Entropia Universe 15.17.0 Release Notes

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New Features
  • Added functionality for missions to track individual contribution upon killing a target.
  • 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).
  • It is now possible to loot creatures when alone in a team.
  • Input spent on explosive destructibles that damage an enemy now contribute to loot returns.
  • Removed several team settings.
  • Improved team healing loot distribution.

Fixes
  • As a general rule, it is no longer possible to conduct avatar-to-avatar trades when inside global instances.
  • Fixed an issue causing the upper body of some creatures to disappear.
  • Fixed an issue causing the Trade Terminal window to turn black in some situations.
  • Fixed an issue preventing entry to an instance if one’s PED card balance was lower than the value of the required instance key.
  • Fixed an issue causing glitches when entering the Battle Simulator with Boxing Gloves equipped.
  • Fixed an issue causing a client freeze when interacting with the Repair terminal in some situations.
  • Fixed an issue causing higher than intended vehicle speeds when using certain movement action combinations (i.e. forward and strafe).

MindArk and the Planet Partners strive to ensure a smooth and problem-free Version Update. Nevertheless, even after extensive testing some issues may arise after release. Such issues are often addressed via mini-patches directly after a release and in subsequent patches. If you feel that the possibility of encountering minor issues or bugs directly after a Version Update affects your gameplay to an extent that Entropia Universe is not enjoyable, please wait until the mini-patches have been released and any last minute issues have been resolved.


Originally Posted Here
 
  • Like
Reactions: Meg
AWESOME UPDATE/Patch Fix.....LOVE the new team options....Thank you
 
Uhu , we gonna see less accuracy enh users and EST in the shared loot, selling damage enhancers @ fort fury
 
[*]Fixed an issue preventing entry to an instance if one’s PED card balance was lower than the value of the required instance key.

Haha, I must be a lucky rodent because this is the first time I hear such an issue ever existed. :laugh:
 
Private trade dont work at all FIX THAT..........
 
  • Like
Reactions: Izz
So now high eco gets punished in shared... Let the anti leech begin
Now bucketful will leech
Way to go ma always know how to screw things up.
 
Great update / patch. Alot of annoying stuff finally got fixed. Thanks.
 
Haha, I must be a lucky rodent because this is the first time I hear such an issue ever existed. :laugh:

I was unlucky and lost golden key without compensation, cuz of this issue. It is good to issue is solved after 2 years, on MA ratios it's very fast!
 
Sounds all very good, thank you!

[*]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).
I see a potential for strife here. Someone going in with a bad eco weapon will spoil the chances of the above-average eco ones. People with their expensive equipment will now want to group together and try to shoo the "inferiors" away, but ofc it's not possible in public shared loot so there will be bad blood from some personalities. But you can't have everything at once and this change was very necessary, too. Thanks.
 
So now high eco gets punished in shared... Let the anti leech begin
Now bucketful will leech
Way to go ma always know how to screw things up.

No one gets punished. Spend more, get more loot. So now its fair. Of course people with high DPP would love to keep the old system and play with other's PEDs.
 
Some of the best features we've seen in a very long time if not forever.

Teaming on quests is now a possibility, greatest feature possible, honestly.

Teaming solo and being able to loot the mob? Also the great feature possible.
 

The wording probably could be slightly clearer, as contribution could be contribution to cost to kill as they mean it, but could also be interpreted as any other type of contribution like damage.
 
Some of the best features we've seen in a very long time if not forever.

Teaming on quests is now a possibility, greatest feature possible, honestly.

Teaming solo and being able to loot the mob? Also the great feature possible.

Agreed, these are awesome changes that were a very long time coming, hopefully now with these changes in addition to team hunting made to be very fair, we'll see lots of players hunting together and having a good time, even while working on challenges :)

The wording probably could be slightly clearer, as contribution could be contribution to cost to kill as they mean it, but could also be interpreted as any other type of contribution like damage.

I think they chose to word it this way because it also takes into account armor decay, heal decay, etc
 
Added functionality for missions to track individual contribution upon killing a target.

I would like official clarification:
What determines your contribution? Is it:
- damage dealt
- ammo spent
- ...

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).

What is input? Is it:
- damage put into the mob
- efficiency put into the mob
- efficiency multiplied by damage?
- ammo put into the mob
- ammo + weapon decay + amp decay + enhancers + pills + armor & fap decay?
- all of the above?

moving this to a new thread: uh, wtf?
 
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Interesting changes - and provisionally a thumbs up from me!

can anyone add info about this one?:
Added functionality for missions to track individual contribution upon killing a target.

Where, how and what do we see (with) this?

edit: It is now possible to loot creatures when alone in a team.
Then why do I still get: [System]: Important! While you are alone in your team, you cannot loot any killed creature!
 
I would like official clarification:
What determines your contribution? Is it:
- damage dealt
- ammo spent
- ...



What is input? Is it:
- damage put into the mob
- efficiency put into the mob
- efficiency multiplied by damage?
- ammo put into the mob
- ammo + weapon decay + amp decay + enhancers + pills + armor & fap decay?
- all of the above?

