opens the Guest List UI. Then the manager can only add avatars already added to his or her Friend List.

On smaller space ships, passengers removed from the guest list will not be automatically removed from the ship. They have to leave the ship themselves or log out, and will not be able to enter it again. Adding guests to the guest list is done from outside the ship, just as for previous vehicles.

Space Ship Reputation System

A space ship can have a reputation, either as a good or evil ship. The total reputation point is based on both the ship's karma and the captain's and crew's skill; passengers' skills do not count.

Karma points are valid for space ships only and currently there is only one way to gain karma for a ship: by killing other ships.

Good or Evil Ship

Your first karma action in a new space ship with neutral reputation gives the ship its basic reputation as good or evil. Currently this can only be set when destroying another ship:

A neutral ship destroying any other ship becomes evil.
A neutral ship destroying an evil ship becomes good.
After the initial reputation is set you can continue to increase these points and aim for a grand title for the ship by destroying other ships.

Note: Destroying the same space ship within a period of 10 minutes does not give any points.

What you should do to continue to gain evil karma for the ship:

Destroying good ships.
What you should do to continue to gain good karma:

Destroying evil ships.

Entropia Universe 12.0.0 Release Notes - Space and Spaceships

21 Jun 2011
Finally, the day has come for us to release space into Entropia Universe!

Mainly, these notes contain information about new space features, but also about current systems that have been changed and are affected by space.

Space

In introducing the Space system, we are taking a big step forward towards the goal of having a complete universe. You can now travel through and in space with the space ships that we reintroduce. The space connects all planets in one universe and traveling between them in space ships replaces the interplanetary teleporters. This system introduces new dynamics to the intergalactic trade which will give meaning and strength to the local planet market.

However, take care and travel safely; the whole space, except in the parking zones outside the space stations, is a lootable PvP area where you can battle your opponents.

The main space concepts are presented in these notes, but you should also check out the Beginner's Guide for some basic instructions, http://www.entropiauniverse.com/entropia-universe/beginners-guide/space-guide:

Space Traveling and Navigation
Entering and Leaving Motherships and Other Ships
Utilizing New Motherships
Mothership Enhancements or Modifications
Defending and Destroying Motherships

Space Traveling

Each planet has a space station located just outside their stratosphere. You can dock a space ship there or teleport yourself to a planet. Note that teleporting from a space station to a planet is a one-way transfer. You can also leave space by flying with a small space ship towards a planet, currently only with either the Quad-Wing Interceptor or Sleipnir with a space thruster attached to it. The thruster is a small propulsive device used to facilitate speed travel. It is necessary when breaking through the stratosphere in both directions.

Note: When a thruster's health point is 10% from 0 you need to repair it (UL) to be able to use it or replace it (L). In space you can find repair stations on space stations and in motherships.

The only way to reach space from a planet is by flying there with a small space ship (currently either the Quad-Wing Interceptor or Sleipnir with thruster attached to it). However, you can teleport from FOMA Fortuna's and Crystal Palace's hangars to Planet Calypso for a fee.

When you fly back and forth between planets and space you will travel through a teleportation sphere. The stratosphere is 1000 meters up from the planets's surfaces and you enter the teleportation sphere at 1100 meters. Each planet has predefined landing areas for space ships, where you will be teleported to when leaving space for a planet.

Compared to ships flying in the planets' atmosphere the ships flying in space can collide with each other.

Tip! You do not need the thruster to fly in space, so you can hitchike with someone else from a planet to a space station. Then spawn a VTOL from your Inventory and cruise around yourself.


Custom Waypoints

Added support for custom waypoints in Map UI. See Beginner's Guide for further information.

Landing Fee on Planets

Each time you enter a planet's atmosphere the pilot will be charged a fee of 2 PED.

Teleportation Fee from Space to Planets

Each time you teleport from space to a planet you will be charged a fee of 7 PED.

No Interplanetary Teleportation

With the introduction of space and spacecrafts, teleportation between planets is disabled and traveling through space is the way to go instead. However, it is possible to teleport from FOMA Fortuna's and Crystal Palace's hangar to Planet Calypso for a fee of 17,5 PED.

