Lykke TheNun
Well-Known Member
Planet Cyrene received a message from a dedicated member of the community ...
Fellow Cyreneans,
Today we got a letter from our friend and dedicated member of this community, TunerS, with his personal opinion about Cyrene so-far, spiced with great suggestions and comments.
We appreciate when you guys take the time to write us serious and constructive feed-back and therefore Kris replied to TunerS’ questions and comments.
We wish to make this available for you, because some of you might have the same questions and thoughts about the planet, and therefore these replies are for you too!
Thank you and thank you TunerS
TunerS
My personal opinion about limited Cyrene weapons is, that it's a disaster! You will probably ask me why it is so, and here’s an example:
Imperium HK Special Ops (L) –> 445.00PED –> 13.5-27.0 damage
Imperium HK Vet (L) –> 410.00PED –> 7.5-15.0 damage
Enkidd Dire S.8 (L) -> 54.00PED -> 24.5-59.0 damage
Imperium Issue HK 2500 (L) -> 55.00PED -> 25.5-51.0 damage
Weapons that would be just perfect for newcomer in damage and skill wise, you made completely unavailable for them adding 400+ PED TT value to it. No sane newcomer would spend that kind of money for a weapon! Not while they are just starting to learn the game. It's bad already but yet they decay like 2/5 compared to ammo use. I can't even cycle 1.5k PED with a 400+ PED gun?
Let's take another example: Enkidd Dire S.8 (L). Decent damage but the TT value is too high again! It's impossible to supply enough weapons to actually make a decent hunting. It doesn't even last for average 3 hunting runs.
So here is the question: Why would you make so high TT value on low level guns that decay so much and so low TT value on normal and high damage guns?
It doesn't make any sense at all. What is the difference to you to put let's say 3x higher ammo usage and reduce TT value and weapon decay compared to this? Why can't we have a normal 10-20PED TT value newcomer guns that would last longer and make players enjoy hunting with them at affordable cost?
Put that 400PED TT value to those HK 2k-3k versions, so it would pay back to hunters who loot it to sell and to those you want should use them. I do have a feeling I know what you tried to do here. Make a lot of tiny TT value guns that break faster, increase drop rate so in good runs we would end up with several guns in our loot. I know it's nicer to loot items than usual oils and components, but this is just not it. No one wants to buy weapons for 130%+ that will break after spending 500ped of ammo. This is the main reason why everyone is taking other planet weapons with them when they comes hunting and it will stay like this as long as you don't change it.
Weapons are NOT the ones we should buy every time when visiting TT terminal - ammo is!
KRIS - PLANET CYRENE
Yes, with the limited weapons we wanted to do exactly as you say: Have a lot more weapons drop so more weapons would be available and hunters will be looting lower TT weapons more often.
While I agree that many of our limited weapons have too high of a TT value and the low end, many of our Dire, Fang, Imperium HK, Imperium Pilot series weapons, even at 50% TT value, have 2,500 shots.
That being said we are looking to scale the TT value more in line with weapon stats in the future for all of our weapons.
TunerS
When it comes to my thoughts about Cyrene specific materials, there are just too much to say in one sentence.
But please stop dropping so much material that we have no or very little use for! For example the Low Grade Motion Sensor. It is used in like 2 or something blueprints that we have discovered so far. It's ok... several units for a click... not bad... but the blueprints are of course limited and drops so rare that it can be considered as super rare and on top of that they are incredibly expensive and totally not worth to even touch.
At the same time there are blueprints that many of us would just love to use like weapon blueprints from the Technician. Only one problem here is, that we need so much Swamplurker Oil that drops so rarely that we can barely get enough for a few clicks a week. Also, as mentioned somewhere before, the Level 1 Weapon blueprints that need material from Level 2 Component blueprints. In professions it is like 5 level differences if I’m not mistaken. Also all those wings and hides and what not – most of that stuff has still no use.
