Entropia Universe 15.17.0 Release Notes

What is this about? I dont want to get too excited here but has MA laid out the pathway for team hunting iron missions??? Please make it so!! I feel it would be really go for the game and community environment. I'm at a loss for what other missions this would be used for, please tell me you are aiming to bring team hunting to solo iron missions..

doesn't seem to work for iron/hunting challenges yet, or, at the very least, not in Shared Loot, maybe in a team setting? or maybe they're just saying they created this possibly and may possibly implement it in the future
 
doesn't seem to work for iron/hunting challenges yet, or, at the very least, not in Shared Loot, maybe in a team setting? or maybe they're just saying they created this possibly and may possibly implement it in the future

All that talk of "contribution" sounds like it might be possible to get mission points by healing alone.

Going to do some tests to see if they've made healer loot work by default or it means something else.
 
//Mod Note - Removed unnecessary quote of entire opening post//

So… like every VU with have the good the bad and the ‘what the hell does that mean ?’

NEW FEATURES

Good
1. It is now possible to loot creatures when alone in a team.
It would be good if it worked !!
2. Removed several team settings.
Good in that it removed those options often used by scammers

Bad
2. Removed several team settings.
Bad in that healer loot is no longer by agreement between hunter(s) and healer but some arbitrary (unknown amount) decided by MA. So if team agree a potential bonus will there be arguments after as to who has to pay what ?
So what they are saying is team and healer cannot agree their own choice of percentage for the healer
What the hell does that mean ?
3. Added functionality for missions to track individual contribution upon killing a target.
Since they have not given us a breakdown of what ‘contributes’ whether it is just decay and ammo, how use of buffs, (rings, armours, pills) are calculated or if they are ignored. We have no idea if this has meaning, what the meaning is for us or if it is just a random number generator dressed up to look like a programmer did something
4. The loot calculation for creatures with shared loot is now based on each avatar’s input, rather than damage. (Optimal loot is calculated based on the performance of all avatars involved in the creature kill).
Same question hangs over this as the above item, also what about healers ?
5. Input spent on explosive destructibles that damage an enemy now contribute to loot returns.
????????
6, Improved team healing loot distribution
??? Improved how ? since we have no idea what team healer settings are now this is just BS

FIXES
Good
2. Fixed an issue causing the upper body of some creatures to disappear.
3. Fixed an issue causing the Trade Terminal window to turn black in some situations.
4. Fixed an issue preventing entry to an instance if one’s PED card balance was lower than the value of the required instance key.
5. Fixed an issue causing glitches when entering the Battle Simulator with Boxing Gloves equipped.
6. Fixed an issue causing a client freeze when interacting with the Repair terminal in some situations.

Small but aggravating bugs fixed . TY

Confused
7. Fixed an issue causing higher than intended vehicle speeds when using certain movement action combinations (i.e. forward and strafe).
You say you fixed a bug (exploit) re vehicle speed…surely not…how could you have? You have told us for years no such bug existed !!
What the hell does that mean ?
1. As a general rule, it is no longer possible to conduct avatar-to-avatar trades when inside global instances
So when will it and wont it work, kinda useful to know if we can trade ammo etc before we go in there and get screwed don’t you think ?
 
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Tested: there is no "healer loot by default".

Healed teammate for five mobs, got nothing.

Upd.: from what I'm reading, there might be healer loot for healing yourself but not others.
 
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[*]Fixed an issue causing the upper body of some creatures to disappear.

The day this was supposedly fixed was the first time I can recall when I saw two of those at once. :scratch2:
 
Bad in that healer loot is no longer by agreement between hunter(s) and healer but some arbitrary (unknown amount) decided by MA. So if team agree a potential bonus will there be arguments after as to who has to pay what ?
So what they are saying is team and healer cannot agree their own choice of percentage for the healer
What the hell does that mean ?

The most reasonable assumption I can think of at the moment is that the healer's expenses, i.e. decay and ammo in case of mindforce use, is factored in and earns a share under the same rules as everybody else. In this case it would also work if several persons healed, or even switched between healing and dealing damage. Just an assumption at this stage, we'll know what it really is in due time. If it means changes in parameters underlying the business model of professional healers, then it may result in some adaptation pain.
 
Tested: there is no "healer loot by default".

Healed teammate for five mobs, got nothing.

Hmm... had the above message still in the editor so wasn't aware of this.
 
1. It is now possible to loot creatures when alone in a team.
It would be good if it worked !!

I get the same. Have you tried it in space? (For those who don't know, it's useful to hunt space mobs in team, because you can set a target on the mob and not waste ammo if it's out of range.)


Bad in that healer loot is no longer by agreement between hunter(s) and healer but some arbitrary (unknown amount) decided by MA. So if team agree a potential bonus will there be arguments after as to who has to pay what ?