Input means weapon cost/weapon efficiency, armor decay, etc, falling in line with solo hunting in loot 2.0.
 
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.

The way i read this, loot is split on your specific input into mob (cost) and then loot is splitted based on your cost put into the mob. However the loot comp is determined by all avatars that take part in the kill. Thus one individual having high DPP does not play any real impact to the individuals return.

Thus
Player A with weapon that has 87 Eff and 3.6DPP and 87 DPP will see less of a return and the same loot comp as player B with 0 Eff, 2.0 DPP and 87 DPS

If i understand this correctly, because player B has a higher cost input he will see more, however player A will see no impact to his investment in a shared loot setting.
 
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.

The way i read this, loot is split on your specific input into mob (cost) and then loot is splitted based on your cost put into the mob. However the loot comp is determined by all avatars that take part in the kill. Thus one individual having high DPP does not play any real impact to the individuals return.

Thus
Player A with weapon that has 87 Eff and 3.6DPP and 87 DPP will see less of a return and the same loot comp as player B with 0 Eff, 2.0 DPP and 87 DPS

If i understand this correctly, because player B has a higher cost input he will see more, however player A will see no impact to his investment in a shared loot setting.

Player A will spend 87/3.6 = 24.2 PEC/sec
Player B will spend 87/2.0 = 43.5 PEC/sec

Thus, player B will get more loot BECAUSE he is spending more.

People with high DPP should just accept the fact that the leech is over.
 
Sorry but not a good patch at all .

player trading is broken
you cant loot mobs alone in a team .

:mad::mad:
 
People with high DPP should just accept the fact that the leech is over.


the leech is not over. Even with loot 2.0.

If MA states that high eff ubers can reach 98% tt returns and lower players average 92%, and in total they get an expected average 95% return, that means that the lower players still contribute to the higher returns for the ubers.

MA will get his 5% share, the other 95% is divided over all players.

So the rich still leech from the poor.


Now, time for some socialist to make a new thread about how this is unfair as well, and make all even more equall!
Let's kill the capitalistic entropian economy!

:tongue2:
 
Sounds all very good, thank you!


I see a potential for strife here. Someone going in with a bad eco weapon will spoil the chances of the above-average eco ones. People with their expensive equipment will now want to group together and try to shoo the "inferiors" away, but ofc it's not possible in public shared loot so there will be bad blood from some personalities. But you can't have everything at once and this change was very necessary, too. Thanks.

The only chances they will spoil is that the high dpp player will get a slice of their pie. Now people get return based on their cost spent. Though if there are high cost players in a shared loot, the question is does it increase the chance of items?
 
the leech is not over. Even with loot 2.0.

If MA states that high eff ubers can reach 98% tt returns and lower players average 92%, and in total they get an expected average 95% return, that means that the lower players still contribute to the higher returns for the ubers.

MA will get his 5% share, the other 95% is divided over all players.

So the rich still leech from the poor.


Now, time for some socialist to make a new thread about how this is unfair as well, and make all even more equall!
Let's kill the capitalistic entropian economy!

:tongue2:

@Wizz

Off topic but I know you like to complain about how socialism is bad and stuff, but as with everything, not all is black and white.

There are plenty of examples of how moderate socialist policies protect people from being taken advantage of or hurting themselves...

On topic @ MA

I think this is a very good update, and I suspect the team looting mechanics took some time to implement, so congrats on pulling through with this. Hopefully no (EDIT) horribly game breaking bugs.
 
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Player A will spend 87/3.6 = 24.2 PEC/sec
Player B will spend 87/2.0 = 43.5 PEC/sec

Thus, player B will get more loot BECAUSE he is spending more.

People with high DPP should just accept the fact that the leech is over.

Yes, and this ia not my concern. Please drop the DPP rampage and think about other factors the determine loot return. I agree with the changes of cost in cost out. What I want to know is what impact does having higher efficiency weapons play in this setting. Again, I want to stress, not DPP but you know that the little efficiency bar that MA added that people often forget about it seems...

In solo hunting, higher efficiency plays a huge role in overall return. How does this impact shared loot? Essentially the way I read the patch notes, it's not the people with lower efficiency weapons that reap the benefits of individuals with higher efficiency.

My other question because it was not addressed specifically, does this also impact team hunting? While patch notes specified shared loot, I wonder if we will see the same loot distribution when hunting in teams.
 
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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.
 
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.

you're entitled to this opinion, but that isn't how loot 2.0 works and the reason this was such a problem was only because of the mismatch between loot rules and damage based split, so they addressed that.
 
New Features

  • Added functionality for missions to track individual contribution upon killing a target.


  • 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..
 
The wording probably could be slightly clearer, as contribution could be contribution to cost to kill as they mean it, but could also be interpreted as any other type of contribution like damage.

What is unclear with the wording?

Spend MORE = HIGHER chance to get ITEM !!!!

That is what you wanted, now you have it.
 
[*]Improved team healing loot distribution.

I would like to know what exactly changed there.

Anybody did some testing?

What is different now?
 
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