Why would you even spend time making that stuff if it's not going to be used for the next year?
KRIS - PLANET CYRENE
As far as materials go, we've been working to improve the drop rates of items that are used in larger quantities in blueprint recipes, as well as work toward having blueprints discovered. We made a big push with the blueprints this last patch and are working towards having the right materials made more available and the lesser used materials to be more rare.
The biggest problem is that almost all of the stuff on Cyrene is used for something, and there is a disconnection between having the blueprints discovered and having material available for said blueprints.
Also, Master Chief pointed out the issue of level 1 blueprints using level 2 components.
I'm taking the time this VU to go over the blueprints and make sure everything matches up better.
TunerS
We don't need endless new stuff in every update. We would certainly be happy with just 3 or 5 new items, materials or whatever dropping that we could use in something which would actually be useful.
I understand that there is some epic plan behind all this but 1 year? You could just put more other Cyrene specific materials to drop instead of all this and make crafting as cheap as it could get. Like you did with Lysterium Power Containers – great use for a resource that drops just too much no matter on what planet you are.
Crafters would come to skill and loot new blueprints (if there would be any) and hunters would have a chance to sell all their loot for even small markup and not some tiny part of it for 200%+ to crafters that will then curse to everyone around them for lost money in markup.
You would say that you can't control the price people are asking for their loot but it's not really true. Hunters will try to sell their loot for markup that will at least make them break even.
Let's say that after a 100PED hunt a player gets back 90PED of loot that consists of 18PED Cyrene specific demanded resource. The hunter would sell that specific resource to cover 10PED loss, which would be around 156%. If you increase the drop rate of this material the hunters could loot it more often, which would mean less markup needed to cover the costs. Also, the crafters would be more than happy to pay less for the ingredients.
It would increase demand for that material at a point that it could sell daily for less mark up without any problems. Hunters could afford to hunt more as they could sell their loot daily (not weekly) and crafters could craft more and supply with other stuff without losing too much money in unnecessary markup.
If you can't think of anything to create that players would use, then just make some Anti-Gravity boots, belts, suits or whatever that we could use to mine on Cyrene, because right now it's not really comfortable to use vehicles every time one needs to get to the next drop zone.
KRIS - PLANET CYRENE
We actually liked how the Lysterium Power Containers ended up working out. As I mentioned above, we're working to have the right materials drop at the right frequency - and the rare materials drop less.
I'm hoping to get some fun stuff in before the next VU =)
I really like this: “quote” ...then just make some Anti-Gravity boots, belts, suits or whatever that we could use to mine on Cyrene “quote”
TunerS
This leads us to the next topic: The Landscape of Cyrene.
I don't really know if there is some deep story behind all of this, but there must be a reason why you made Cyrene as one of the miners’ worst nightmares. There is very little space on the planet where a miner could just run and drop probes left and right without spending more time getting on top of the hills or down from it, than the time spent on actually mining.
And you are all wondering why miners are so angry?
KRIS - PLANET CYRENE
I know that many people aren't happy with all the mountains.
This planet was initially created as a tough and untouched planet (to fit with the chronicles and story line behind Planet Cyrene) – the same with the very dark nights and some places well hidden in trees and mountains. But I agree that the mining was definitely not designed for hills.
I do not think that the topography will change at any time, but the mining areas are going to be re-distributed to “make more sense” (more on this as we get closer to the next VU).
TunerS
Cyrene creatures!
Some players will definitely disagree with me about this but that is fine. Everyone can think how they like, I am just pointing out the issues, that I find most players I’ve talked with have and which is the main reason why they leave after a short while or just don’t even come to Cyrene again in the first place. So here we go…
First of all, what most players don’t like on Cyrene are the creature spawns. Players like to grind certain creatures in hope to loot something good or just because they already loot well. If they want to go for one single maturity mob then they should have that kind of option.
