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| WishList Suggest new items or features to enhance Entropia Universe. |
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#1 | ||||||
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Mature
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okay, i understand the current system that when a mob is killed by a turret or drowning they become unlootable.
i understand this is to prevent people from getting loot they otherwise might not be able to. my problem is that even if i kill a mob standing in the water (my shot killed it, not the water) it is unlootable my problem is that even if i have a mob down to 10% of life and a goddamn turret goes off it is unlootable. i hate this. i hate wasting ped getting a mob close to death only to have some damn turret i didn't even notice take out MY mob. kill stealing NPC bastard my suggestion would be to come up with a compromise. maybe something like when two people not on a team attack the same mob. the highest percentage of damage claims the kill. so what if the turret got the last shot if i hit it 100 times already? or maybe i get a reduced loot. or maybe the damn turret leaves MY mobs alone. i don't need its help if I'm already killing it. i know this doesn't happen often, but when it does i really get mad. same with water death. just cause it died in the water doesn't mean the water killed it. and even if it did drown, it has my bullets all over its body, why don't i get a little credit for the ped i wasted? i know they set this up to prevent noobs (or exploiters) from hunting above their station, but seriously, if i have done the damage give me the kill. p.s. i know that hunting outside the turrets range is the obvious solution, but in some rare cases mobs are hovering around outside the turret range and when i revive and start running i agro the mob. sometimes im actually able to almost kill the mob, getting to the point i assume i'm outside the range of the turret, and then the damn things goes off killing my mob.
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#2 | ||||||
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Hatchling
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Well, you understand that turrets and water do not pay for ammo or decay, and if after shooting a mob down to 10%, than a turret finishes it and you were still entitled to the loot, there would be an awful lot of people using a turret as finisher!!!
The only thing that does annoy me is that sometimes the turrets do not shoot instantly, so you think you're outside the range only for after taking more than half life of the mob the turret finishes it! |
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#3 | ||||||
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Alpha
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I REALLY wish they'd put up a red border line around turrets like they do around estates if you use the 'visualize' command in the estate terminal. It probably would not be hard to put a visualize command in turrets.
As far as mobs in water goes, just run away from the water. In theory the mob will chase you unless they are running away from you - I have not seen the run away from you mob ai in a long time though so it may have been removed? Rippersnappers and other water mobs can be looted under water.
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#4 | |||||||
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Young
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Quote:
. So if a mob is of high level the turret can kill it from far away than if the mob is of low level. That would make difficult to put a border around it.
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#5 | ||||||
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Guardian
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Just dont hunt around turrets. I almost never have this problem, I think the last time it happened to me was at old swamp camp. It's not exactly game breaking.
To me this seems like excessive hand holding for a disaster that really isnt much of a problem at all.
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Laudanum
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#6 | ||||||
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Mature
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like i said in my first post, not hunting around turrets would save me the trouble.
malasuerte states that the range seems dynamic. now that i can believe.
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The Supply Line - emerald lakes mall, level 2, shop 3 leathers, cloth, wood, paint, ematter, ores and more swing on by directory : entropiatools : peauction: inventory compare: entropedia : skill calc |
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