Tuesday, April 24, 2012

ATTRIBUTES mean NOTHING

The announcement by Mindark last night that attributes basically have zero impact on our avatars, for me was a tragedy of epic proportions. A six year illusion shattered instantly with the reality that the only pure thing left in Entropia was in fact an enormous lie. I was generally emotionally in shock and sadness, and maybe managed one hour sleep.

We believed that somehow these small but important attributes were specially related to our professions in some mystical way that enabled us the right to skill in that profession with some feeling and degree of safety that we had earned it over many years.

For most of us, this is more than a game it is a lifestyle. We have devoted years to it, yet Mindark speak of it in ones and zeros, I really do not think they understand the devoted participants mindset at all. This goes beyond addiction, this is an emotional attachment to a world that we genuinely love to be a part of. Yet last night all this belief was smashed, swept away by the shocking truth that all of it is just numbers with no value, nothing more nothing less.

This is more than a change to the mission system, that’s why I have started a new post. It means that when Mindark were putting together the original mission rewards they laughed at us for chasing something that had no real value in game. It was ALL an incredible LIE.

Where do we go from here? Missions now with attributes mean nothing, because attributes mean nothing other than some HP gain. You know sometimes Mindark have a strategy and ideas that really impress me. They’re true masters of making something from nothing, but at other times they can rip your love for the entropia universe apart.

Attributes aside what is the true value of any of our skills to us. Is it really as simple as once you reach level 50 evade we will let you hunt Atrox Stalkers. Do these skills trigger any special loot, I’m not sure anymore if our hard earned skills really mean anything.

This is not a game we play for a few months, it is designed to take years to skill to decent levels, the management at Mindark need to understand the emotional attachment after such devotion. This goes beyond money, and they know that.

I will try and find some time today to read new posts on the original thread about mission rewards since last night, but our love for the original attributes will be hard to win back.

I now feel saddness for Nighthawks and Jokers skill lists, based on attributes.

All the best folks, please feel free to pour your heart out.

Rick.

Monday, April 23, 2012

Mission Rewards Rebalancing

In order to provide a fair, exciting and challenging experience for all Entropia Universe participants, revised guidelines for proper balancing of mission rewards have been provided to the Planet Partners.

There are two primary goals of the new mission reward guidelines:
  • Ensure that missions reward participants adequately and fairly for the associated activity.
  • Ensure that rewards provided by missions on the different planets within Entropia Universe are in balance with one another.

These new guidelines require that the current skill and attribute rewards must be adjusted for all missions on all planets. The actual adjustment of rewards will be implemented with the Planet Partner release scheduled for August 21, 2012. After the August release, any missions already in progress will provide the adjusted rewards rather than the rewards previously given.

MindArk has encouraged Planet Partners to provide temporary spawns of mission creatures during the next several months to facilitate participants completing their current mission objectives before the rewards changes take place.

Why players stop playing Entropia Universe

This is e-mail from Jan Welter Timkrans, Creator of Entropia Universe to players who had made at least one deposit and had last logged in between January 1, 2010 and May 31, 2011. You will not read it somewhere on the official game sites, but it is interesting so I will posy it here.

Gothenburg April 18, 2012
Fellow Entropian,

In March, we mailed a survey to all Entropia Universe participants who had made at least one deposit and had last logged in between January 1, 2010 and May 31, 2011. We were very impressed with the response rate of this mailing--10.9% of all recipients contacted chose to complete the survey!

Main survey results

The purpose of the survey is to rank the main reasons why participants become inactive. The three main reasons we discovered from the survey results were:

Poor loot returns: A total of 86 % of respondents either "Strongly Agree" or "Agree" with the statement that "Poor loot returns" was an important reason for their inactivity.
Too many no looters: A total of 71 % of respondents either "Strongly Agree" or "Agree" with the statement that "Too many no loot messages" was an important reason for their inactivity.
Lack of direction or purpose: A total of 59 % of respondents either "Strongly Agree" or "Agree" with the statement that "Lack of direction or purpose" was an important reason for their inactivity.
Other reasons to become inactive: "Strongly agree" or "Agree"

4. No interesting content (story, missions); 57 %
5. Not enough avatar progression; 52 %
6. Game missing important systems; 44 %
7. Introduction of limited items; 37 %
8. Not enough social interaction; 17 %
9. Beacon system removed; 21 %
10. Taming system removed; 17 %
All of the reasons listed above are both concerns for MindArk, as well as improvement opportunities. We have already started to work hard on the three top reasons, and will soon start projects that will address most of the other points, too.

