Topic: Jita BROKE beta missions combat
Now combat missions robots die and dont drop the thingy and also dont get credit for the mission.
mission not completed.
please fix
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Now combat missions robots die and dont drop the thingy and also dont get credit for the mission.
mission not completed.
please fix
Due to recent patch any geo-scanning mission that has you spawn more than one robot is no longer complete-able Due to AOE damage death of one of mission NPCs not dropping a mission item due to AOE damage death of said NPC there for not dropping boxes.
Are you speaking of experience or is this just sensationalism?
I killed a golden caravan and all I got was three cans. Thanks Jita for this!
no, just now
Two npc targets, one died and killed other
no mission loot and no credit for mission,
Are you speaking of experience or is this just sensationalism?
Which mission is that?
you have to be patient... The new system need to be adjusted a bit...
Which mission is that?
making a ticket, in a bit
Maybe would be better just cancel AOE damage taken by NPCs?..
Maybe would be better just cancel AOE damage taken by NPCs?..
Can't do, it lies deep in the system, either everything gets AoE damage or nothing.
Hunter wrote:Maybe would be better just cancel AOE damage taken by NPCs?..
Can't do, it lies deep in the system, either everything gets AoE damage or nothing.
Oww... No AOE damage would be awesome for the blob!
+1 No AOE damage!
Hunter wrote:Maybe would be better just cancel AOE damage taken by NPCs?..
Can't do, it lies deep in the system, either everything gets AoE damage or nothing.
So why no AOE on Alpha but yes on Beta.... or its all bots or nothing is what your saying..... so broke.
Hunter wrote:Maybe would be better just cancel AOE damage taken by NPCs?..
Can't do, it lies deep in the system, either everything gets AoE damage or nothing.
Since AOE damage is dependent upon certain variables can they not be tweaked for rats to reduce its range or damage?
the variables are hitpoints and accumulator recharge multiplier. AoE radius = hitsize = explosion radius.
the only way to adjust those, would be giving all npcs less hitpoints and adjust their resistances to give them equivalent eHP all across the board, like they did for most things that are supposed to be tough but should not explode with Thermonuclear reactions (any1 remember destruction saps when AoE explosion was introduced? )
With Alf beeing on vacation...
the variables are hitpoints and accumulator recharge multiplier. AoE radius = hitsize = explosion radius.
the only way to adjust those, would be giving all npcs less hitpoints and adjust their resistances to give them equivalent eHP all across the board, like they did for most things that are supposed to be tough but should not explode with Thermonuclear reactions (any1 remember destruction saps when AoE explosion was introduced? )
With Alf beeing on vacation...
Yeah that works, reduce their hit points by a factor of 100 and increase their resists by the same factor. This would make their explosion damage negligible and you can put the cans thing back.
Removed offtopic comments. This is about a supposed bug, not a discussion about the change.
Yeah that works, reduce their hit points by a factor of 100 and increase their resists by the same factor. This would make their explosion damage negligible and you can put the cans thing back.
that may sound like an easy change - but that would also make some npcs immune to noobs damage output (when the total damage dealt is below 1 hitpoint,
and the self repair of said npcs would skyrocket by the same factor (x100)
not that it would be fun to see high-level npcs suddenly becomming immune most damage types, and outhealing smaller DPS, on alpha and beta - i guess a majority would probably dislike something like that.
and since there is no difference in an alpha and a beta npcs... it would be a global fun
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