Planet Calypso Patch Notes 2016.1.3

Bertha Bot

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2016-04-06
***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!***

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Fixed Issues

  • SGP 2 and SGP 3 objective markers are now working at Fort Medusa Dynamic Event.
  • Dynamic Event Fort Boss’ maturity will now be decided correctly based on how many Reclaimers were killed in the preceding SGP events.
  • Lowered the contribution points requirement in the Dynamic Event.
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Changes

  • Added Auctioneer NPC at Fort Medusa and Fort Pandora
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Additional Information
This is the basic Dynamic Event rundown:

  • The Event is divided in four (4) parts, SGP 1-3 and Fort
  • The Robots will attack the first SGP (Shield Generator Platform) in four (4) waves
  • Destroying the required amount of robots within a wave’s time limit will count as a success, spawn a Reclaimer Unit and shortly thereafter start the next wave
  • Failing to destroy the required amount of robots within a wave’s time limit will fail the event part and shortly thereafter start the next event part.
    • Example: failing SGP 1 Wave 2 will fail the SGP 1 Event part and shortly thereafter the SGP 2 Event part will start
  • Succeeding in an Event part (clearing all 4 waves) will provide a variety of temporary buff effects to participants who reach 100% Contribution during the event. Which buff effect one receives is based on the event
  • The end Boss, a Warlock I3-TF, has a dynamic maturity. The more Reclaimers have been killed the higher the Boss’ maturity. The Boss has five (5) maturity levels


Originally Posted Here
 

Good to see some event information and an adjustment lowering contribution requirement.

It doesn't say anything about the Hotel California effect. If you die you are revived outside the fort and may well die before being able to get to the tp if you wish to leave, but the rounds have been reasonably short so far, so no big problem I guess :)
 
It's a good start in adding transparency to the game rules. This is the correct way. Let's hope this becomes usual in Entropia.
 
but its still not clear to me if the event can be started up by players(like the rexwave) or is it at set times ?
 
but its still not clear to me if the event can be started up by players(like the rexwave) or is it at set times ?

A VU ago or so they talked about implementing a PP based event system so the PPs themselves can better control there events. So I think its the PP who can trigger the event from there end, as they also said that Calypso would be the testing ground for the new system.
 
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