Improving Wave Events

infinity, i don't think you get what i'm saying... at all.

during wave events i've had the boss mob spawn and be killed where i never saw it and ALSO have had the boss mob drop in front of me and one other member of cK, where nobody else got to shoot it. in both cases, its not very fair.

knowing where the boss would spawn would be beneficial to all the players attending the wave, not just ubers, not just noobs.

another possibility would be... spawning more than one boss mob.

i can't see very many players coming back to these wave events time after time, when 50% of the time they don't even get to participate in the end mob, which is for the record the only reason they are there.

LOL, I think I do!
......I also understand the pain of losing loads of peds by shooting the mobs with a uber weapon (high tierd and amped) compared to the guy standing next to you using only a p5a + 104!

Based on all the discussions, I think the best solution to this problem would be spawning the boss mob at a random location... during the 4th quarter of the final stage.... with much higher HP!

This way everybody should be happy:)

Spawning the Boss Mob during the 4th quarter would be interesting! It'd surely create an interesting dilema to the players mind:

1. To keep shooting the current mob at hand and try to get higher share of the dps on this mob

or

2. Leave the current mob and go after the boss mob



 
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1. You are not that very active!
I checked the tracker info after writing those 3 points.



Based on the above data ... you are in the first category! Glad that you are still having fun and enjoying the game.... please read my sig.....:)

Again you're asuming things, I play about 4-10 hours/day and i'm allways hunting in teams. We allways have a socteam, so...
Wrong again! ;)

Back op topic:
And I know exactly what skippie is saying, and like I said I totally agree with his idea!
 
Defoiliate NOW!

After a few more wave spawns under my belt, its evident that the largest issues with these events are the trees. Please remove the trees from the wave spawn areas or change the ability of these mobs to spawn and instantaneously "condition" inside of trees. Two of the three Sand Kings that have spawned and been killed in front of me have trapped on trees. Goki and Traesk continue to spawn inside trees. Yesterday it took me almost 2 minutes to kill one Goki that almost refused to be targeted. Under the timed conditions, mobs should not be almost impossible or completely impossible to kill due to interference from graphics.

Deforestation of these wave spawns must commence!
 
Some very good suggestions here however deforestation is bad for the environment. Maybe it would be better to only require 95% of each waves monsters to be killed, that should remove the problem of having a couple of trapped beasts.
 
I am in the process of putting together a list of requests that I intend to send to Entropia Platform Development regarding the wave spawners so please keep the suggestions coming.
 
For me the trapped mobs during events are the most annoying thing in the game. Not just for wave events. Hydras and Eviscerators trapped in the trade center, anyone? It's just plain stupid to shoot at some bigass mob with your enhanced boomstick and get only yellow messages. It's not right, not fair, not fun. Not at all.
 
I suggest that unreachable status should not consume ammo, but only do a decay on gun and amp.
 
Some very good suggestions here however deforestation is bad for the environment. Maybe it would be better to only require 95% of each waves monsters to be killed, that should remove the problem of having a couple of trapped beasts.

I like the idea, that could solve some problems.
 
Skippyz0roz is the z0rz of getting things done, I vote skippy for president of wave events ... approved by the z0rz foundation ;)
 
Easiest way would probably be to tag shared loot creatures a different color in radar, and make their radar visibility MUCH larger. Or keep them the same color and change the icon, ie how about a small circle around the dot for shared creatures. Like the waypoint icon, but smaller and red.

Indeed I believe one of the more helpful additions would be a doubled radar range for "Shared Loot" mobs...


Also, please change so anyone can loot the "Shared Loot" mobs and not just whoever did damage to it, gets a bit annoying if they're mixed up or if someone killed one themselves and then died


EDIT: Also, make it so that the shared loot mobs can not leave the area, have seen people "lead" mobs out of the area before... could get a bit annoying if someone pulls a mob way out of the area? :)
 
There has been quite a while now since The Sand King spawned afaik. And I think the reason is that there is not enough people that are able/willing to spend the amount of peds needed to make the bossmob spawn.

So I suggest that the number of mobs in each wave is reduced, maybe about 50% or so. This would still make it a challenge, but at a cost that more can afford. And The Sand King should have more HP, maybe twice as much.
 
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Facts as stated by Kim and other MA staff:

Kim clearly said that the sand king is likely to drop more items....
the Probablility of looting item is linked to the dmg inflicted on the mob...


knowing those facts it'd be foolish of me to shoot the Sand king along side the ubers...


Yes i did hunt in the wave.. . had my fun....lost some peds... and it's over for me now. :)


I'd only participate if MA staff states that the probability of looting items would be equal in all mobs.... and the sand king would drop only stackables and no items.

That way it's fair to the majority of players.. and we won't see thread like "Sand King No-Looter " any more (althought that was not the case - perhaps an uber got the item and 100s of others no loots )

cheers
 
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Facts as stated by Kim and other MA staff:

Kim clearly said that the sand king is likely to drop more items....
the Probablility of looting item is linked to the dmg inflicted on the mob...


knowing those facts it'd be foolish of me to shoot the Sand king along side the ubers...


Yes i did hunt in the wave.. . had my fun....lost some peds... and it's over for me now. :)


I'd only participate if MA staff states that the probability of looting items would be equal in all mobs.... and the sand king would drop only stackables and no items.

