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Event Zeladoth and Rhino Bettle

kenji

Active Member
Hello Cyrene Dev Team and forum users.

First, I am speaking for myself as fapper (healer) on these mobs and not as hunter. Hunters may be ok with this issue.

Ussualy I am ok with all what is it in Entropia Universe (thats because I love the game :D), but I have a question. These Event Zeladoths and the Rhino Bettle when you attack them they come with speed and push you back (sometime verry hard). This wouldnt be a big problem but they simply swallows the hunter making almost impossible to heal them. If the hunter try to move backward, the mob follow and stay over him. Now it come my question: is this intentionally designed for them or just a mistake/bug? Cause if they are made like this I have nothing against, I will just need to adapt.

Thanks for your time!
 

Oleg

Member
I haven't noticed this problem (probably doesn't affect me as I'm not using a healer) but I have found that when the mob dies, its body covers me completely and I have to move before I can see anything, until the corpse vanishes. Not so much with the Rift ones as these are small enough that it doesn't block me fully, but the Astral and Stellars are quite annoying.

It's not by any means a major problem but worth mentioning as it's related to what you're saying.
 

Fifth

Member
Yeah, pushing is an old issue.
It appears if the mob size is bigger than the "required distance to player" dictated by it's AI. ("Mob size" here = distance from it's center to the "hard" outer border.)
As a result, the AI script tries to move the mob closer to the player, but while doing it pushes him away, so it has to try again... a vicious circle.
If this happens the player can't heal (keeps getting "healing decreased while moving" messages) and dies. Evil bug, very annoying.

Exception: Sometimes the required distance is correct but the server calculates the distances wrong, making the mob push the player just once. I believe that's the case with Stellars. This sometimes also sets the avatar in condition "moving", and doesn't allow healing just like the 1st one. Not sure it there's any foolproof fix for that one. Probably not.

A sub-type of the 1st bug appears if the visible size of the mob doesn't match it's "hard outer border" size. I.e. mob is 3 m long but it's "hard borders" are set to 2 m. Result - you can go inside mob, the mob's "hard barrier" that stops you (or pushes the mob away) is somewhere inside the mob. That one is a bit less evil, you can still heal yourself when hunting solo but it's a real headache for the healer.
Plus, it kinda spoils the immersion staring into the hollow emptiness inside the mob when in 1st person view. :p

Exception: When mob dies it loses all it's hard borders. Then you can run through the corpse, or the mob can fall on you - that's a normal behavior not a bug. Althou, it's a bit annoying with the bigger mobs.


I believe neither of the mob dimension bugs is intentional. Just another bug to be reported and fixed. No idea how hard it is to do that but we've seen those bugs before (i.e. bigger cyclopses on NI had this bug) and eventually it was fixed.
 

kenji

Active Member
Excellent reply Fifth, thanks for the explanations. And yeah I would like these bugs to be fixed.
 

Kris | Cyrene

Lo and Behold, the Fixer of Bugs
Staff member
Hey guys,

This is something that we are constantly looking at on Cyrene. It's a fine line to making the mob behave correctly. I was under the impression that only the Rhino Beetle was pushing but we can look into the Zeladoth as well (but not in enough time to change this event spawn).

I think Fifth hits the nail on the head and it's something we are working towards eliminating completely.

Cheers,
Kris
 
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