This is the biggest problem when we take a look at uber creatures like the Zeladoths. Most skilled players in Entropia would be ready to come to Cyrene and kill those Zeladoth Omicrons but there are a few problems.
First of all the spawn from revive point should definitely be in Teleportation Chip I range.
Second, there should be clear single maturity spawns. If they come to kill the biggest creatures on the planet, then they definitely don't want to kill 9 lower ones before they can get to the big one. It would work fine for boss mobs but not for normal spawns.
Third, the normal (flat) terrain is important. Players don't like to spend time climbing mountains up and down all the time just to target next mob. It's a waste of time which they could use killing more creatures elsewhere.
Trust me, I’ve asked this to the most skilled hunters in Entropia and this is what they tell me is a reason why they are not hunting on Cyrene. The same goes for low level Paneleon spawns. There were one from the start but you just ruined it by adding dominant+ maturities everywhere.
KRIS - PLANET CYRENE
The new Zeladoth spawn from the last patch with ut a close revival point was a mistake and I'll be looking to correct it the first chance I get.
So you're saying many higher end players would come and hunt on Cyrene if we:
a) Make the revival points closer to the spawns (again, this was an oversight)?
b) Have areas with singular maturity spawns?
c) Have all this in a flatter area?
This is something I agree with. We are working this next VU to have less creature maturity ranges in one large area, and more tightly packed creature spawns, letting players hunt more to their liking. This does not mean that there won't still be areas that have a wide array of maturities. Everything has to fit together.
TunerS
The next would probably be creature balancing.
I know it could take a while to adjust values and such but I think you are putting just too much damage types on these mobs. I will take an example from Calypso: After hunting normal ~500HP mobs where I need to use armor, after a ~250PED run I get considerably small armor decay. Now I come to Cyrene, trying to hunt the same HP mobs but after the same PED spent I somehow have several times higher defense cost. Why? Because either mob is hitting like crazy all the time or it just does such weird damage types that armor literally melts from it.
Also please change the “Rhino behavior” so creatures stop pushing players around and moving all the time. It's not only getting on the players nerves but it also makes it really hard to work as a healer when hunting these creatures. You should also consider changing Wiles’ size. Creatures don’t need to take the whole screen to be uber. It would certainly be enough if it would be 2x of the player size with fixed target box so players could hit it without any problems.
This is another reason why uber players don't like to hunt them. It's just too much work to hunt some random creatures. Why would they do that if they can just go to another planet and hunt for several hours without even moving more than 100m from their spot?
KRIS - PLANET CYRENE
As for the creature balancing we're actually doing two things:
1) We are altering some of the damage types
2) We are making our Cyrene armor fit the main damage types that we do want =)
The “Rhino Behavior” is a bug and it is not intended. Hopefully this will be fixed this coming VU.
TunerS
Please, fix all the mob trapping bugs as soon as possible or just remove those mobs till it’s fixed. Some players get scared away just by knowing that there are others exploiting something daily on the planet. They are playing fair and there is no way they would go hunt these mobs in a normal way and pay huge decay while there are players exploiting them at the same time.
KRIS - PLANET CYRENE
The mob trapping and mob not dealing damage issues should be fixed this coming VU.
TunerS
And please stop spawning Tide Claws. I think that having 2/5 of the planet covered by them is enough. There are literally not enough players around to create a situation that we would have a shortage of them. Some extra other creature spawns would be right in time but as I understand it you are already working on this right now?
KRIS - PLANET CYRENE
Exactly this =) Thanks for all these input anyhow, even if you know it's being changed =)
TunerS
Tokens, tokens, tokens. It's interesting – awesome – great – wait what…?
Those were my first impressions in that order about Cyrene mission tokens.
First it was something new and interesting. Exchanging common materials for tokens that later can be exchanged for items or other materials or just sold to other players for a nice markup. But then it all turned around. Mainly because items that we could get wasn't worth the price and molds made armor crafting incredibly expensive. It scared every crafter away from armor crafting. The brave ones just did some clicks for the sake of discoveries or to get a full set of new armor.