You will receive progress reports as we achieve results. Here is the first one.

Progress report no 1: "No more no looters"

Clearly, one main reason players become inactive is the many "This creature didnt carry any loot" messages. This is also the easiest one for us to remedy of the three main reasons, so this is where we begin:

The design team has now adopted a goal of "no more no looters". Effective from April, looted creatures in Entropia Universe will give only a very small number of no loot messages compared to before.

Log in and try it out!

Kind regards,

Jan Welter Timkrans
Humble Creator of Entropia Universe

P.S: Beacons are back with new graphics, new robots, new loot.

Tuesday, April 17, 2012

Eco hunting - what you NEED to know

<Medusa>This post was originally intended as a PM to Joker but I then though this might be something that could really benefit everyone here so I decided to make a new thread with it, and I highly recommend anyone suffering from big hunting losses to actually read it all. Warning for the huge wall of text tho.
This is not intended as flaming or to be negative I just want to point a couple of things out

Since I would hate to see the best(?) melee user in the game go I have decided to give you some tips to try out for the weeks until your brake, and point out what I believe you should do to improve your returns.

1. You seem to hunt almost only on taxed Land areas! What I have noticed a lot of people don't realise is that paying 5% tax does not mean you will loose 5% more PEDs! Assuming the average loot return is 90-95% (which it is) let's say 95% in this example to make it simple, adding 5% tax to that changes return from 95% to 90% this is an increase in cost by 100%!!! not 5%. Even assuming 90% average return paying 5% tax increases your costs by 50%.

2. Most of the mobs on your favourite mob list are ones that have very low MU on their loot and all of them are very frequently hunted by other players. Now you might not be looking for better returns including MU but just to reach a average TT return of 80-90% so this MU mobs is kind of optional.

3. Lots of regen on most of the mobs you tend to hunt. Now regen I'm not to sure about how much it affects the average loot but it does seem to have at least a slight negative effect. I would advise to stay clear of the regen mobs unless they have MU to cover for it. Regen mobs also makes it hard to use finishers (more on that later)

4. Damage enhancers: These don't really change your eco but the cost of the enhancers themself is most likely just added on top of the rest, no idea whether the cost of the enhancers are compensated for in the loot or not but at the very least the MU on them is lost.

Worth using them on regen mobs? I don't know but I would just say stay away from regen mobs instead and not have to worry about that.

5. Overkill: Your sword has awesome damage, however that can also be causing some problems, especially since it deals so much per swing. Now I don't know whether you use a finisher or not but I'm going to assume you aren't here. With 6 damage enhancers your sword does about 200dmg/swing, using this to last hit a mob will on average do around 100dmg overkill. Lets say you are killing atrox young with this at 1000hp each (excluding the regen here for simple numbers) doing 100dmg overkill per atrox young will mean you pay 10% more for each mob killed which again as in the LA example increase your costs by 100-200% (90-95% down to 80-85% return)

6. Armor and Fap: I believe you already use gremlin armor and a fapper which is good. However if armor Isn't a must on the mob then naked + fapper is better (assuming its Adj/Imp/mod fap atleast)

7. Evade skill: From your skill list I see you only have 2900 evade, have you chipped out that already or how can it be that low compared to your other skills? Anyway, hunting many of these mobs you would want atleast lvl 50 evader preferably higher ofc but yea thats pretty hard to get I know.

8. Having to much DPS? I doubt the actuall DPS does anything to the returns but overkill is probably a factor here.

9. One mob at a time! Obivous perhaps, especially with low evade level.

10. Swinging at dead mobs: This atually decays your melee weapons so stop the auto swinging when they die or It's close to 40PEC loss every swing and this can add up fast.

This all of course apply to TT values, hunting on LA can be ok if you can cover the tax with MU or really want a mission done etc.

Not sure if I forgot anything now, but I don't see ANY way to get less than 75% average returns if following just a couple of these points.

Entropia Universe 12.5.6 Release Notes

FIXED ISSUES
  • When dying in space you are now respawned at the closest space station.
  • Fixed issue with dying in space and not reviving after countdown.
  • Fixed issues with revival and teleporting.
  • You now receive a fee notification when teleporting down to planets from space stations.
  • Waypoints in space are now visible in world and not only in map UI.
  • Improved performance when using “Previous & Next target” function.

