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Old 07-11-2008, 00:05   #31
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FAP 5

I wonder if level 80 or 100 avatars have a issue with a maxed L weapon or ul weapon.. that is something i think about daily.. i shoot a maxed korss 400L and i know i miss probably 15% to 20% of the time. if it isn't skill related i would be kinda upset if it is some sort of lag

if someone has a real answer to this i would like to know.

btw how many people melee with a 10/10 weapon and miss hits?

just curious i am noticing mostly gun users on this thread.
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Old 07-11-2008, 00:08   #32
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And just for a laugh, I just did another test with my opallo and missed 3 out 5 shots!

Quote:
Originally Posted by kosmos View Post
I wonder if level 80 or 100 avatars have a issue with a maxed L weapon or ul weapon.. that is something i think about daily.. i shoot a maxed korss 400L and i know i miss probably 15% to 20% of the time. if it isn't skill related i would be kinda upset if it is some sort of lag

if someone has a real answer to this i would like to know.

btw how many people melee with a 10/10 weapon and miss hits?

just curious i am noticing mostly gun users on this thread.
Good questian!

Last edited by MadMark; 07-11-2008 at 00:09. Reason: Good questian!
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Old 07-11-2008, 00:09   #33
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Quote:
Originally Posted by CyberPunk View Post
I have a problem with this theory, as nerveblast uses mind essence.

Last I checked mind essence can only be purchased from other players.
Other players mined the Force Nexus. They paid for Probes. They used those probes to find the nexus which was used to make the ME. They sold the ME to you for peds. You used it to hunt. You may, or may not, have gotten loot which you sold to the tt or another player. You then bought more ME from the miner who had to buy more probes from the tt. Around and around we go until your cumulative losses add up and you both buy more PEDs.



Quote:
Originally Posted by Opus3000 View Post
I guess it is possible, though considering you can keep the ammo for as long as you wish in your inventory, the peds you bought it for has not actually been used yet, (same could be said about probes/bombes or all items that has a tt value) so it seems odd they ammo would be part of the loot pool even if not used, since it has a tt value.
Well, ok. It was a little simplistic of an explanation, but it is relatively accurate. If you use the ammo, you get some % of your money back either + or -. If you sell your ammo back without using it, you get exactly 100% back.

Quote:
Originally Posted by CyberPunk View Post
even more curious than where does the ammo go is, how can you miss when you're using explosives?

I noticed when using explosives, some are duds and don't even explode, others which do explode don't do any damage.
I have personally blown myself up a few times. Never suffered a bit of dmg. Guess that the mobs simply got lucky/ducked.

If you shoot a weapon and don't see the response, you either lost packets on the way to MA and they did not generate the shot, or you lost packets on the way back and your PC failed to tell you.


Quote:
Originally Posted by jdegre View Post
when i experience lag, i get the following:
- i shoot the mob
- the mob seems to get the hit, because it starts aggroing to me
- after that, sometimes after half a second or more, i get the client message saying that i've hit the mob, and how much dmg i've inflicted

i've never understood how the above scenario is possible at all, since i've always asumed that both events are decided server side

in any case, to summarize, in any of the faulty scenarios (either delayed packets dropped by the server, or packets lost in the IP route that never get to the server), all ammo / weapon decay / amp decay should never be accounted for. the server either process the shot or not. if the shot is not processed, no ammo comsumption and no decay should happen.

in that case, missed shots would make harder to kill a mob, but it would not generate a disparate loss to the hunter.

I've seen times where I am blasting away and my ammo count actually goes up and we've all seen the yo-yo running. It seems that your client software displays things in response to your inputs and in anticipation of the server response. But when the packets are lost going in or coming back and then finally sync up, your client has to make corrections based on what the server tells it.

I guess.
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Old 07-11-2008, 00:14   #34
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Where does the money go, eh? Good question!

As a few people have mentioned, MA mainly put this down to lag - or more accurately - latency. Due to the way EU seems to work, I can understand that after a certain amount of time, it is no longer practical to process delayed packets, and therefore they get dropped.

Even if this isn't the reason behind it, it doesn't make any difference to where the money eventually goes.

If what I suspect is correct, MA don't automate every cash-based element of EU, as they have occasionally suggested. The EU back-end systems deal with moving your PED through the system, but MA actually deal with most of the redistribution of cash.

I'm pretty sure deposits (and withdrawals) are closely monitored on a daily basis. This money is the major source of MA's turnover (apart from advertising and, presumably the 'other planets', private investors, etc), and therefore will affect how much money MA have at its disposal at any one time.

