Entropia Universe 15.16.0 Release Notes



RIP Spike Milligan.


More loot the higher skilled you are... a good reason to level up then. :)
 
I take a fairly regular glance at the forums, not daily I admit. But I am so confused right now.
So you will please hold off on the abuse for what follows if I have it wrong. It is from memory and as I understood, some of the things that have happened. And you can't say to me " It has all been explained ", because it just hasn't. And if it has, it has people arguing that it is just not the case... Like return %'s

You make it so you need high efficiency, for a greater chance to loot anything more interesting than shrapnel.. This has seen many things gain in Mark Up, and a rarity of certain items.. So players with high efficiency are able to gain. But lets face it we all need to use a high efficiency weapon, just in case we get that global and then have a better chance to loot something nice.

You removed "no loots" and replaced them with, IMO " low loots".. All it does is make it look better. Give me no loots, but consistently decent loots over that.

You introduce a series of (L) weapons that offer higher efficiency, albeit for quite a pricey Ammo cost. Making a lot of those UL weapons held by older players a bit redundant and decreased the MU of their "investments" in those weapons.

You linked tt returns with cost to shoot, and armour degradation, in order to make deposits last longer.. Assuming that will be better for new players in the long run. i think this was the " Making the PED last longer " thing.

You change the success rate of crafting.. I am not sure what to make of that yet, except I saw what seemed like horrific returns, compared to before.. And for me it still isn't right.

And now you introduce a looting skill.. So not only does, DPS, DPP, efficiency, damage done, ammo burnt, armour damaged, heal tool used, and whatever the F*** else be a factor, now you need to be skilled in getting loot back for what you invested.

**I should've stopped here.. It probably goes up in rage factor after this warning. **

So lets say what this is.. A casino. And if I am playing a $100 a spin game, I would be pretty pissed if I am only able to win $1 maximum because that is the most I can win.

Couldn't you just have said in June " We are slowly going to F*** the game up, so you may as well all quit now ".
 
So lets say what this is.. A casino. And if I am playing a $100 a spin game, I would be pretty pissed if I am only able to win $1 maximum because that is the most I can win.

tbh they have no gambling licence, and run on the claim its a skill based game so it does make sense that skills would factor into your returns

i dont mind the looter Prof, i not really noticed any change in the few hours ive hunted. will need longer to test this.
i did at first feel the profession should affect loot composition not TT, but that would unbalance the loot giving all the high mu loot to the top players only, and that could create a monopoly and cause a big issue.
 
Well, it is high time they repair the injustice done to mining 13 years ago and bring back tt influence to excavating skills :wise:

The main argument was that "hunters don't have that".

What now?
 
Well, it is high time they repair the injustice done to mining 13 years ago and bring back tt influence to excavating skills :wise:

The main argument was that "hunters don't have that".

What now?

Need more cowbell
 
Bugged Daily Mining

Hey guys, noticed that since the patch, daily mining missions are messed up on Caly.
Had a carryover mission from before the patch (zinc) and wasn't working so i abandoned and grabbed a new one (caldorite) and it was also bugged. Not sure if this applies to the hunting missions or not.
Also for fullness of information, i am doing the mission on FOMA which was always possible before, if that changes anything.
 
Very unexpected move from MA,new professions will affect returns,not loot composition. Lots of shitstorm here and ingame,but i dont understand why?
First of all,how profession levels works in EU? Hit/dmg professions let us efficently use weapons and are kinda caped, lvl 80hit/dmg dont give u more damage for same ped spent out of L50 gun,right? Evader/dodger let us evade hits from mobs and also are caped. Level 10 mob will hit me (48 evader) and level 100 evader now and then,but pretty even in long time,but it will hit a shit out of level 5 evader. Then why someone think level 50 looter will get all loots from all mobs and level 25 or 5 will suck balls. I dont see any logic there. Sure higher prof standings will let u get better returns from some mobs,but at some point its going to be caped and in general we will not see big changes in returns. Maybe im wrong,but i just try to apply same logic what what MA uses all over the game on this new looter stuff. Time and peds spend will show :wtg:
Second thing what is also very unexpected,here isnt very big gap in prof standings. Player who is 100+ levels ahead of me in hit/dmg is only 25 levels ahead in looter profs. Start is pretty even I think.
Lets turn some peds and find out how it works, Good Luck with testing :D
 
Alot of players were complaining that this game acting like a casino...

So a priori I think the addition of this new skills is a good move.

The more mobs you kill, the more you are an experienced hunter.
The more you are experienced, the more you must have a chance to get better loot.
It seems perfectly logical to me.

