In order to monitor performance and ensure stability of the new Version Update, the number of concurrent users will initially be limited during the first few hours of release. This restriction will gradually be relaxed throughout the day. We appreciate your patience while this important update is implemented.

Loot 2.0

Significant changes to the way in which hunting loot is calculated and distributed are being implemented in this release. Please see Developer Notes #11 - Loot 2.0 for full details and explanation of the changes.

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. Bonus pool payouts will appear in the form of additional Shrapnel added to total loot, though this may be changed in a future update.
  • 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. Existing weapons and weapon attachments 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 and replaced with Shrapnel. 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.

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 now absorbs all incoming damage, instead of the previous 1.0 damage taken when a full hit was absorbed. Such cases are indicated by a Deflected message in the chat window.
  • 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.

Features/Changes

  • Entering a public instance area as a member of a team creates a new instance that is restricted to members of the team. It is still possible to create a team with other avatars inside a public instance. Adding members to the team from outside the public instance  will not allow them to join the current instance.
  • A new series of component blueprints are being introduced. The purpose of  these blueprints is for skilling up and to find new blueprints. The components crafted with these are only used in this series of blueprints and will not be included in any other blueprints. These blueprints are available on all planets.
  • Two new series of limited blueprints for new limited weapons are being introduced. These blueprints are available on all planets.
  • Mindforce amplifiers have been added.