Space Ship Overview

Current space ship types:

Aniara Class Mothership
Quad-Wing Interceptor (Medium Fighter) - requires attached thruster to travel between planets and space
Sleipnir (VTOL)- requires attached thruster to travel between planets and space
Guest Lists

A passenger can only enter a space ship when on the guest list.

In general, adding and removing guests from a guest list of a space ship is similar to the current vehicle guest list behavior.

There are some major differences between managing a guest list on a mothership or a smaller ship. On motherships, the manager can remove a passenger from the guest list, during a flight. The passenger will then enter space and die a slow space death and be revived at the nearest available space station.

Avatars can request to be added to the mothership's guest list and the manager can accept or deny from wherever he or she is at. However, to add a guest without a request, requires that the manger is on board the mothership and opens the Guest List UI. Then the manager can only add avatars already added to his or her Friend List.

On smaller space ships, passengers removed from the guest list will not be automatically removed from the ship. They have to leave the ship themselves or log out, and will not be able to enter it again. Adding guests to the guest list is done from outside the ship, just as for previous vehicles.

Motherships

Motherships are extremely large vessels that can take both crew and many passengers as well as small ships. When not in use they remain where they are located.

It is not possible to drop items inside a mothership.

The following terminals and items are standard equipment on motherships:

Battle Stations
Engineering UI
Fuel Containers
Guest List Terminal
Repair Terminals
Revive Terminal
SI Management Controls
SI Repair Sections for the mothership
Teleporter used for teleportation to space stations
Televators
Trade Terminals
Mothership Enhancements or Modifications

You can enhance the status of a mothership in the following ways:

Restore SI. Restore the ship's health (SI value) at the SI repair sections.
Increase max SI Value. In a mothership's SI management terminal you can increase the maximum SI value by adding minerals. Such an increase will also restore the ship's health to this new maximum value.
Modify mothership functions. If you are the mothership manager you can modify and upgrade the mothership functions by adding different devices, that can, for example, affect number of available gunner positions. You can do this through the Engineering UI.
Note: Currently, these devices will not deteriorate but will do so when the reactor system has been further developed.

Defending and Destroying a Mothership

A mothership has several gunner seats where you can help defending the ship you are on, that is, if you are a guest with gunner rights. The ship is divided in several sections with separate SI values. A damaged section can be repaired from the inside, but when one section is destroyed, the complete mothership is destroyed.


From inside the ship you can see when each section's health changes, either from hits or from reparation. Both the interior and the section's health bar is updated accordingly.

A destroyed mothership will be transferred to the closest available space station as will its crew and passengers. Each participant will be revived at the space station.

Communication

The force channel in the Main Chat can be used to only chat with passengers and crew within the mothership you are on.

Other Ships

Smaller ships, currently Sleipnir and Quad-Wing Interceptor, can travel both in space and at planet level, but for entering and leaving space they need to have a thruster attached to them.

When in space, if you have a space ship (that is not a mothership) spawned and you leave it unattended for a time or if the ship is destroyed or if you die in space, it will be returned to your Inventory. The Recall all vehicles action also recalls all space vehicles to your Inventory. Note that when you are on a planet, all vehicles (space ships as well as ground vehicles) are returned to a Storage Facility instead of the Inventory.

Death in Space

If you die in space you will be revived at the nearest valid revive terminal, which can be on a space station or a mothership. Note that if you are still on the guest list of the mothership you last visited and it is located on the same space server as where you died, this is where you will be revived.

Looting Ships and Avatars

The whole space, except in the parking zones outside the space stations, is a lootable PvP area where you can battle your opponents. To loot one or several avatars, after you have destroyed the ship, you have to kill them during the time the avatars are floating around in space - before they choke and return to a revive terminal. You can see the avatars from the markers visible above them.

Note that you can now loot the destroyed vehicle's Inventory.

Space Ship Reputation System

A space ship can have a reputation, either as a good or evil ship. The total reputation point is based on both the ship's karma and the captain's and crew's skill; passengers' skills do not count.

Karma points are valid for space ships only and currently there is only one way to gain karma for a ship: by killing other ships.