That way it's fair to the majority of players.. and we won't see thread like "Sand King No-Looter " any more (althought that was not the case - perhaps an uber got the item and 100s of others no loots )

cheers

its relative to damage done..so if you say do 30% to sandking and i do 70% damage..i have 70 % chance of looting the item...it cant get more fair then that
if it was equal chance regardless of damage done then that would NOT be fair
 
Facts as stated by Kim and other MA staff:

Kim clearly said that the sand king is likely to drop more items....
the Probablility of looting item is linked to the dmg inflicted on the mob...


knowing those facts it'd be foolish of me to shoot the Sand king along side the ubers...


Yes i did hunt in the wave.. . had my fun....lost some peds... and it's over for me now. :)


I'd only participate if MA staff states that the probability of looting items would be equal in all mobs.... and the sand king would drop only stackables and no items.

That way it's fair to the majority of players.. and we won't see thread like "Sand King No-Looter " any more (althought that was not the case - perhaps an uber got the item and 100s of others no loots )

cheers

its relative to damage done..so if you say do 30% to sandking and i do 70% damage..i have 70 % chance of looting the item...it cant get more fair then that
if it was equal chance regardless of damage done then that would NOT be fair

ps; if sandking would loot only stackables then there would be absolutely no point in doing the waves
 
ps; if sandking would loot only stackables then there would be absolutely no point in doing the waves

It all depends on the stackables... if it were to drop a shitload of ESCP, basic waves, basic organic wires, ESS, and EEFM, then YES, it would be VERY much worth killing - For everybody, and not just the one lucky fucker that gets the item.
 
It all depends on the stackables... if it were to drop a shitload of ESCP, basic waves, basic organic wires, ESS, and EEFM, then YES, it would be VERY much worth killing - For everybody, and not just the one lucky fucker that gets the item.

offcourse,but i was thinking about muscleoil :)
 
It all depends on the stackables... if it were to drop a shitload of ESCP, basic waves, basic organic wires, ESS, and EEFM, then YES, it would be VERY much worth killing - For everybody, and not just the one lucky fucker that gets the item.

My plan for these wave spawners were for them to be team / society based and not public mass events. This was to be achieved by having the spawners inside PvP areas. In this scenario there wouldn't really be an issue with regards to who gets the item since they would probably sell it and split the profit.
 
My plan for these wave spawners were for them to be team / society based and not public mass events. This was to be achieved by having the spawners inside PvP areas. In this scenario there wouldn't really be an issue with regards to who gets the item since they would probably sell it and split the profit.

Well they are public mass events. Anyone can go in at any time, including showing up just for the boss mob. And if you make it pvp it will be a disaster, the boss mob may never be spawned then.

Instances (beacons, dungeons, whatever) are a much better way to do this. Then people can go in whatever groups they want, if you program it right. I hope what you have coming on the 29th includes an instancing system.
 
Well they are public mass events. Anyone can go in at any time, including showing up just for the boss mob. And if you make it pvp it will be a disaster, the boss mob may never be spawned then.

Instances (beacons, dungeons, whatever) are a much better way to do this. Then people can go in whatever groups they want, if you program it right. I hope what you have coming on the 29th includes an instancing system.

Yes you lot managed to convince me that I was wrong so they won't become PvP areas which presents us with the loot distribution problem we have today. It simply wasn't designed with extreme health monsters in mind. The beacons are indeed coming on the 29th and they are instances.
 
Yes you lot managed to convince me that I was wrong so they won't become PvP areas which presents us with the loot distribution problem we have today. It simply wasn't designed with extreme health monsters in mind. The beacons are indeed coming on the 29th and they are instances.

BEACONS??!!! on the 29th you say!! :yay::beerchug::yay: Oh hell yeah!!! :yup:
 
Yes you lot managed to convince me that I was wrong so they won't become PvP areas which presents us with the loot distribution problem we have today. It simply wasn't designed with extreme health monsters in mind. The beacons are indeed coming on the 29th and they are instances.

BACONS!


...but seriously, in my opinion, wave events (speaking only of the rextelums, others are fine) should be cut in half, either have less Rextelum spawn or have lower-maturities spawn, but there should be no time limit on the boss rounds so if someone a ragtag group of noobs with opalos get to the Sand King they won't time out destroying the monstrosity :D
 
My plan for these wave spawners were for them to be team / society based and not public mass events. This was to be achieved by having the spawners inside PvP areas. In this scenario there wouldn't really be an issue with regards to who gets the item since they would probably sell it and split the profit.

If shared loot doesn't get shown in chat, how will anyone know who got an item and if they need to split it?
 
My plan for these wave spawners were for them to be team / society based and not public mass events. This was to be achieved by having the spawners inside PvP areas. In this scenario there wouldn't really be an issue with regards to who gets the item since they would probably sell it and split the profit.

I got a suggestion for the hussk spawn:
Let there be two different recepies when creating it, for instance one iron stone to set the hussk "wave" to make it pvp, and stone of belkar to make it non-pvp. Then the owner of the materials can decide if the spawn is to be "public" or "private" (=protected by pk:ers).
 
Haven't seen this

- stop spawning mobs after the start of the wave.

This didn't seem to happen with the Daikiba, or maybe the area is small enough not to notice.

But it seemed to happen with the Traeskeron, and it certainly happens in a big way with the Rextelum.

This makes it impossible to clear an part of the wave spawn and move on, you would always need several players just moving around, checking if a new mob has spawned on the edge somewhere.
 
read below, browser messed up
 
What are instances?

Well I'm hoping it means it's not like the old system where if a team was already running a beacon when your team arrives at the site you don't have to wait 2 hours for them to finish :eyecrazy:

i.e. you can have multple beacons running simultaneously, they're completely seperate and don't interact.
 
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