For years, this could be exploited by setting healer loot 100% in space and sending all your loot to team member in safe zone.

7. Fixed an issue causing higher than intended vehicle speeds when using certain movement action combinations (i.e. forward and strafe).

You say you fixed a bug (exploit) re vehicle speed…surely not…how could you have? You have told us for years no such bug existed !!

:lolup: I think they have a new person in charge of this stuff who was unaware that it didn't exist. ;)

1. As a general rule, it is no longer possible to conduct avatar-to-avatar trades when inside global instances
So when will it and wont it work, kinda useful to know if we can trade ammo etc before we go in there and get screwed don’t you think ?

This makes no sense to me either. Of course you want to be able to trade inside the instance.
 
This makes no sense to me either. Of course you want to be able to trade inside the instance.
In case of instances that are accessible from all planets it could be exploited to transport items between planets without risk.
 
Hmm... had the above message still in the editor so wasn't aware of this.

Upd.: from what I'm reading, there might be healer loot for healing yourself but not others.
 
I totally agree using team with one on planet and one in space was an exploit and needed fixing, same as with global instances transferring stuff across space for free.
Surely a simple 'team members must be on same server' would have fixed this.
(not tested it in space since VU but since it doesn't work planetside yet I am not holding my breath)



The most reasonable assumption I can think of at the moment is that the healer's expenses, i.e. decay and ammo in case of mindforce use, is factored in and earns a share under the same rules as everybody else. In this case it would also work if several persons healed, or even switched between healing and dealing damage. Just an assumption at this stage, we'll know what it really is in due time. If it means changes in parameters underlying the business model of professional healers, then it may result in some adaptation pain.
This is not an unreasonable assumption on the limited info provided.. but I detect a shitstorm brewing on the horizon... Those regular healers who paid thousands even 10's of thousands for the most eco faps would by that calculation contribute less than Joe with his crappy FAP and therefore receive a smaller percentage of the loot. Boy would they get unhappy real quick, especially when the FAP prices fall dramatically as a result

1. As a general rule, it is no longer possible to conduct avatar-to-avatar trades when inside global instances
Have rethought this, secret is in the word global. I suspect this is to prevent the interplanetary trading that went on during mayhem, rather than in normal local instances.
 
If player A does 50dmg, and player B does 100dmg, player A should get 33% of the loot and player B 66% of the loot.

IT SHOULD NOT MATTER HOW YOU DID THE DAMAGE

It should not matter whether it is with buffs, higher weapons, fire chip, a few lucky crits, or whatever.

damage should equal returns
If you are able to do cheap damage, good for you.
If not, work your way up.

The way loot is calculated has changed in 2.0, it is now based on costs, not on damage done. This is why overkill and overamping are now compensated in loot TT. Now we have efficiency and looting skill instead of DPP. Personally, I like it... I hated worrying about overkill on small mobs.

As for shared loot, I understand where you're coming from, but there are different perspectives. You still have benefits of your uber gear and skills in solo hunting, but shared loot is more democratized now, which from my perspective is a good thing. It should make the shared loot experience fun for a larger number of players, making their loot proportional to their costs whether you're a newbie or an uber. If you don't want to share the experience, don't hunt shared mobs with other players. The fact that people paid huge MU for uber gear should not give them the ability to take more than their fair share of loot in a shared loot setting. And I think it's clear that was happening to some extent before. This change is actually very consistent with MA's moves over the last several years to shift the focus of the game from the MU-based Project Entropia to a more TT-based game, across all the major professions. I personally don't like this change, since it makes it less worthwhile to mine, but it is what it is.

Also of course, MU on uber gear is driven solely by the players, and MA doesn't have an obligation to buoy up inappropriate MUs as the game changes. A player shouldn't buy a mod widget for 500k peds MU and then feel entitled for MA to make it "worth" it. Even though that's how we all feel, and the more we spent on MU the stronger we feel about it. I think MA is trying to preserve the usefulness of many uber items, but it's pretty clear to me which direction the MU is trending in recent years.
 
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This is not an unreasonable assumption on the limited info provided.. but I detect a shitstorm brewing on the horizon... Those regular healers who paid thousands even 10's of thousands for the most eco faps would by that calculation contribute less than Joe with his crappy FAP and therefore receive a smaller percentage of the loot. Boy would they get unhappy real quick, especially when the FAP prices fall dramatically as a result
I think it depends. First of all, not all healers are in a team with their customer. If a player wants globals to be recorded under his own name or has any other reason to remain solo (e.g. event conditions), he would not agree to a team setup and everything stays as it is. When working in team, you could see it as positive that you don't have to worry about compensating decay anymore, it's done automatically (if it works as understood, there was an initial experience to the contrary already reported). With non-tradable faps you couldn't even prove its decay to your client, they had to take your word for it. And none of these scenarios preclude agreements on other compensations e.g. for time.
 
this discussion about leeching is incorrect.