KNOWN ISSUES
  • Camera view can become jerky when using a tool while walking on inclines.
  • The teleport submit button can result in unexpected landings if pressed near the edges.
  • Torso view when in first person view in vehicles can display incorrectly in certain situations.
  • Fort Event - Some terminals in the fort do not give event points.
  • Fort Event - Owner of the fort event cannot see the score in the scoreboard in certain situations.
  • Fort Event - Repair and Trade terminals in the fort event area do not function.
  • Feffoid Cave - The cave can turn very dark in certain situations.
  • Sell Non Tradable tems in TT without getting ped does not work
  • Map UI - Rocktropia map is dark
  • Map UI - Arctic map is dark
  • Map UI - Next Island map is dark
  • Map UI - Ancient Greece map is dark
  • Mentoring - Mentor is unable to add avatar as disciple when the avatars are not on the same server

Entropia Universe shown at Times Square

Entropia Universe new Facebook Emissary app shown at Times Square, New York.


Monday, April 16, 2012

Entropia Universe Links - Directory

http://cyreneforum.com/threads/cyrene-mission-token-daily-missions-list.6898/ - Cyrene Mission Token daily mission list - 27.04.2015
https://docs.google.com/spreadsheets/d/1taMoMwSdu3r_mrYB-fwjt0ApRHzrtt_rdOELFI_nfF8/edit#gid=9 - Cyrene Database - Weapons, Armor and more - 27.04.2015
http://entropia-universe-mmorpg.blogspot.com/2012/09/rebalanced-mission-rewards-update.html - Rebalanced Mission Reward Update - 09.10.2012
http://www.candyman.se/pe/bobthebuilder/v2/ - Bob the Builder, Version 2.1 - Help you decide what to craft with your blueprints and the items in your inventory.
http://www.planetcalypsoforum.com/forums/showthread.php?165740-New-SIB-Weapons-Charts - New SIB charts
http://www.ageofenlightenment.eu/SIB.php - even more new SIB charts
http://www.planetcalypsoforum.com/forums/showthread.php?233094-New-weapons-on-Calypso - New weapons on Calypso November 2012
http://www.planetcalypsoforum.com/forums/showthread.php?235984-Weapon-chart-experiments - Charts for the New weapons on Calypso November 2012
http://www.planetcalypsoforum.com/forums/showthread.php?79142-The-Mob-Ladder-A-guide-to-what-mob-to-hunt-next - A guide to what mob to hunt next on Planet Calypso
http://jdegre.net/pe/unlocker.php - Chipping Optimizer Tool
http://jdegre.net/pe/scanner/ - Skill Scanner
http://www.planetcalypsoforum.com/forums/showthread.php?221246-Active-Shop-List - Active Shop List updated by Rowan Ra Zamora
http://www.planetcalypsoforum.com/forums/showthread.php?223351-Shop-Owners - Shop Owners List updated by Rowan Ra Zamora
http://entropialife.com/ - great global (and not only) tracking tool
http://rp.apachenet.de/downloads/Entropia_Universe_Guide.pdf - Old but still very usefull guide about everything in Entropia Universe
Current Service Providers - Service Providers updated by Stryder Stride Corban from Global Ventura Trading Company

Blogs:
http://pathfinderxxxi.wordpress.com/ - Pathfinder XXXI

YouTube
http://www.youtube.com/user/PigBenisHateraid - Entropia Universe Gaming and Comedy, he do occasional VLOGS here as well...and sometimes if you listen to the gameplay really close you can hear him fart
http://www.youtube.com/user/LuriNightshade - Mo's Mining Musings

Planet Calypso
http://www.planetcalypso.com/ - Planet Calypso official website
http://www.planetcalypsoforum.com/ - Planet Calypso official forum

ROCKtropia
http://www.rocktropia.com/ - Planet ROCKtropi official website
http://www.neverdie.com/ - NeverDie website
http://www.neverdie.com/forum.php - Planet ROCKtropia official forum
http://www.youtube.com/rocktropia - Planet ROCKtropia YouTube chanel

Thursday, April 12, 2012

Calypso Land Deed Update

Gothenburg, Sweden - April 12, 2012 /MindArk/

- As MindArk announced last week, all of the 60,000 Calypso Land Deeds have now been sold. Several thousand Entropia Universe participants took advantage of this unique opportunity to become official citizens and share in the future success of Planet Calypso. Land Deeds are now trading at market value on the in-game auction; allowing anyone with an Entropia Universe account still the chance to acquire deeds.

