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Mission/quest system and the economy?

General Economy Discussion: Entropia Universe economy, prices, deposits, withdrawals and trends discussion.

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Old 02-10-2010, 05:18   #1
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Mission/quest system and the economy?

Well.... pretty self-explanatory title.... how do you think this is going to affect the economy? will it help retain new players and thus really create a bigger in-game economy? do you think the new system will somehow take money out of the loot-pool? any thoughts on this are welcome!
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Old 02-10-2010, 05:22   #2
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I don't think it will take money out of the loot pool. I think this feature could help to draw in (or keep) new players, which is good for everyone.

I'm mainly curious to see what types of rewards there are. If they put in rewards with actual tt valued items, then it could have a pretty odd ripple effect.
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Old 02-10-2010, 09:41   #3
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I think it will help economy a great deal. I hope that theese missions will be cheap to take part in for newcommers so that they can get a easy start and a feel for the game and community. In the long run players that stay and gradually advance will both deposit and help economy to grow.
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Old 02-10-2010, 10:13   #4
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imo players should be rewarded in items with 0 or very low TT (depending on how much you need to spend) but with high markup

if it's instances like beacons then its probably "do mission, get loot at the end" and so it will only add to the loot pool
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Old 02-10-2010, 10:16   #5
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i hope the rewards will be fitting to the difficulty of the quests but MA's trackrecord isnt great when rewarding players but we will see
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Old 02-11-2010, 02:01   #6
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If they play their cards right, and not have all quests kicking back to many TT value items, and possibly making Quest items able to be sold on the market. and have some quest rewards add to skills and not items that could help things out.

but there is no way of knowing until we see it.
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Old 02-11-2010, 03:39   #7
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quest arnt a priority at this time
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Old 02-11-2010, 03:50   #8
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As i have stated elsewhere i think these assignments are a band-aid fix solution to new player retention. Chances are the new players will get through the missions in a couple of days then reality will hit them and theyll leave.

Once again as i've said in other threads a better move would have been to fix the old systems and, in turn, the underlying economy issues first. This would make the game as a whole more friendly and sustainable towards newbies.

As for loot/rewards, I see 2 ways this will go down.

-1. MA will make the rewards 0 tt value items or very low TT limited items.

-2. The items will be of a decent TT value which MA will take from the lootpool.

To those of you who dont think MA will take it from the loot pool, stop and think a second. Theres exactly 2 places that the money for these rewards will come from. A) Your pockets, B) Their pockets. Given their track record take an educated guess at which they're going to go for this time.
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Old 02-11-2010, 05:02   #9
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My guess, is rewards (if there are any at all) will be dynamic.
One person will get an item with 20897349283648973648923PED market value, while everyone else gets a 1pec TT snack.
Pretty much like mentoring.
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Old 02-11-2010, 05:06   #10
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The truth in my opinion: until now MA-FPC do not beat up a single nail. I see no reason to change it now.
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