So this, in a way, will "rewards" players that play more, the ones that spend more "time" ingame. (and not only the ones who spends more money)

But...

There is two alternatives.

1/ These new skills are untradeable, and so what I wrote above is correct.

2/ They are tradeable, and the exact opposite will hapens,
since the peoples whith more money to spend will be advantaged (as it is already), whith the possiblility to buy this skill to get better loots.

So I hope they will be unmarketable.
 
Even if the new skills were untradeable, it is those who hunt more (and therefore spend more) who will have more of the skill. It is effectively buying the skill to get better loot as you say.
 
Mindark i need say you guys broken minning.... fix it plus nice multi to me be great to
Have nice nigth or morning ;)
 
Well, it is high time they repair the injustice done to mining 13 years ago and bring back tt influence to excavating skills :wise:

The main argument was that "hunters don't have that".

What now?

There's a chance it's already happening. How else do you think they managed to break mining dailies?
 
Before you guys start a third world war a friendly reminder that everything MA does is effectively a work in progress.

Let's see how it works first and give feedback like adults :dunce:
 
well I'm thoroughly disgusted with scanning not contributing to looter and looter affecting % of returns instead of loot composition. I can't very much leave the game cause I got no other endless-type game to play, but I might as well go back to maining sweat gatherer instead of hunter like I used to do before last Halloween.

what I'm most tired of though is not the bad decisions ma makes on a monthly basis, but their utter unwillingness to fix broken missions all around the universe. makes me think that planet partners have to pay even for bugfixes, and that is a complete no-go cause it's doing damage to the entire game, not just the planet partner's planet.
 
well I'm thoroughly disgusted with scanning not contributing to looter

No one forced people to waste time and ped on scanning, gambling that those easy skills might get big use and value one day. But if they would make scanning to contribute, that would mean that other people would be forced to do useless actions (scanning) too just to not lag behind. What's next, add Sweat Gathering to useful professions to force depositors to sweat? How about adding Dispense Decoy somewhere?
 
well I'm thoroughly disgusted with scanning not contributing to looter and looter affecting % of returns instead of loot composition. I can't very much leave the game cause I got no other endless-type game to play, but I might as well go back to maining sweat gatherer instead of hunter like I used to do before last Halloween.

what I'm most tired of though is not the bad decisions ma makes on a monthly basis, but their utter unwillingness to fix broken missions all around the universe. makes me think that planet partners have to pay even for bugfixes, and that is a complete no-go cause it's doing damage to the entire game, not just the planet partner's planet.

Wish people would give it more than a day before going bonkers. There are several scanning skill that will contribute. The looter skills are part of "Resource Gathering" I am a resource gatherer and there are several skills that increase scanning by default. Which means? There are several scanning skill that contribute to "Looter". There are pet handling skills and general skill that contribute as well. Can you let the other thread finish mapping out all the contributing skills first? Everyone is putting in work to do that so don't jump the gun.

The sky isn't falling breathe and start skilling relax and enjoy the game.

I am happy though that my harvesting days have helped some. Who would of known that gathering Wood some day would contribute to getting Loot. Remember skills do cross over a lot :D
 
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Wonder if what I describe below is bug or intended.
Every tree harvesting attempt may give one of the various skills contributing to Resource Gatherer profession (like even Zoology).
Being hit by mobs not only gives Evade but sometimes CReflexes, Athletics, Alertness etc.
Attacking may give like Rifle, Laser Weapon Tech, Increased Ranged Damage etc.
Why does loot event give only Skinning (and other basic profession). Shouldn't there be a chance that loot event give other associated skills?
 
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Wonder if what I describe below is bug or intended.
Every tree harvesting attempt may give one of the various skills contributing to Resource Gatherer profession (like even Zoology).
Being hit by mobs not only gives Evade but sometimes CReflexes, Athletics, Alertness etc.
Attacking may give like Rifle, Laser Weapon Tech, Increased Ranged Damage etc.
Why does loot event give only Skinning (and other basic profession). Shouldn't there be a chance that loot event give other associated skills?


NO........ You already gained all the skills from killing a mob. Now you loot the mob and gain a chance at a specific looter skill. skinning,reclaiming,scourging. That is how it should work and is perfectly implemented.

What you are asking is can we all skill 2 times as fast now with this new skill. There is no reason for it to function how you are asking cause it would mean now we all get a double dip on skills which would be wrong.
 
If that's by design that's a bit strange behavior considering current philosophy of "everything influences everything in some manner".
Also there are skillgains while damaging mobs and while killing mobs so its already kinda double dip.
Also I see nothing terribly wrong leveling say Zoology, Computer etc. (assuming it has influence on looter professions) while looting a creature.
Also if say Skinning skill impact is like 35% this means Looter professions are unique by design so their leveling is intentionally slowed to like 1/3 of how fast other professions can be gained.
That's why I'm curious.
 