Good or Evil Ship

Your first karma action in a new space ship with neutral reputation gives the ship its basic reputation as good or evil. Currently this can only be set when destroying another ship:

A neutral ship destroying any other ship becomes evil.
A neutral ship destroying an evil ship becomes good.
After the initial reputation is set you can continue to increase these points and aim for a grand title for the ship by destroying other ships.

Note: Destroying the same space ship within a period of 10 minutes does not give any points.

What you should do to continue to gain evil karma for the ship:

Destroying good ships.
What you should do to continue to gain good karma:

Destroying evil ships.

Blueprints

You can find blueprints for constructing space ships, space thrusters, welding wire and engineering devices.

Professions and Skills

New professions:

Captain Profession
Gunner Profession
New skills:

Pilot
Space craft engineering
Deep space knowledge
Space craft systems
Space craft weaponry

Mothership Auctions

Today, the first three motherships will be added to the universal auction on a 24-hour auction period. When these auctions expire, one mothership will be added on a 24-hour auction period every 24th hour, or when the previous auction expires, whichever comes last.

Changes in Current Systems and Tools

Disabled Vehicle Actions in Space

The following vehicle actions are disabled when in space:

Exit Vehicle
Next Seat
Previous Seat
MindForce Restriction in Space

Mindforce teleportation, including wormhole, cannot be used on motherships or space stations.

No Interplanetary Teleportation

With the introduction of space and spacecrafts, teleportation between planets is disabled and traveling through space is the way to go instead. However, it is possible to teleport from FOMA Fortuna (previous CND) and Crystal Palace to Planet Calypso for a fee of 17,5 PED.

Planet Bound Auctions

To further spur the interplanetary travel and economy, the auctions will be bound to each planet. This means that you can still view auctions on all planets, but for you to place a bid on an auction or collect an item, you have to be on the specific planet.

Items that MindArk put up for auction, such as the motherships after this release, will be universal. These auctions can be bid on and the items collected from all planets having an auctioneer.

Tip! As a space ship manager, remember to keep an eye on supply and demand for various goods on different planets; you will have the opportunity to retain the interplanetary trade balance.

PvP Loot

In space and in contaminated zones you can now loot the destroyed vehicle's Inventory.

Vehicle Repair Tool

The vehicle repair tool that you have used to repair vehicle's SI value can also be used on the new space ships and the mothership interior. However, this tool now requires welding wire to function.

Monday, June 20, 2011

Space! Video

Nice trailer for the upcoming space in Entropia Universe.

Planet Calypso - The Uber Planet in Entropia Universe

The idea in this massively multiplayer online role-playing game is that every planet is equal to the others.
Is it really the case?
The news for the space and new Entropia Universe website are linked to Planet Calypso and not to MindArk or Entropia Universe.

Planet Partners CAN improve loot return to attract more players to their planet

Yes, I know that since you were little child your grandmother told you stories that only MindArk controls the loot and loot return percentage in Entropia Universe. That Planet Partners cannot control how much you loot in this massively multiplayer online gaming universe. If this wasn’t the case every planet partner will try to offer players bigger and bigger loot return until it hits 99.99% average loot return.
Now let’s look at the difference between the two Alienware promotions on Planet Arkadia.
In the first promotion for hunters and miner you get the laptop inside your loot window. That means that the loot is 100% controlled by the loot algorithm. There is no difference if you loot laptop for 19 000 PED or oils for 19 000 PED. It just God’s will. The chance to hit that 19k loot is the same on every planet.

Now in the second Alienware promotion for crafters you get that additional 2 x 19 000 = 38 000 PED loot only on planet Arkadia. Bonus on top of the regular loot. The loot pool on Arkadia is now 38 000 PED bigger than the loot algorithm wants. The 2 laptops for 19 000 PEDs are not controlled and added by the loot algorithm, but from Planet Arkadia.



Now you may say: 38 000 PEDs is nothing and don’t affect the game much. It is true, but what if tomorrow Neverdie decide to give 1000 PED bonus for every global. I am sure he will still make tons of profit and players will rush to go to RockTropia.

