BB4N Next Island. Musings..

Discussion in 'Next Island' started by Ajax, Dec 19, 2010.

  1. Regrettably I had to head home to Calypso with an empty PED card and 600kg (refined) loot and mined mats that needed to be sold. It was a simple matter of economics rather than anything else though. Once the population is large enough to sustain the vital auction/trading system and we have some local consumers for the loot/mats I'm sure things will pick up. The 80-ped return ticket is a lot for the casual trader and PED-disadvantaged hunter/miner to cover, though, so let's hope the unveiling of uses for local mob loot is imminent.

    It was great being there for the start: exploring places few/none had yet visited and being part of a nascent community, both in-game and here on nextislandlife.

    Yes, the information as to what we should expect at launch time could have been better. Openness is good - we'll make our own decisions and come, or not. The wth-happened-to-mainland-mobs technical issue wasn't a problem for me tbh. The lack of mobs (particularly as they swarm over the unprotected TPs**) made for leisurely exploration and mining - fine by me :D. I can understand why it would irk tax-free mob hunters though.

    I worry a little for the new players in these early days. Whilst the population is small, player-led support is going to be stretched very thin. They have no equivalent of the Calypso Gateway (a shame that wasn't formed as an "Entropia Gateway" for all planets to use)*** so it's a step back to the pre-Gateway days of Calypso, sans community helpers. If a Gateway can be acquired on a per-planet basis, it might not be a bad thing IMO. On the other hand, maybe the idea IS for the population to grow from wide-eyed new arrivals, exploring and learning together..?

    Nice to see a (non-lootable) PVP area opening up at VS NightClub - it's a fun place to pass an eco hour or so with some friends and opalos :D.

    Anyway, back to selling. Looking forward to coming back to NI soon.

    GL all.


    ** TP/revive turrets might be an idea. It'll be easy for some poor colonist to get trapped at revive (especially if they have no FAP).

    *** I may have got this wrong - happy to be educated otherwise.
     
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