Wonder if what I describe below is bug or intended.
Every tree harvesting attempt may give one of the various skills contributing to Resource Gatherer profession (like even Zoology).
Being hit by mobs not only gives Evade but sometimes CReflexes, Athletics, Alertness etc.
Attacking may give like Rifle, Laser Weapon Tech, Increased Ranged Damage etc.
Why does loot event give only Skinning (and other basic profession). Shouldn't there be a chance that loot event give other associated skills?

There's a thread where people are discussing what makes up the profession, if that's what you mean. Since people started with higher profession levels, the assumption is that other skills contribute to it, we just don't know the exact composition yet.
 
There's a thread where people are discussing what makes up the profession, if that's what you mean. Since people started with higher profession levels, the assumption is that other skills contribute to it, we just don't know the exact composition yet.


I'll try to describe what I mean in a bit simpler way.

Mob hits me:
You have gained Evade (...)
You have gained Combat Reflexes (...)
You have gained Athletics (...)
You have gained Alertness (...)
I can get different skills when mob hits me

I hit mob:
You have gained Rifle (...)
You have gained Inflict Ranged Damage (...)
You have gained Laser Weaponry Technology (...)
You have gained Anatomy (...)
I can get different skills when hitting mob

I loot mob:
You have gained Skinning (...)
You have gained Skinning (...)
You have gained Skinning (...)
You have gained Skinning (...)
I can get only Skinning however there are skills that influence Looter professions as well. But I can't get those skills while looting a creature.
Still curious about if it's a bug or intended by design.
 
I'll try to describe what I mean in a bit simpler way.

Mob hits me:
You have gained Evade (...)
You have gained Combat Reflexes (...)
You have gained Athletics (...)
You have gained Alertness (...)
I can get different skills when mob hits me

I hit mob:
You have gained Rifle (...)
You have gained Inflict Ranged Damage (...)
You have gained Laser Weaponry Technology (...)
You have gained Anatomy (...)
I can get different skills when hitting mob

I loot mob:
You have gained Skinning (...)
You have gained Skinning (...)
You have gained Skinning (...)
You have gained Skinning (...)
I can get only Skinning however there are skills that influence Looter professions as well. But I can't get those skills while looting a creature.
Still curious about if it's a bug or intended by design.

Lots of other ways to raise the other skills, i think its a good thing that you only gain the main skill(s) from looting, that way your main skill raises the fastest.
 
well I'm thoroughly disgusted with scanning not contributing to looter and looter affecting % of returns instead of loot composition.

take your medicine and get back to the sweating circle.
If you are still disgusted keep it for your rookie chat fellows.
 
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I think it's quite appropriate to say thanks for another interesting update. They are really working on renovating the game, and not just cosmetics. If only the joy wasn't always soured by this habit of breaking stuff along the way and then never returning to fix it. Like getting a craftsman to lay a new floor in your house, on the way out he breaks a window and then never returns your phone calls again. So what's with the bloody chat channels we still get unsubscribed from at every login, hm? Since last fall, that is.
 
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Reactions: Mac
I think it's quite appropriate to say thanks for another interesting update. They are really working on renovating the game, and not just cosmetics. If only the joy wasn't always soured by this habit of breaking stuff along the way and then never returning to fix it. Like getting a craftsman to lay a new floor in your house, on the way out he breaks a window and then never returns your phone calls again. So what's with the bloody chat channels we still get unsubscribed from at every login, hm? Since last fall, that is.

i wouldnt be so quick here. i havent seen any information from MA regarding how its supposed to be. it still might be just a cosmetic change with no impact at all, especially when the impact is a maximum of like 1% of similar. to figure out if its doing anything youd need to kill the exact same mob and maturity with the exact same gear a few hundred thousand times before and after the change. but i cant see them raising the overall tt return so they rather lowered it from before and you kinda have to reunlock the full return. which would be more a scam than a feature, especially without giving any information about its impact
 
The skill is named Skinning and gives Looter skills, prob meaning u get more animal hides anyways...
 
don't understand all the negativity about the changes, they said long time ago they would make loot skills impact returns and actually delivered - of course it could have come with more explanation with what is the expected impact, but then again quite a lot have said that it is much more exciting to not know / keep it hidden to be discovered by community
+ some action on the buffs and max stacking
+ event improvements like timer which has been asked since ages, and soft caps
+ updated with known issues reasonably quickly

for me seems like quite a nice effort, props
 
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