Maybe you could try adding some unique clothes or some other miscellaneous items that players could get for tokens and remove molds to ease up armor crafting? Also some mixing with tokens and some others materials (to fill the TT value) so we could get those improved items with higher TT value would be great.
Items would last longer which would make them worth the price. I know that players would like to gather some specific materials for some rarer items in exchange. At least I know, I would...
KRIS - PLANET CYRENE
The tokens will be getting a revamp, and there's not much more I can say about it for now.
I do like the suggestions though =)
TunerS
It’s time for the HUB, but nothing much to say here. It’s nice already as it is.
Some things like token armor should be improved. It’s crazy to pay that much for an armor that is almost the same as a TT one. I am still looking forward with the hope for a 1 shot/kill sniper rifle in the HUB arena with sweat and token entry.
KRIS - PLANET CYRENE
We're still working on making the HUB balanced and fun with rewards that help your performance to a limited degree while trying to provide ascetic rewards as well.
TunerS
We need add terminals on Cyrene. Why? It would be nice to be able to advertise something on this planet, like a soc, buying/selling offers or just some useful information for everyone.
It would make Cyrene more alive and players could see that there is actually someone else playing on this planet and not just them alone.
KRIS - PLANET CYRENE
We are actually trying to implement them in the next VU.
TunerS
Shops! We have been waiting for them for quite a while now. No matter when you are going to release them I would strongly suggest and probably some other players will too, that you don't put first few for highest bidders. It will either go to the resellers that will inflate the price or just get in hands to players, who will put some overpriced stuff in them and just leave the planet for good.
I would advise to give first few shops to the most dedicated players of Cyrene as an appreciation. It would not only be fair to the players who have spend most of their time on Cyrene helping it as best as they can but also make the shop useful for them to sell Cyrene related stuff, which they get regularly. Also it would attract more players that would try to do something for Cyrene for a chance to get some prize.
KRIS - PLANET CYRENE
We've been waiting with the shops as we're not really happy with their placement, and we didn't want to sell them and then move them and have players be upset. They should be ready for the next VU.
As for how the shops are distributed, I'm not in charge of that but I will pass your suggestion on to the Boss, as it sounds good to me.
TunerS
As some players already mentioned – Hunting zone near Cyrene Space Station!
Motherships have no real reason to stay here because there is nothing to do near the planet. I'm sure that some players will find it really useful to have another hunting zone near Cyrene as it is basically between Calypso and Arkadia, and a lot of ships are flying through this part of the space to transport players forth and back.
KRIS - PLANET CYRENE
We have already requested this from MindArk and are awaiting feedback.
TunerS
Almost every time someone comes to Cyrene, whenever it is a completely new player or just someone who is looking for something new, they have no idea what they could do here. There are no messages telling them where they should start. I had to explain a lot of players in this last year what and where they can do something on Cyrene. There should be some intro tutorial for players that are visiting Cyrene for the first time, so they know that there are actually quests that they can do and where they cab get them.
In my opinion it is not such a good idea to make Cyrene Port as the arriving place. There were a lot more players hanging at A.R.C. Head Quarters when it was the main area and I think it should be the main area again. After all this is the place with most of the quests.
Also, some players were complaining about the time they needed to wait for their PC to load all the buildings and other objects around Cyrene Port. I also noticed that a lot of players are hanging around Setter Docks area since you added the Pede spawn. That place for sure could become the main Cyrene „swunting camp”.
KRIS - PLANET CYRENE
We are working on something like this for the coming VU (more details as that time gets closer).
TunerS
About those 3 event areas that can only be used as PVP event areas… I don’t really understand what you want us to do with them? By this I mean that they have no real use at the moment. Unless you make them as hunting event areas?