Buy part of a shop on Planet Calypso and start your own virtual business today

After long market research, countless hours thinking how to boost the Calypso Economy and make profit in the same time. Trading Player to Player, selling in shops and auction this is the idea that will change your life forever.
This will allow every player in the game to own his own small shop and sell whatever he wants for whatever price he wants without the risk that item may not sell and loose the auction tax.
This will bring fresh blood to shops and make malls full with goods and not empty waiting for insane price to sell.
I am selling item points in my shops in Emerald Lakes Mall on Planet Calypso for 200 PED each. When you want to place item for sale you will give it to me, I will give you the TT value in PEDs, I will place it for sale for the price you want and when it is sold I will give you the full profit.
Start your virtual business with just 20 USD or even for free.

SERVICE  TEMPORARILY  STOPPED










What’s good about this:
-You can become shop owner with as low as 200 PED.
-Buyback: If you want to sell it back to me I will buy it for 200 PED - 1 PED for every month you used it.
Example: If you sell it back to me after 1 month I will buy it for 199 PED. If you sell it after 1 year I will buy it for 188 PED.
-You can also rent spots in my shops for 1 PED per month and start selling there with no fees.
-For the rent you can pay in sweat - 300 sweat per month - great for non depositors.

-No more expensive fees for the auction house.
-No more tax if your item doesn’t sell.
-No more wasting time looking for buyer.
-You can even sell your sweat or fruits, stones and dung in shop for just 200 PED.
-Shops are in mall which means close to teleporter and other shops.
-Let’s say 10 people sell in the shop with you. That means that people that come to buy the goods of 9 other sellers/crafters will also look and eventually buy your stuff. Also 9 other people will advertize your selling place. Goods will change faster and people will return regularly.
-You can even be on another planet and when you visit Calypso you can place your items in the shop and get your profit and restock it on your next visit.
-If you buy 5 spots you can give me 10 items and I will restock them when something is sold. Very useful if you are on another planet.
-The space will open new opportunities for traders. Don’t wait. Start selling in shop today.
-You can buy 6 spots and place shopkeeper and sell 20 different item for the same price of 1200 PED.
-You can even buy only 1 spot for 200 PED and place shopkeeper there, but use only 15 spots in it.
-This applies only to inside spots.
-You can manage your items even without loging into the game by contacting me on skype: axemurderer7

EXAMPLE 1:
Start selling with no depositing:
You start playing the game. You collect 1300 bottles of sweat for few hours which is completely free. You pay 300 bottles rent for 1 month for 1 spot in my shop. I place your sweat and you are free to continue collecting sweat instead of spending hours and days trying to sell it. You can progress faster in the game and get rid of the boring search for buyer. When you collect more you can add it to the same spot or rent few more spots.

EXAMPLE 2:
Start selling with 2 PED:
Every month I sell few Rocktropian CDs with profit 1 PED from 1 CD. With 1 PED you can buy 100 CDs for 0.01 PED each, rent 1 spot for 1 PED and start selling the CDs for 1.01 PED each. Use the profit to buy more goods.

EXAMPLE 3:
You are crafter and you sell 5 guns every month on the auction for 120-130%. Selling in shop you save a lot of PEDs not paying the auction fee. And you get additional information on the sales in the shop.

EXAMPLE 4:
You own the crafted laser pistol Karma Killer Tier 1 with TT value 99 PED and weekly mark up of TT+328. If you sell it on the auction for TT+328 PED you will have to pay auction fee of 14.57 PED and loose between 0.50 PED and 14.57 PED (depends from what was your starting bid) fee if it doesn't sell within 7 days.

If you sell it in shop for TT+328 you will pay tax less then 7 PED. This way you save 7-8 PEDs and don't loose anything if no one buys it.

Sunday, June 19, 2011

Considering the future direction of Entorpia Universe

I found this interesting read about the MMORPG Entropia Universe by TheOneOmega.

