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VU 9.8.5 CHANGE TO MOBS
JaneSavon
post Mar 4 2010, 02:44 AM
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QUOTE (Odeon @ Mar 4 2010, 12:37 PM) *
The term "decay" refers to using up the condition of an item with the value attached to that condition being sent either to a loot pool or to some of part of the game.

Thanks Odeon - though I do think Viperstrike is using this term in a different way. His post
http://www.afterworldforum.com/forums/show...amp;postcount=9
seems to imply a different term ... almost like entropy ... "energy never lost - just transferred" - except what he might be referring to is "item decay + damage" instead of energy and the thing it is being transferred to is "skills and SAU"

However only Viperstike can clarify if this is what he means {Jane calling Viperstrike - come in Viperstrike!!}


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Viperstrike
post Mar 4 2010, 03:04 AM
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QUOTE (JaneSavon @ Mar 4 2010, 01:44 PM) *
Thanks Odeon - though I do think Viperstrike is using this term in a different way. His post
http://www.afterworldforum.com/forums/show...amp;postcount=9
seems to imply a different term ... almost like entropy ... "energy never lost - just transferred" - except what he might be referring to is "item decay + damage" instead of energy and the thing it is being transferred to is "skills and SAU"

However only Viperstike can clarify if this is what he means {Jane calling Viperstrike - come in Viperstrike!!}


Sorry about that smile.gif

Decay being the using up of a virtual item with a financial value attached.

So if you have a sword worth 200 awd and 1 use decays it by 1.20 awd, then that is 1.20 awd worth of decay units in the Afterworld accounting system recorded for that participant.
How many decay units 1.20 awd is worth is unknown, only the devs know that and I am not one smile.gif

^^ Ofc out of that 1.20 awd worth of decay units the service provider will eventually take out its revenue % and returns the rest to the participant as skill, sau & loot.

If you were to ask me how much a single decay unit is in Entropia, 1 decay unit = 0.001 PEC, or 1 mPEC or 0.000001 USD (1000 PEC/10 PED = 1 USD)

In Afterworld since you can gather close to 800,000 gram units of QA1 ore using a steel pick worth less than 1 AWD,
1 AWCent would need to be worth at least 10,000 decay units / 1 AWD 1,000,000 decay units / 10 AWD or 1 USD 10,000,000 decay units.

This post has been edited by Viperstrike: Mar 4 2010, 03:50 AM
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Odeon
post Mar 4 2010, 05:26 AM
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I completely agree with your points two posts above (this page is already long enough without quoting long posts as well tongue.gif) and that's what I'm basing my thoughts above on. At this point we just disagree on what it will take to get that balance, but I'm sure that the devs will indeed get it right. After all, it's completely in their best interest to do so in order to keep everything that they've produced running.


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XeroX
post Mar 4 2010, 05:31 PM
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QUOTE (Odeon @ Mar 3 2010, 11:18 PM) *
I fail to see how any of the recent changes can be considered nerfs when it should be pretty obvious to anyone that has really knows AW well that everything that has been changed does not affect those playing "by the rules" that are usually set in most MMOs (i.e., gaining avoidance and weapon skills by actively hunting creatures and not just standing around long enough to time out without using an external program). Saying that these changes have made AW "worthless to play" says a lot about your play style and makes you look like one of those people that will gladly use an obvious exploit for as long as possible. Try REALLY playing the game and not just trying to find the easy shortcut and you'll find that it is indeed very, very playable.


Oki let me try to explain it: IF I ever play AW again my goal would be to become what we call "Uber". I have no intentions to use real "exploits" to achieve this in any game... because if that is ´s possible what`s the point in being uber anyway? If anyone else can be with using an exploit, cheat or whatever... rolleyes.gif (note: this was possible before with some REAL exploits, I didn`t use any of those tho)

Currently I heard some people are hit by a bear provider for about 5 damage without wearing armor. I would consider those to be "Uber"(or those who get hit for even less?) because it`s only important to be "Uber" in defense. If something hits you for only 5 dmg you can choose about any weapon and still kill it with better eco than someone who get`s hit for 40.