KRIS - PLANET CYRENE
We've actually added creatures in there but the spawn had a density issue and aren't working.
This will be fixed for the next VU.
TunerS
I understand that I have little knowledge about how things are working on developers’ side. How many things MA is controlling and how they feel they are right and you can’t even change or argue about it. So feel free to cross over stuff that I mentioned here which is literally impossible for you to improve.
KRIS - PLANET CYRENE
Any and all feedback, positive and negative, is taken with consideration and highly appreciated to us. Everything adds in improving the planet and players experiences. Thank you =)
Fellow Cyreneans,
Today we got a letter from our friend and dedicated member of this community, TunerS, with his personal opinion about Cyrene so-far, spiced with great suggestions and comments.
We appreciate when you guys take the time to write us serious and constructive feed-back and therefore Kris replied to TunerS’ questions and comments.
We wish to make this available for you, because some of you might have the same questions and thoughts about the planet, and therefore these replies are for you too!
Thank you and thank you TunerS
-------------------~~-------------------
TunerS
My personal opinion about limited Cyrene weapons is, that it's a disaster! You will probably ask me why it is so, and here’s an example:
Imperium HK Special Ops (L) –> 445.00PED –> 13.5-27.0 damage
Imperium HK Vet (L) –> 410.00PED –> 7.5-15.0 damage
Enkidd Dire S.8 (L) -> 54.00PED -> 24.5-59.0 damage
Imperium Issue HK 2500 (L) -> 55.00PED -> 25.5-51.0 damage
Weapons that would be just perfect for newcomer in damage and skill wise, you made completely unavailable for them adding 400+ PED TT value to it. No sane newcomer would spend that kind of money for a weapon! Not while they are just starting to learn the game. It's bad already but yet they decay like 2/5 compared to ammo use. I can't even cycle 1.5k PED with a 400+ PED gun?
Let's take another example: Enkidd Dire S.8 (L). Decent damage but the TT value is too high again! It's impossible to supply enough weapons to actually make a decent hunting. It doesn't even last for average 3 hunting runs.
So here is the question: Why would you make so high TT value on low level guns that decay so much and so low TT value on normal and high damage guns?
It doesn't make any sense at all. What is the difference to you to put let's say 3x higher ammo usage and reduce TT value and weapon decay compared to this? Why can't we have a normal 10-20PED TT value newcomer guns that would last longer and make players enjoy hunting with them at affordable cost?
Put that 400PED TT value to those HK 2k-3k versions, so it would pay back to hunters who loot it to sell and to those you want should use them. I do have a feeling I know what you tried to do here. Make a lot of tiny TT value guns that break faster, increase drop rate so in good runs we would end up with several guns in our loot. I know it's nicer to loot items than usual oils and components, but this is just not it. No one wants to buy weapons for 130%+ that will break after spending 500ped of ammo. This is the main reason why everyone is taking other planet weapons with them when they comes hunting and it will stay like this as long as you don't change it.
Weapons are NOT the ones we should buy every time when visiting TT terminal - ammo is!
KRIS - PLANET CYRENE
Yes, with the limited weapons we wanted to do exactly as you say: Have a lot more weapons drop so more weapons would be available and hunters will be looting lower TT weapons more often.
While I agree that many of our limited weapons have too high of a TT value and the low end, many of our Dire, Fang, Imperium HK, Imperium Pilot series weapons, even at 50% TT value, have 2,500 shots.
That being said we are looking to scale the TT value more in line with weapon stats in the future for all of our weapons.
TunerS
When it comes to my thoughts about Cyrene specific materials, there are just too much to say in one sentence.
But please stop dropping so much material that we have no or very little use for! For example the Low Grade Motion Sensor. It is used in like 2 or something blueprints that we have discovered so far. It's ok... several units for a click... not bad... but the blueprints are of course limited and drops so rare that it can be considered as super rare and on top of that they are incredibly expensive and totally not worth to even touch.