This is primarily intended for MindArk, but also affects all planet partners and Entropia participants…

Note: I have intentionally left traces of the old SEE and MindArk cooperation structure in this writing. I feel that this is best because A) I do not have a sufficient understanding of MindArk's new intracompany structure, and B) using "MindArk" to refer to the platform provider and "SEE" or "FPC" to refer to Calypso's planet partner makes the writing easier to understand than it would be if I used "MindArk" to refer to both. I do not believe MindArk, planet partners, or Entropia participants will be confused by this imprecision, and I would encourage anyone reading this to consider the Entropia-related content, rather than the technical accuracy of my writing. Information related to the switch can be found at http://www.mindark.com/partners/ and on the forums.

I believe now is a very important time to evaluate the direction Entropia is headed, in terms of its degree of game play linearity. I began playing Entropia during the VU 9 era, and remember the inscription on the statue at Port Atlantis, stating:

THE WORLD IS AT
YOUR FINGERTIPS
REACH FOR IT
AND MAKE IT YOURS

Such an expression seems to indicate that pre-planet-partner-model MindArk envisioned a relatively nonlinear atmosphere for Entropia. That is to say, Entropia was developed to be quite an open-ended universe (the term "sandbox" is sometimes used, but I will avoid doing so in order to separate this topic from the discussion of defining what constitutes a sandbox game). This open-ended universe philosophy, from my observation, was very clearly reflected by many of MindArk's design decisions. The large scale example is that Entropia does not force its participants to select a limited number of Profession(s) per avatar, as many other MMOPRGs do, but the philosophy is reflected by lesser design decisions as well. Lists within windows and menus (such as Teleporters on the map window, Professions in the Professions menu, etc.) are organized alphabetically or otherwise logically, as opposed to having an organization for each individual colonist that depends upon the order he or she unlocked the content. This layout allows the windows and menus in Entropia to retain a neat and professional appearance as content is unlocked, without requiring colonists to unlock it in a particular order (i.e. collecting the Teleporters in alphabetical order). The easiest way to formally summarize the overall effect of these design decisions is to say that no two participants' accounts could become irreversibly different from each other, except where implementing such a thing is impossible for any game (i.e. avatar names and gender cannot be changed after account creation in any reasonable game [second life is not a reasonable game]). Respecting this model when making design decisions allows Entropia to remain open-ended, and ensures all parts of the virtual world are at our fingertips within our reach.

Recently, this open-ended universe philosophy has been challenged, to a minor degree yet in a significant way. Mission and Achievement systems have been introduced into Entropia, allowing colonists to track their past accomplishments in the game. These systems were well designed, for the most part. Missions, in particular, have become quite popular among colonists, in part due to their attribute rewards. The only apparent drawback is that a very small number of these Missions and Achievements have been implemented in such a way that it is possible to permanently miss the opportunity to complete them. Some examples include all Missions on the Calypso Gateway, select Missions from the 2010 Harbinger event, the Mission used to track Merry Mayhem 2010, and Achievements related to Operation Hammerhead and the Mad Prophet Mission. I have also heard rumors of a Mission exclusively for Community Advisers, a test Mission(s) that some folks received before the first five Swamp Camp Missions were introduced, Missions in the Genesis starting area, and a Mission available for a short time on Planet Arkadia when it was first launched (I have no idea whether any of these rumors are true). There are also at least two Missions whose completions are mutually exclusive with each other. Recently, it has been announced that a group of Next Island's Missions will be completely removed from Entropia after June.

Overall, it seems to me that the various Missions and Achievements have been designed quite well thus far. Most of them appear to comfortably fit within the "perceived structure" of Entropia (or the "feel" of Entropia, if you will) that participants have grown accustomed to as a result of the open-ended universe philosophy. Very few Missions and even fewer Achievements are problematic in their current state. This is why it is important to consider the issue soon; producing a solution is still a simple matter.

Currently, the overwhelming majority of Entropia's planet partner content has been designed by SDS Planet Calypso developers, many of whom were likely the same people who helped form MindArk's open-ended universe philosophy years ago. Though a few mistakes have been made by FPC/SDS (which were included in those I mentioned earlier), I think the planet partner has done a reasonably sound job of creating content that adheres to MindArk's open-ended universe philosophy. However, as time moves forward, Entropia Universe is becoming less and less synonymous with Planet Calypso, and the rate of this change is sure to increase as new planets are introduced, and as ROCKtropia, Next Island, and Planet Arkadia are further developed. Since non-SDS planet partner employees have not had the same history working with MindArk as many SDS employees, they will be less equipped to handle matters in a manner that is consistent with MindArk's vision for Entropia. This is to be expected, and presumably MindArk has structured the relationship between the platform provide and planet partners accordingly. What we need now is a bit of structure for the Mission and Achievement systems.

