News: Planet Calypso Content Release 2020.0.5.2

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2020-10-27

***PLEASE READ THIS DOCUMENT IF YOU FIND SOMETHING OUT OF THE ORDINARY IN PLANET CALYPSO! IT MIGHT PROVIDE THE INFO YOU NEED BEFORE CONTACTING THE SUPPORT DEPARTMENT!***




Changes

  • Added text notifications in global chat for voice over gameplay notifications in the RDI Lab.



Fixed Issues

  • Dropship hitbox has been increased.
  • Fixed minor sound bug in the lab



Known Issues

  • Purchases from Trade terminals are currently not available in both sectors of the RDI Lab.

Originally Posted Here
 
Good to see there are fixes for the new content. There are also a few other things that should be fixed, a list I compiled yesterday:

Bugs:
- Team mates entering after the first door is unlocked are unable to see the creatures in the sampling room until the 3 waves are started;
- There is no codex for any of the mobs or bosses in the main room;
- Trade terminal is not working when trying to buy ammo;
- Contract to kill mission can only be done in A1, not in B1;
- The box to unlock the code for the [Unregistered Fiber Composite] is only in A1, not in B1;
- The debuff from survive wave sometimes stays on even after you have left the instance;
- Weight of RDI designs is ridiculous, please adjust this;
- Code sequence unlocked message even after mission completed;
- Sound is often bugged, you can no longer hear the "woman on PA";
- Sound effect for the last wave of calamusoids in the electrification version in 3rd wave is way too loud, it's like 3 times louder than any other sound in the game;
- Reset Nerve Gas terminal can be clicked multiple times, giving damage every time its clicked;
- Very laggy when initially entering the cave before Hypogeum gateway;
- Calamusoids drop some 100% useless materials like [Advanced Adaptive Fuse];
- Tezlapods in sampling room drop only shrapnel.


Nice to have:
- Terminals at entrance or in room. Storage, Auctioneer, could be inside Hypogeum Gateway;
- Or place a teleporter outside;
- Instance accessible from Global Events window.
- PLEASE shorten the survive wave, we sometimes die of BOREDOM!

Thanks
 
Thanks for the hitbox increase, we still need the burnshield of the space dropship boss either reduced from 100% to less percentage for motherships to do damage or changed to be projected by shielddrones that can be destroyed to bring down the shield.
Furthermore, since the wave spawn is non pvp you put gunners of privateers/motherships in competition to quads - therefor can we please have the efficiency of gun turrets displayed/provided somewhere ?
Could you also please consider introducing a space looter profession for all space mobs to keep this fair for space hunters ? Planetside hunters will have much higher return due to higher looter professions then space hunters and that can have a big impact if everyone is hunting the same mob type in a realtively condensed area with the same weaponry.
 
oh dropship hitbox increased... im thinkin maybe sleips work now? gonna test right now :)
 
Just tested sleipnir with VTOL MMB as-35... now i cant dmg dropships at all.. missles still explode on the outside but do 0 dmg anyway i try it.. up close max range dont matter. need an entirely new primary weapon for sleipnir that does direct damage like kismet not short range aoe like vtol mmb. If anything it looks like they DECREASED the hitbox not increased.

The VTOL MMB AS-35 is pretty useless if the outside of the dropship is more than 5m(mmb dmg radius) from the hitbox

Just gonna park the damn thing till u get it figured out.. tired of pssin ammo away testing.. another 30ped poof =p
 
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Could you also please consider introducing a space looter profession for all space mobs to keep this fair for space hunters ? Planetside hunters will have much higher return due to higher looter professions then space hunters and that can have a big impact if everyone is hunting the same mob type in a realtively condensed area with the same weaponry.

It's that and not allow space hunters to unlock ground professions or skills used planet side, like intuition... or not have captain profession related skills provide hp buffs since they dont use hp at all o_O

Stuff like that
 
If it was as easy and effective to hunt or skill in space, this wouldn’t be an issue.

They need to add a ‘Lock Target’ function for hunting Mobs in space. It should be the same as it is for pvp planetside.

How is it a Human planet side can lock onto a target with precision accuracy, but a highly advanced space ship with onboard computers can not?
This is so outdated and needs to be addressed.
 
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Good to see there are fixes for the new content. There are also a few other things that should be fixed, a list I compiled yesterday:

" - The debuff from survive wave sometimes stays on even after you have left the instance; "

Thanks

I sure the "F" hope this is not true for the active 5% buffs!!!! If so this definitely needs to be fixed before Halloween Mayhem Event starts!!! PLEASE MindArk make sure to the best of your abilities there are no exploits usable in this event. We don't need any more drama.
 
