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Showing posts from July, 2012

calypso population estimates

Other ways to gauge active population on calypso.  Active population is at least 200000 people at a time.  Take samples from the radar map.  Go to a busy area such as port atlantis or nea's place.  count up the green dots on the radar.  typically in the two areas, I count 40-200.  And the average would be (40+200)/2 or 120.  Now add in swamp camps, areas close to the first two, and twin peaks.  Twin peaks is it's own place with typically 100-300 at a time.  And from sampling different times of day, (every 3 hours is what I did, on 5 separate days) there is not much variation  for an average of 200 people in twin peaks.  Count people in buildings with auctioneers also. Surrounding areas amount to another 100 people per area.  For 80 areas of high population averaging 160 people per area.  Which brings the total estimate to  12800 active players at a time for populated areas. Now for the less populated areas, such as o...

skill implants sales item limit discussion

The sales item limit is a problem when there are 100+/- skills that can be implanted or chipped out. Multiple sizings and number of different skills encourage specialization in professions; hunting profession skills, mining profession skills, and crafting profession skills. With approximately 33 skills per profession, the item sales limit of 30 at a time is reached. And selling multiple skill implants of the same skills limits the scope of activity further.  And the actual practice of each profession is also limited when doing skill trading.  Too many profession items and skill items for sale and not all the items can be sold at once. On another note, skill trading is a key part of the effort expended, benefit created, and compensation for lost PED balance, in playing. A colonist/settler trying to raise PED has many options that spill over from real life to entropia life.  I will try and stay with the in-game ways to make or earn PED.  Stuff for t...
Sales item limits and implications. I ran into the maximum saleable items barrier on entropia's auctioneer. Not really knowing I had run into it until the pop up window says, you cannot place more items on auction. Please remove items or ? At least that's what I remember. Soon after the message I began to think about how the item sales limit affects what a settler/colonizer does to raise PED. It makes professions, more professional. It encourages specialization. It sets limits to auction spam. It limits which items to concentrate on to sell. It makes reselling more limited. It makes person to person trades more important. It makes time demands that shape how the economy goes, personal, local, and global. It levels the playing field of newbs vs ubers considerably. It creates opportunities that would not exist without the limits.
been working on some articles about 30 item sales limit at auctioneer and how to profitably understand and use the knowledge to more efficiently and profitably play entropia.

Sweating in entropia experience

Sweating in entropia.  There are many planets to choose from. Calypso is my favorite and among the most populated.  I haven't been anywhere else because I'm so tied to Calypso.  Whether it was sweating at old swamp camp or old, old swamp camp, then new swamp camp, then on to Nea's Place, then on to the fert at Nea's Place, then to Limnadian District, a stop off near a castle and boars, then then punies around Port Atlantis, then after a year (and another 4 years before that) I was done with sweating.  I still sweat out of habit sometimes.  There were days without thinking I logged in, I was already around sweatable creatures, and pressed the toggle auto-use button and sweated away.  I was hard-pressed to get in 3 hours of sweating a day and goal of 1000 sweat daily.  Though most of the time I reached it and many times exceeded it.  For more dedicated players more is possible.  Once the excitement of Calypso's markets and the scope ...