MindArk would like to clarify a couple issues that have been raised regarding the Calypso Land Deeds. Several participants have expressed concern over the possibility that the revenue share of the Calypso Land Deeds might become diluted should a future offering of Land Deeds take place. We would like to take this opportunity to assure everyone that each of the existing Calypso Land Deeds will always receive 1/60000th of 25% of Calypso’s Gross Planet Partner revenue, and this revenue share will never be diluted or reduced. MindArk currently does not have plans for any further Calypso Land Deed offerings. If the decision is made to offer additional Calypso Land Deeds at some point in the future, such an offering would in no way diminish the revenue share received by holders of the original deeds.

Another issue that has been raised relates to voting rights associated with the Calypso Land Deeds. Although the full details of the forthcoming citizenship system are not yet finalized, one solution we are strongly considering is a political system that includes all Entropia Universe participants, with each avatar’s voting power calculated based on a formula that includes various factors such as: account age, deposits, estate ownership, number of land deeds, level of activity, etc. A properly constructed formula will allow us to create a citizenship system that prevents any single participant from gaining an excessive amount of voting power simply by owning a large number of Land Deeds or having deposited large sums. Full details about the voting power formula will be provided as the release of the citizenship system draws closer.

Entropia Universe 12.5.5 Release Notes

Fixed issues
  • Run speed when running/walking backwards is back to normal speed.
  • Teleporter to Ancient Greece now costs items again.
  • Team leader/creator can now invite team members.
  • Private Chat is now working.
  • Private Trade is now working.
  • Teleporter from Next Island to Ancient Greece is now working.
  • Teleporter from Rocktropia to Arctic is now working.
  • Teleporter from F.O.M.A Asteroid to Calypso is now working.
  • Teleporter from Crystal Palace to Calypso is now working.
  • Uses left shown for mining tool now works correctly when mineral is selected
  • Mentors can not change their avatar name in start rooms

Known issues
  • The Previous Target and Next Target actions are sometimes slow and may freeze the UI in certain situations, especially when many possible targets are present.
  • Camera view can become jerky when using a tool while walking on inclines.
  • The teleport submit button can result in unexpected landings if pressed near the edges.
  • Torso view when in first person view in vehicles can display incorrectly in certain situations.
  • Fort Event - Some terminals in the fort do not give event points.
  • Fort Event - Owner of the fort event cannot see the score in the scoreboard in certain situations.
  • Fort Event - Repair and Trade terminals in the fort event area do not function.
  • Feffoid Cave - The cave can turn very dark in certain situations.
  • Revival on space does not work properly
  • Revival on planet does not work properly
  • Sell Non Tradable tems in TT without getting ped does not work
  • Map UI - Rocktropia map is dark
  • Map UI - Arctic map is dark
  • Map UI - Next Island map is dark
  • Map UI - Ancient Greece map is dark

Wednesday, April 11, 2012

Entropia Universe 12.5.4 Release Notes

Entropia Universe 12.5.4 Release Notes

HoF / Global Messages
First discovery in dungeons / instances (Hall of Fame)
Loot boxes in dungeons / instances (Hall of Fame or Global)

Misc
Unwanted non-tradable items can now be disposed of by selling them to the Trade Terminal for zero PED.

New Space Creatures
Several new entities have been detected in local space sectors. Pilots are strongly advised to use caution when travelling between planets.
  • Locusta 
  • Skyflail 
  • Dymlek 
  • Hermit 
  • Dropship 

Deposits
Initial deposit limit for all new accounts has been increased to 50 USD.
Users who make their first deposit via 3Dsecure have their deposit limit increased to 3000 USD.

Arrival Areas & Mentors
Mentors with at least one graduated disciple can now teleport directly to the new player arrival areas from any teleporter, with the following conditions and limitations:
  • The mentor will be able to choose from either the Genesis new arrival area or an arrival area connected to the planet where the mentor is currently located (if applicable). 
  • The mentor will be placed in the new arrivals instance with the highest population. 
  • The mentor will not be able to bring any items into new arrivals area; the new arrivals default inventory will be loaded instead. 
  • The mentor will have the ability to recruit new disciples while in the new arrivals area. 
  • To exit the new arrivals area the mentor should use the teleporter in the new arrivals area, which will return the mentor to the same teleporter that was used to enter the new arrivals area. 
  • When exiting the new arrivals area, the original avatar inventory will be reloaded. 