MindArk has a few options. Of course, doing nothing is always possible, but it seems to me (an uninformed Joe Shmoe) that a solution could be implemented at a very low cost, and that doing so would be worthwhile (preserving a major component of the "feel" of Entropia).

At the other end of the extremity spectrum, MindArk could delete all records of the few stray Missions and Achievements that currently exist, and communicate to planet partners some guidelines for how to develop Missions and Achievements that fit within the feel of Entropia that participants have grown accustomed to as a result of the open-ended universe philosophy. This solution would certainly fix the matter at hand quite well. However, it may initially be a bit more invasive to planet partner content than what is necessary. After all, MindArk has recently stated that "each planet can use what MindArk develops differently to suit the specific planet and its environments the best." It may be desirable to seek a solution that empowers planet partners to create content in a more structured way, rather than merely imposing limits to Mission and Achievement structure via contract, document, etc.

Let us take a look at the Mission and Achievement systems separately for a moment. Perhaps a simple and fitting solution for the Mission system could include a control for planet partners to use to categorize Missions as either temporary or permanent (alternatively, MindArk could choose to retain the power to categorize Missions; doing so may especially make sense if MindArk already reviews the content of Missions before planet partners release them). Permanent Missions (which would classify almost all currently implemented Missions; kill 10K mobs, visit Swamp Camp, etc.) that a colonist finishes are transferred from his or her Active Quest/Mission Log to his or her Completed Quest/Mission Log (just as is currently the case with all Missions), while temporary Missions (which would classify limited-time Missions, Missions requiring access to potentially inaccessible areas, sets of mutually exclusive Missions, etc.) are simply removed from his or her Active Quest/Mission Log. Temporary Missions would still offer colonists item(s) and/or skill(s) as reward for completion, but no record of which colonists completed such a Mission would be kept. The duration status of an active Mission would be displayed in a colonist's Active Quest/Mission Log (perhaps temporary Missions could be highlighted in a different color). This setup would severely reduce the aforementioned limits to Mission structure. Planet partners would be free to develop content for Missions as they currently do. The only necessary consideration would be that temporary Missions could not serve as prerequisites to permanent Missions, as no record of their completion would be kept (this would not be a smart design decision anyhow, in terms of allowing Entropia to remain open-ended). Temporary Missions could, in fact, serve as prerequisites to other temporary Missions, if the record of a prerequisite temporary Mission was not deleted immediately after a colonist completed the Mission, but at some later point in time (perhaps a "Temporary Quest/Mission" section could be added to the Completed Quest/Mission Log, allowing colonists to track i.e. their Mission progress on the Calypso Gateway; the temporary section and all missions within it would be removed from the Quest/Mission Log when the colonist leaves the Gateway, when the Harbinger event ends, etc.). I think this Mission-categorizing setup makes sense; after all, what is the point of keeping around i.e. Merry Mayhem 2010 in our Completed Quest/Mission Logs? The only reason it became a Mission in the first place was to exploit the mob kill counter built into the Mission system. However, a separate fix would need to be considered for the Achievement system in order to have a complete solution.

Another possible solution could be for MindArk to provide a way for participants to "purchase" miss-able Missions and/or Achievements. Purchased Missions would be added to the buyer's Completed Quest/Mission Log, while purchased Achievements would be added to the buyer's Achievement window. Once the price was paid, there would be no indication of whether a Mission or Achievement was completed naturally, or purchased. The buyer would have essentially completed the Mission or Achievement. This system would likely be presented through some sort of interesting lore, such as an underground psychic selling memories. Prices would likely depend upon the difficulty level of the Mission or Achievement, and could consist of PED and/or items that a participant must spend.