As MA is a business, and has costs and future considerations to think about, they simply have to budget accordingly. This is why I think MA simply must adjust the economy in order to ensure they meet their targets for a particular time period.

As they have stated before, they probably take decay as their profit, but I don't think it's quite as simple as that. I'm pretty sure other factors come into it - maybe some months of low-income or high development costs would outwardly influence the operation of the game as a whole.

Maybe this 'missing' problem is part of it, I don't know - it's certainly quite feasible.

At the end of the day, I don't think this money goes anywhere in particular. I think MA decide how best to use it at that moment in time. Plenty of shots are fired which purposely don't go into mobs (PVP for example), so I'm sure it all goes to the same place as that.

It would be pretty silly for such a dynamic system to have a completely fixed method of income. Logically, it doesn't add up.
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Old 07-11-2008, 00:32   #35
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Someone should post this in the developers thread on the official forum so they can reply. Maybe 20% of shots missed against a particular mob is considered normal.

Post it there and see what they say.
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Old 07-11-2008, 02:04   #36
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Quote:
Originally Posted by Rumsponge View Post
I've seen times where I am blasting away and my ammo count actually goes up and we've all seen the yo-yo running. It seems that your client software displays things in response to your inputs and in anticipation of the server response. But when the packets are lost going in or coming back and then finally sync up, your client has to make corrections based on what the server tells it.

I guess.
Right. Usually called client-side prediction (client does a dumbed down simulation of the game between updates from the server). It tries to predict what will happen so the player gets immediate feedback and also to reduce network load. You instantly shoot on click, instantly consume ammo - but that's just prediction, it takes significantly more time for the server to register it and then send updates back to the client. But sometimes the client makes wrong predictions (if packets get lost, etc) so it just resyncs with the next game state update from the server (usually with some interpolation for positional updates, so you get that sliding movements when laggy or ammo count jumping back up).

Lag related misses are probably just an annoyance, not resulting in wasted ammo. Although, there probably is some extra armor and fap decay from taking extra hits from the mob.
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Old 07-11-2008, 03:05   #37
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SPent ammo goes to the (personal, mob, area, global) loot pool. Buying ammo at the terminal doesn't fill the loot pool. It just changes the shape of your peds. They are not truly 'spent' until the ammo leaves your inventory via a weapon.
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Old 07-11-2008, 03:12   #38
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missed shots

Is it just me, or does this seem to have happened recently, particularly when they introduced the nerfed ("more challenging") mobs, for example atrox and allophyll.

I don't recall missing near as much with maxed weapons prior to this, but now I also miss 20% (more or less) of the time with my maxed (L) weapons. Actually its been so bad that I started playing around with some unlimited guns and seem to hit just as often with them as with the (L) stuff, even though I am only 4.2/10 to hit with them. If the damage the unlimited stuff caused wasn't so much lower, I would be really tempted to switch to them full time. As it stands I am still calculating my hunting costs difference as it may not be any more expensive to use the unlimited stuff once you take into account the markup on the (L) guns. The fact that I looted a Tegretov TR8 just recently is the main reason for doing an in depth calculation, as I don't have to buy a decent rifle.

Last edited by James O'Neill; 07-11-2008 at 03:26. Reason: spelling
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Old 07-11-2008, 03:26   #39
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Quote:
Originally Posted by James O'Neill View Post
Actually its been so bad that I started playing around with some unlimited guns and seem to hit just as often with them as with the (L) stuff, even though I am only 4.2/10 to hit with them. If the damage the unlimited stuff caused wasn't so much lower, I would be really tempted to switch to them full time. As it stands I am still calculating my hunting costs difference as it may not be any more expensive to use the unlimited stuff once you take into account the markup on the (L) guns.
I was talking to someone in game who said the same thing! I think I'll give it a try also.
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Old 07-11-2008, 03:46   #40
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Quote:
Originally Posted by Level View Post
thats why in another RCE MMOG developers decided that aim is players-related not skills-related. So you only miss if you are not targeting a mob/player and you ALWAYS hit if you aim a mob/players. Thats one of deifferences between Entropia and another RCE which can steal tons of Entropia Players.
What is the other RCE MMORPG? I heard of one in developement that is very similare to EU. Seven races to choose from but all the same...hunting, mining, manufacturing, etc. It's working name is Colonists. What is the one you refer to?
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