Creature Upgrades
The following creatures have been upgraded with new models, textures and animations:
  • Osseocollum 
  • Kerberos 

Voice Chat
When joining a team, the private team channel is now activated by default, in place of the proximity voice channel. Users still have the ability to use the proximity channel by making use of the proximity chat button.
Team voice and proximity voice channels no longer interfere with one another, and it is no longer possible to transmit to both channels simultaneously.

Account Security
An excessive number of failed logins to the Entropia Universe account website will cause an IP to become blocked for 30 minutes.

Fixed Issues
  • Previous target and Next Target actions now work properly with Sweating tools. 
  • Motherships no longer become invulnerable for 5 minutes after aborting warp sequence. 
  • It is no longer possible for two avatars to enter the Feffoid cave simultaneously. 
  • An issue that caused avatars piloting vehicles to take damage when the vehicle was fired upon has been corrected. 
  • An issue causing flickering animations when firing weapons in certain situations has been corrected. 
  • An issue causing inadvertent teleportation to incorrect locations when using mindforce teleport chips has been corrected. 
  • Coordinates in the radar HUD now display correctly. 
  • An issue related to searches made within the Achievements interface which prevented the opening of other tabs has been corrected. 
  • The sound effect heard when an avatar takes damage from a creature has been adjusted. 
  • When coloring a vehicle, attached turrets are now also colored. 
  • An issue making it possible to equip two armors to a shopkeeper simultaneously has been corrected. 
  • The color of the Ninja Hood Jacket Black (M) & (F) items has been corrected. 
  • The loading time of the Friend List has been reduced for participants with many friends. 
  • Several instability issues causing client crashes in certain situations have been corrected. 

Known issues
  • The Previous Target and Next Target actions are sometimes slow and may freeze the UI in certain situations, especially when many possible targets are present. 
  • Camera view can become jerky when using a tool while walking on inclines. 
  • The teleport submit button can result in unexpected landings if pressed near the edges. 
  • Torso view when in first person view in vehicles can display incorrectly in certain situations. 
  • Fort Event - Some terminals in the fort do not give event points. 
  • Fort Event - Owner of the fort event cannot see the score in the scoreboard in certain situations. 
  • Fort Event - Repair and Trade terminals in the fort event area do not function. 
  • Feffoid Cave - The cave can turn very dark in certain situations. 
  • Teleporter from Crystal Palace to Calypso not functioning. 
  • Teleporter from Rocktropia to Arctic not functioning. 
  • Teleporter from Next Island to Ancient Greece not functioning.

Tuesday, April 10, 2012

Gaining skills in Crafting / Manufacturing


First things First

If you’ve been around awhile you know that every click costs money. It’s a matter of making those clicks productive in the future. As with real life, items will always be modular in the sense of what people are buying. If you see 1000 people globalling on Ore Amp 101(L)’s then chances are they already have some significant investment in crafting. As with all items the more that are out there the cheaper they become. Eventually Mindark will realize that the 101 will need to be adjusted to bring down the level of globals and hof’s. Personally I believe it is the item of the month, Id like to think that in an effort to keep things flowing and fair that every item has the chance to become the item of the month. A rotation if you will, of item types i.e. armor, weapons, etc. Who knows what’s next in the grand scheme of a global friendly EU.

You must plan out your time crafting. And by this I mean how much you are willing to lose while crafting. If its 250 peds that you’re willing to lose on a weekly basis then budget for 250 ped and keep it at that rate. If you are willing to lose more then by all means budget accordingly. The common mistake I have made, and I’m sure some of you have made is trying to craft those 101’s to get a global or hof out of it like everyone else has. What has that done for me? Not a thing. In some cases its crippled me to the point where I can’t craft for a while. Do yourself a favor and please make sure you stick to your budgets.

Terms

These are some terms and acronyms you need to know if you’re going to be a crafter. It’s not really a long list but can keep the confusion down when you hear it in chat.

BP = Blueprint
TT = Trade terminal
QR = Quality Rating
AU = auctioneer
+100 = 100 ped over tt value
+110&#37; = if an item is worth 1 ped you can possibly sell it on the au for 1.10 ped.

These are the main acronyms you will want to know as a crafter.

Auctioneer

The auctioneer can be a confusing component to the game, as the prices, and markups are dictated by the user base. First thing you should become acquainted with is the Offers and Orders buttons. A lot of new and long time players are unaware of this nifty feature.

Offers – This is where you can sell your items, residues, extra resources for normal time lengths and normal mark-ups.