Thus it`s worthless to play atm with all the nerfs... yes nerfs for me at least... because the noobs from today will never get to the point where they are hit by a bear provi for 5 dmg.

I hope this helps to understand why it`s IMHO wothless to play atm.
sry if I missed anything... as I said before I haven`t been on much lately.
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Odeon
post Mar 4 2010, 09:40 PM
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Sure, I get why you said that. However, you are indeed missing something. Since VU 0.9.8.4 (I believe) - we're on 0.9.8.5a now in case you haven't updated - skills from all activities have been significantly increased in frequency. Where it used to take 10 hits from a certain creature (for example) to get one green skill gain message, it now takes 5 or fewer hits. I haven't done an exact analysis of the frequency of skill gains from before and after that VU (I did not have an accurate count from before), but I and most other players have seen a very notable increase after that VU. Thus, avoidance skill gains come much faster than before 0.9.8.4 and the only thing the change above does is make it so that people cannot become "uber" in defensive skills without actively playing. Being able to gain uber avoidances by setting up a simple macro/script was considered to be using an exploit to many players, so many of us are very happy to see that ability taken away.

So if you see taking the ability to gain lots of avoidance skills with minimal work to be a "nerf", I have a strong feeling that this is not the game for you at all. The AW Dev Team appears to want to create a fun, but also fair world for us all to play in without having to worry about losing money, time, and effort to someone that has cheated their way to the top.


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XeroX
post Mar 6 2010, 08:21 PM
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QUOTE (Odeon @ Mar 4 2010, 10:40 PM) *
Sure, I get why you said that. However, you are indeed missing something. Since VU 0.9.8.4 (I believe) - we're on 0.9.8.5a now in case you haven't updated - skills from all activities have been significantly increased in frequency. Where it used to take 10 hits from a certain creature (for example) to get one green skill gain message, it now takes 5 or fewer hits. I haven't done an exact analysis of the frequency of skill gains from before and after that VU (I did not have an accurate count from before), but I and most other players have seen a very notable increase after that VU. Thus, avoidance skill gains come much faster than before 0.9.8.4 and the only thing the change above does is make it so that people cannot become "uber" in defensive skills without actively playing. Being able to gain uber avoidances by setting up a simple macro/script was considered to be using an exploit to many players, so many of us are very happy to see that ability taken away.

So if you see taking the ability to gain lots of avoidance skills with minimal work to be a "nerf", I have a strong feeling that this is not the game for you at all. The AW Dev Team appears to want to create a fun, but also fair world for us all to play in without having to worry about losing money, time, and effort to someone that has cheated their way to the top.


I`ll ignore the accuses in the second part of the post, but the first part sounds interestning actually! Can anyone confirm this or did you maybe just hunt some other mobs now that actually give more skills?
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Cuey
post Mar 7 2010, 12:55 AM
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QUOTE (XeroX @ Mar 6 2010, 08:21 PM) *
I`ll ignore the accuses in the second part of the post, but the first part sounds interestning actually! Can anyone confirm this or did you maybe just hunt some other mobs now that actually give more skills?


Like Brick said,more skills gains in every field from mining to Hunting atm ingame ..gl


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Odeon
post Mar 8 2010, 02:13 AM
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QUOTE (XeroX @ Mar 6 2010, 12:21 PM) *
I`ll ignore the accuses in the second part of the post, but the first part sounds interestning actually! Can anyone confirm this or did you maybe just hunt some other mobs now that actually give more skills?

I'm not trying to accuse you of anything at all. It just seemed to me as though you were calling any change that makes it harder to gain skills a nerf. Sorry for any other implications.