Thanks for the hitbox increase, we still need the burnshield of the space dropship boss either reduced from 100% to less percentage for motherships to do damage or changed to be projected by shielddrones that can be destroyed to bring down the shield.
Furthermore, since the wave spawn is non pvp you put gunners of privateers/motherships in competition to quads - therefor can we please have the efficiency of gun turrets displayed/provided somewhere ?
Could you also please consider introducing a space looter profession for all space mobs to keep this fair for space hunters ? Planetside hunters will have much higher return due to higher looter professions then space hunters and that can have a big impact if everyone is hunting the same mob type in a realtively condensed area with the same weaponry.

Have you tried every gunners seat? Do ALL the guns on MS do same damage? On Privateer different gunners seats do different damage types.

I did a test some time ago on the privateer guns, and eco was about 3 dpp if that helps? :p
 
Have you tried every gunners seat? Do ALL the guns on MS do same damage? On Privateer different gunners seats do different damage types.

I did a test some time ago on the privateer guns, and eco was about 3 dpp if that helps? :p
Correct. All MS guns do burn, while Privateers have 3 different damage types.
That is the issue when it comes to dps against the boss. The boss has a shield that deflects all burn damage.
 
I sure the "F" hope this is not true for the active 5% buffs!!!! If so this definitely needs to be fixed before Halloween Mayhem Event starts!!! PLEASE MindArk make sure to the best of your abilities there are no exploits usable in this event. We don't need any more drama.
There always have been bugs that could be exploited in the game. NOT "F" EXPLOITING them is an easier way of avoiding drama and wrecking the reputation.................
 
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If it was as easy and effective to hunt or skill in space, this wouldn’t be an issue.

They need to add a ‘Lock Target’ function for hunting Mobs in space. It should be the same as it is for pvp planetside.

How is it a Human planet side can lock onto a target with precision accuracy, but a highly advanced space ship with onboard computers can not?
This is so outdated and needs to be addressed.
lock target isnt the issue for sleips. the missles explode on contact but whatever its contacting doesnt reach whatever is require to actually register damage
 
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Have you tried every gunners seat? Do ALL the guns on MS do same damage? On Privateer different gunners seats do different damage types.

I did a test some time ago on the privateer guns, and eco was about 3 dpp if that helps? :p
Yes motherships only have one turret type and yes we can test dpp pretty easily since there is no decay(at this point) only ammo consumption but what we cant test is efficiency, thats why we need mindark to provide the info to make hunting more fair.
 
Could you also please consider introducing a space looter profession for all space mobs

Aren't the mobs in the space wave Robots? Logically we should use the Robot looter profession.
And the other types of space mobs are Animals/Mutants? Which should use the Animal/Mutant looter professions.

The entire Entropia Universe has hundreds (maybe even 1000) different mobs across the 6 planets, 2 Moons, an Asteroid and a Space Station. All of which fit into the 3 Looter professions.

Adding an entire new profession for 6 space mobs?
 
Oh nice you mean my dropship can go in space now!! Wow! O wait - what ?!?! dropship is a MOB>? WTFF!!??
 
Yes motherships only have one turret type and yes we can test dpp pretty easily since there is no decay(at this point) only ammo consumption but what we cant test is efficiency, thats why we need mindark to provide the info to make hunting more fair.
Hope this information is of any help:
Mothership turret efficiency: 53.69, Privateer turrets efficiency: 52.36

Happy hunting!
 
Hope this information is of any help:
Mothership turret efficiency: 53.69, Privateer turrets efficiency: 52.36

Happy hunting!
Definitely some luck needed with current Pathfinder's guns setup...
- Reload not working from rings & pills
- Crit buffs/any buffs not working from rings & pills
- Very hard to aim when there are multiple people shooting from the mothership/pathfinder
- Loot range is bugged, ring + pill does not stack even the buff says there is a larger area of auto loot.
- Efficiency and dpp sucks...

At least it was nice to hunt a little bit knowing you can loot a rare item, right now when the items are removed from loot table, it doesn't makes sense hunting in space / or get involved in any activities in space.

I hope MA considers some serious updates in future regarding space, as it has huge potential.
 
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Hope this information is of any help:
Mothership turret efficiency: 53.69, Privateer turrets efficiency: 52.36

Happy hunting!
I frankly entered your statement about the the Mothership Gun Turret (L) EFFICIENCY in wiki.

I didn't find a privateer turret entry yet.
What is its name?
 
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Privateers/starfinders/pathfinders have at least 2 different weapon types. The plasma version for the person in pilots chair, and then gunners shoot something different. It even had different names. I will double check and get the info...... Sulje, are you sure rings/pills/buffs are not working at all on pathfinders?
Also, do privateer/starfinders/pathfinders deal different types of dmg from each other? one is mostly burn 1 electre 1 shrapnel or something like that? maybe make a little combat triangle out of them for team hunting dropships. All ships can kill all drop ships. but your specific ship can kill a certain mob faster. We take Johns suggestion of adding shield ships, which leaves the boss equally defensed against all ships. And the mothership equally dmging to all types since its the mothership. So pathfinder can be good at repair drones, starfinder can be good at normal drones, privateers can be good at shield drones. just an idea,
 
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