Orders – This is a nifty little section that to my knowledge no other MMO has. This feature allows you to find buyers and sell your items, residues, and extra resources instantly. For an example we will use Basic Sheet Metal. Click on Browse>Items>Equipment>Metal Components. Now click on the orders button in the bottom right hand corner just below the items viewer. Here is an example of what that item will look like.

Item Units Markup
Basic Sheet Metal 10,000 +190%

After you see what the markup is on what people are willing to pay, click back on the orders button and click sell. The offers section only works on buyout. So when you add that Basic Sheet Metal you will need to put a buyout, otherwise you have to start over or wait for the auction to end. And no you do not get your deposit back.

Another thing to be aware of with the auctioneer is watching what you spend on resources. You don’t want to pay 200% for 1000 units of lysterium when there’s an auction on the next page for 120%. Make sure you research all the pages before you go blowing 200% on something you can get a lot cheaper a few pages over, it only takes a few minutes.

Preperation

Before I begin to get into the meat of this guide, be aware that crafting is expensive, tedious, boring, and very time consuming. Don’t think for a minute that you can just hit a crafting machine and hit a huge hof and be on your way. It doesn’t work that way, so in the interest of keeping you focused, I suggest you buy yourself a cheap rifle/pistol and some ammo. You will also need to buy an equipment volume 1 book and a basic filter blueprint. Then make your way to an auctioneer and buy 1000 units of lysterium ingots and 1000 units of oil. After this make your way to any crafting terminal, the resources you just bought will give you 1000 clicks.

The best suggestion I can give you is to be patient. There is very little return from crafting basic filters, and even less satisfaction in the early stages of your crafting legacy. You must avoid the temptation to try to craft what everyone else is globalling on, because at this point you will unlikely get anywhere near globalling and closer to losing your bankroll. One thing you will want to be consistent about is your machine settings. Always craft with the slider bar to the left.
Expect to lose your first few resource investments, as you will be in the earliest stages of filter domination. At some point you are bound to get bored clicking the manufacture button. The next phase of your development is about to begin.

Offtime

Some of us can't bare the length of time it takes to fill that skill meter, so we must manage and understand when it's time to get out and do something else for awhile. Remember the cheap gun you were suppose to buy? We're now going to put it to use (if you've been playing awhile and have the skills to do so, go elsewhere.) out in the big world of Calypso. You'll want to hunt creatures like cambibo, daikiba, exorasaur, and berycled. Above all you are looking to loot animal eye oil, and animal muscle oil. Those two oils will become required loots over the next few weeks, you will want to put the muscle and eye oil into storage for the time being.

Anything else you can sell at auction, or sell it to the trade terminal. Some folks contend that selling to the tt is detrimental to player progress. Some contend that selling to the tt puts the items back into the loot pool. I don't know if either is true, but if I need PEDS right now I won't hesitate to use the tt.
For the next step in free education keep reading.

Advancing to the next level

When you get your filters blueprint to 100 QR you can move on to the next blueprint, and Hopefully by now you have looted it otherwise you’ll need to buy it from somewhere. The bp itself is not really rare but it can be difficult to find. If you haven't looted a Standard damper blueprint, then that will be your next acquisition. When I bought mine it cost me 29 PED with a .01 Quality Rating on the auctioneer.

This blueprint will require 1 lysterium ingot and 2 oil ingots per craft. You will want to make sure that you have enough to keep you going for awhile, as it can get annoying going back and forth between the crafting terminal and the trade terminal and the auctioneer.

Once you have Standard Dampers to a QR of 100 you can move on to Simple I plastic springs. This blueprint is not a hard blueprint to find, and usually runs around 5 ped or lower, unless it has a full QR rating.

Keeping you afloat -

Your main goal is to keep your costs down, and skill up for as long as you can without making any unnecessary deposits. Your secondary goal with crafting these Mechanical Blueprints is to hit Level 10.

Level 10

Level 10 is probably the most important level you can obtain in crafting. Simply because at level 10 you acquire Blueprint Comprehension skill points. This goes a long way in your success rates on any blueprint you craft out of. It’s important to note that this skill is very important to the success of your crafting career, especially if you get into crafting limited use blueprints.

In review

Level up your Basic Filters blueprint to 100 QR, then make the transition to Standard dampers. Once your standard dampers blueprint is at 100 QR then you can make the transition to Simple I Plastic Springs.

Resource Requirements for stated Blueprints

Basic Filters – 1 Lysterium Ingot, 1 Oil
Standard Dampers – 1 Lysterium Ingot, 2 Oil
Simple I Plastic Springs – 14 Animal Eye Oil, 7 Animal Muscle oil