These are a few suggestions for a solution to the recent challenge to Entropia's open-ended universe structure. There are certainly many different ways to combine or tweak the different suggestions, and I would wager that the folks in charge have the knowledge and resources at hand to develop a much more thoroughly planned solution. I do hope that this issue is taken at least a bit seriously. I realize that some colonists could not care less about the matter, but I also know that there are many who would appreciate such an improvement to the Mission and Achievement systems. I have seen far too many newcomers become disappointed when realizing they are unable to complete the Calypso Gateway Missions due to a broken gun (of course, this situation can be remedied if one can gather enough surplus of items on the Gateway to trade for a gun, but only until he or she teleports off the island). These Missions do not offer any magnificent rewards; it is simply part of the nature of gaming that players strive to complete everything a game has in store. I find it saddening that the best possible response to these newcomers is "learning to handle disappointment is part of Entropia." While this is technically true, other instances of disappointment in Entropia are temporary setbacks. These usually result in economic loss and/or wasted time, but they can be recovered from, once again thanks to the open-ended nature of our universe. Failing the Gateway Mission, along with screw-ups related to other Missions and Achievements, is a permanent and unnecessary type of disappointment. I, personally, had spent most of my gaming time playing console games, before I discovered Entropia. If a player misses the opportunity to collect an item, upgrade, etc. in i.e. The Legend of Zelda, he or she can choose to restart the game from the beginning in order to reach the 100% completion mark. Unfortunately, this is not practical in Entropia, as it is common for a single participant to invest thousands of hours into advancing his or her avatar, and a participant may only own one avatar at a time (additionally, some opportunities to complete Missions and Achievements expire at a set date, as opposed to expiring based upon in-world decisions, so restarting wouldn't help anyhow). Another point to consider is that the content of console games (at least older, offline ones) can be studied and understood, while Entropia is constantly expanding and developing. This raises the question of whether forcing participants to make gameplay-altering decisions while completing Missions is even fair in a game like Entropia. Not even the entire community can always put together enough information necessary for participants to make informed decisions in time, which is why I believe MindArk and/or planet partners should limit the effect such decisions have on a participant's gameplay experience. The Mission and Achievement systems should better reflect the open-ended universe philosophy that feels so central to Entropia, and something should be done soon, while the planet partner model is still young.

Finally, I would like to parenthetically add that the open-ended universe philosophy should be considered when designing future systems, such as Treasure Hunting. Thank you for taking the time to read my thoughts, and I hope this can help shape the future of Entropia in a small way.

Manufacturing Basic Filters with Mechanical Engineer level 0

With all the Lysterium Stone and Crude Oil I drilled on Planet Arkadia there was only one thing I can do now. Craft some basic filters. Perfect for gaining crafting skills. And I have almost 20 000 from each resource. I started with 10 000 clicks, but soon I realized that this will take long time to craft so I lowered the clicks to only 2 000. I looted 7 blueprints, 5 of them Arkadian blueprints and with the MU they have I am braking even with this crafting run.

Manufacturing details:
Date: 19.06.2011
Duration: 3 hours
VU: 11.10.5
Place: Planet Arkadia
Manufactured Item: Basic Filters
Used BluePrintBasic Filters Blueprint; Level: 1; QR: 2.9 in the beginning, 40.9 in the end; Book: Component (Vol. I)
Profession: Mechanical Engineer 0
Ingredients:
Oil, 2000: 40 PED
Lysterium Ingot, 2000: 60 PED
Residue: No
Total Input TT Value: 100 PED
Output:
Basic Filters: 49.74 PED
Oil: 3.88 PED
Metal Residue: 19.49 PED
Energy Matter Residue: 12.71
Looted BluePrints: Total TT 0.07 PED: Propellant Booster Blueprint; Propellant Supercharger Blueprint; Hardened Metal Plating Blueprint; 2 x Tension Straps Blueprint; Insulators Blueprint; Basic Servo Blueprint
The total mark up of the blueprints is minimum 15 PEDs.


Total Output TT Value: 85.89 PED
Output - Input: 85.89 - 100 = -14.11 PED; (85.89% TT return) (Formula: return in % = output/input*100)