Say someone loots a 40k pedder, and afterwards the lootpool at that mob/area feels 'dead'. Are you going to claim he's leeching? Are you saying he's putting other ppl at a disadvantage?

No, this is incorrect.
Yes, past loot may impact other players, but it is not leeching.

If player A does 50dmg, and player B does 100dmg, player A should get 33% of the loot and player B 66% of the loot.

IT SHOULD NOT MATTER HOW YOU DID THE DAMAGE

It should not matter whether it is with buffs, higher weapons, fire chip, a few lucky crits, or whatever.

damage should equal returns
If you are able to do cheap damage, good for you.
If not, work your way up.

I have a few thoughts regarding this quote

Player A does 50dmg and Player B does 100dmg

Player A does 50dmg & 10 ped decay extra cause of extra healing while PLayer B does 100dmg shoots quietly in the back using EST and a range gun

Player A does 50dmg & 10 ped extra decay on armor while tanks like a dumb all the way down till the end and he's not getting the chance to shoot cause he's more into healing and tanking the mob, while Player B sits in back and eat popcorn in EST + buffs and pills and all the shit he could get his hands on

...now all those socialists can do a small math here and see who does more input into killing that bloody beast... cause for me is pretty clear who is leachin'

cheers
 
Well, I hope the broken loot on RT is getting fixed....

But also, glad to see MA working on making shared loot mechanics more fair, this has always been a weakness in Entropia, many veteran players refuse to hunt in teams because they have had such bad experience throughout the years.
 
New Features
  • Fixed an issue causing higher than intended vehicle speeds when using certain movement action combinations (i.e. forward and strafe).

A good fix. :thumbup:
 
So does this mean I supposed to break out the Swine Deluxe from deep storage now for shared loot or what?
 
So does this mean I supposed to break out the Swine Deluxe from deep storage now for shared loot or what?

Try it and see how well it works out for you :p

Really depends on how well the mob loots obviously! :D)
 
New Features
  • It is now possible to loot creatures when alone in a team.



I am getting really tired of your BS patches MA


I've recently gone into the mindset of "Oh, so this is SUPPOSED to work now.. I bet you it doesn't"

Guess what




Created a team,
killed a mob, tried to loot it. Didn't work.

Invited a friend, it worked.

Friend left, killed another mob. Didn't work.

Friend joins, it works.




Pathetic
 
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I am getting really tired of your BS patches MA

I've recently gone into the mindset of "Oh, so this is SUPPOSED to work now.. I bet you it doesn't"

Guess what
....

I simply now view vu notes as needing the following disclaimer at the beginning:
"These notes are about what features we hope to have working after the next patch. Some other features probably also won't work as intended now, so our disclaimer at the bottom becomes even more relevant now."

The actual intentions behind the changes seem to be quite good in my opinion...
 
It worked okay for me when I made a team and I was the only to have joined and was in the team.

Maybe having a second person leave wasn't coded into their logic hehe
 
It worked okay for me when I made a team and I was the only to have joined and was in the team.

Maybe having a second person leave wasn't coded into their logic hehe

It didn't work for me when I made my own team of one person. I wondered if you had to get a second person in, and for that person to then leave, but the test with the screenshot shows that didn't work either...
 
It worked okay for me when I made a team and I was the only to have joined and was in the team.

Maybe having a second person leave wasn't coded into their logic hehe



I made a team alone, killed a creature and loot did not work. I invited another guy, attempted to loot that same mob and it worked.

He left the team, i killed another, tried to loot it and it didnt work.

He joined again, and then that same mob lying dead was then able to be looted.

(Just watch the picture and the error messages and what happens with the same mob when he joins.)


Oh and if we are supposed to be able to loot mobs while alone in team...

What the FUCK is up with this message being spammed all over the fucking chat: 7

"Important! While you are alone in your team, you cannot loot any killed creature!"

I've always found this hell of annoying for many different reasons, but then this patch comes along claiming to change that one thing but call me Barbara and fuck me with a stick but of course that isn't the case. VU after VU keeps sounding extremely good on the release notes, but in reality it just fucks things over.


/logs off
 
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Some of the least important CHANGES (not features, OMG!) we've seen in a very long time if not forever.

fyp. for a solo only hunter like me this changes exactly nothing. YET we're waiting on any kind of new gameplay element for more than a year now (I think the last one was gardening, which was restrictively expensive and can be considered dead by now anyway).
 
Dear MA.

If you plan to enable solo-in-team hunting.... Just add `detailed loot log` in options, as well as usinfg team target w/o team. It be much simpler (and simpler to not make bug)
 
I'm missing something here? What's the purpose of being solo in a Team setting anyway?
 
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