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Neshdan
post Mar 9 2010, 11:49 AM
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Just to confirm this wink.gif Xerox - you gain skills faster since VU 9.8.4 - it is like Odeon said. And not only in matter of avoidance skills... also in matter of rifle, melee, medic, mining and all other things... the change is only - you have to be active and shoot the creatures you want to skill avoidance on once in a few minutes.
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SerenitySerenity...
post Mar 9 2010, 12:25 PM
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Another suggestion for mob changes..

As sar w wall is still used for trapping,metro and most likely other solid objects... if a creature is trapped and hits a solid object it dies.. or if a creature is agro to a person and hasnt hit them within 10 seconds it is seen as trapped mob and vanishes or dies..

I also agreee with Odeon (Brickwit) & Cuey that skills do infact come quicker.. but the only thing i will add is they do not if your trying to skill of a creature thats higher then your current levels


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JaneSavon
post Mar 10 2010, 12:16 AM
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QUOTE (SerenitySerenityFirefly @ Mar 10 2010, 01:25 AM) *
...As sar w wall is still used for trapping...

Sorry SSF - I cannot see the issue ... is the issue that players can trap and then shoot through the front creature to agro both it and the creatures behind it? Because if this is not the issue then surely the mob "5 returns then suicide" rule kicks in (as a player will not be able to shoot through a creatures hitbox until the creature has de-agroed and moved off).

Though I do not know the detail of your issue - even without walls, a player might be able to simulate the same conditions by walking backwards. Mobs tend to constrained by their fellow creatures forming a natural barrier that results in a 'comet's tail' effect.


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Odeon
post Mar 10 2010, 12:45 AM
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QUOTE (JaneSavon @ Mar 9 2010, 04:16 PM) *
Sorry SSF - I cannot see the issue ... is the issue that players can trap and then shoot through the front creature to agro both it and the creatures behind it? Because if this is not the issue then surely the mob "5 returns then suicide" rule kicks in (as a player will not be able to shoot through a creatures hitbox until the creature has de-agroed and moved off).

Though I do not know the detail of your issue - even without walls, a player might be able to simulate the same conditions by walking backwards. Mobs tend to constrained by their fellow creatures forming a natural barrier that results in a 'comet's tail' effect.

What she's referring to is the ability to shoot a mob (usually a rudoed) near the exit from Saransk W to Saransk, then run through the opening and to the side (usually north) of the opening, preventing the mob from attacking the player. Since rudoeds attack in groups when any one of them is attacked, it allows people to collect a group of these robots at the opening between the zones, and kill them all at the player's leisure without every being hit. Since the mob is unable to hit the player and the player is able to continuously damage the mob, the reset doesn't ever happen since it requires the mob to hit the player for at least three full rounds before committing suicide.


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JaneSavon
post Mar 10 2010, 02:01 AM
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QUOTE (Odeon @ Mar 10 2010, 01:45 PM) *
What she's referring to is the ability to shoot a mob (usually a rudoed) near the exit from Saransk W to Saransk, then run through the opening and to the side (usually north) of the opening, preventing the mob from attacking the player. Since rudoeds attack in groups when any one of them is attacked, it allows people to collect a group of these robots at the opening between the zones, and kill them all at the player's leisure without every being hit. Since the mob is unable to hit the player and the player is able to continuously damage the mob, the reset doesn't ever happen since it requires the mob to hit the player for at least three full rounds before committing suicide.


Ahhh - I see!!!
Hmmm - make the walls solid only to players ... let the mob walk thru as if they were an computer generated illusion?

I guess you can do the same by setting up a cordon consisting of a number of your society mates - forming say a V shaped funnel (and since rudoeds are a peace loving bunch unless molested by nasty humans - they will not attack your mates ... just try in vain to rip your avatar's head off)??


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Odeon
post Mar 10 2010, 05:31 AM
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Actually, if you stand in a rudoed's way too much, especially right in front of it, it will soon attack you. The other ones around it won't attack unless you attack back though. However, I can't say for sure that if you stand in a rudoed's path while someone else is shooting it that it won't ignore you in it's urge to get to it's attacker. Let us know what it does when you try it. 8-D


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