One of the many glitches that haven't been fixed, "Ghost Mobs" encountering Ghost Mobs is fairly frequent and it's actually easy to cause this glitch to happen, I found a way to make it accrue with a 60% accuracy, Purely by accident. I like to hunt fast, aggressive Mobs, Merps, Atrax, Atrox, Argonauts ect, What I will do is run around a location where any of these particular Mobs are found "Atrax for example" and get them to chase my avatar, My avatar can out run most all Mobs, So it's easy to stay ahead of the collected horde without getting hit, When I have collected about 80 or more Mobs I will stop, Let the Mobs surround my avatar, Then open fire with the Mini-Sweeper. My avatar has very high health, Evade and my avatars armor soaks up all the hits usually with minimal decay, If I do this for an hour or more there is a 60% probability that "Ghost Mobs" will appear after killing a huge horde, I will keep getting hit even though there are zero Mobs, To stop getting hit I just use my TP chip and teleport somewhere, Stopping the Ghost Mobs from hitting my avatar or in the very rare occasions that technique doesn't work because of persistent ghosts, hell bent on haunting I just do a quick relog. I personally believe this problem is caused because of the glitchy Cryengine2 engine architecture, The Entropia Universe Planet Development Kit 'EUPDK" is built upon this same architecture and carries over all the same fundamental problems, Though let me be clear, It's just a theory as my skill set is not coding, But having used the Cryengine2/EUPDK extensively I have a strong suspicion that programing architecture is the issue, And if so the issue would be near impossible to fix, Given the Cryengine2 is a glitch filled mess to begine with, Bring on Unreal Engine5.
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