At the same time there are blueprints that many of us would just love to use like weapon blueprints from the Technician. Only one problem here is, that we need so much Swamplurker Oil that drops so rarely that we can barely get enough for a few clicks a week. Also, as mentioned somewhere before, the Level 1 Weapon blueprints that need material from Level 2 Component blueprints. In professions it is like 5 level differences if I’m not mistaken. Also all those wings and hides and what not – most of that stuff has still no use.
Why would you even spend time making that stuff if it's not going to be used for the next year?
KRIS - PLANET CYRENE
As far as materials go, we've been working to improve the drop rates of items that are used in larger quantities in blueprint recipes, as well as work toward having blueprints discovered. We made a big push with the blueprints this last patch and are working towards having the right materials made more available and the lesser used materials to be more rare.
The biggest problem is that almost all of the stuff on Cyrene is used for something, and there is a disconnection between having the blueprints discovered and having material available for said blueprints.
Also, Master Chief pointed out the issue of level 1 blueprints using level 2 components.
I'm taking the time this VU to go over the blueprints and make sure everything matches up better.
TunerS
We don't need endless new stuff in every update. We would certainly be happy with just 3 or 5 new items, materials or whatever dropping that we could use in something which would actually be useful.
I understand that there is some epic plan behind all this but 1 year? You could just put more other Cyrene specific materials to drop instead of all this and make crafting as cheap as it could get. Like you did with Lysterium Power Containers – great use for a resource that drops just too much no matter on what planet you are.
Crafters would come to skill and loot new blueprints (if there would be any) and hunters would have a chance to sell all their loot for even small markup and not some tiny part of it for 200%+ to crafters that will then curse to everyone around them for lost money in markup.
You would say that you can't control the price people are asking for their loot but it's not really true. Hunters will try to sell their loot for markup that will at least make them break even.
Let's say that after a 100PED hunt a player gets back 90PED of loot that consists of 18PED Cyrene specific demanded resource. The hunter would sell that specific resource to cover 10PED loss, which would be around 156%. If you increase the drop rate of this material the hunters could loot it more often, which would mean less markup needed to cover the costs. Also, the crafters would be more than happy to pay less for the ingredients.
It would increase demand for that material at a point that it could sell daily for less mark up without any problems. Hunters could afford to hunt more as they could sell their loot daily (not weekly) and crafters could craft more and supply with other stuff without losing too much money in unnecessary markup.
If you can't think of anything to create that players would use, then just make some Anti-Gravity boots, belts, suits or whatever that we could use to mine on Cyrene, because right now it's not really comfortable to use vehicles every time one needs to get to the next drop zone.
KRIS - PLANET CYRENE
We actually liked how the Lysterium Power Containers ended up working out. As I mentioned above, we're working to have the right materials drop at the right frequency - and the rare materials drop less.
I'm hoping to get some fun stuff in before the next VU =)
I really like this: “quote” ...then just make some Anti-Gravity boots, belts, suits or whatever that we could use to mine on Cyrene “quote”
TunerS
This leads us to the next topic: The Landscape of Cyrene.
I don't really know if there is some deep story behind all of this, but there must be a reason why you made Cyrene as one of the miners’ worst nightmares. There is very little space on the planet where a miner could just run and drop probes left and right without spending more time getting on top of the hills or down from it, than the time spent on actually mining.
And you are all wondering why miners are so angry?
KRIS - PLANET CYRENE
I know that many people aren't happy with all the mountains.
This planet was initially created as a tough and untouched planet (to fit with the chronicles and story line behind Planet Cyrene) – the same with the very dark nights and some places well hidden in trees and mountains. But I agree that the mining was definitely not designed for hills.
I do not think that the topography will change at any time, but the mining areas are going to be re-distributed to “make more sense” (more on this as we get closer to the next VU).
Cyrene creatures!
Some players will definitely disagree with me about this but that is fine. Everyone can think how they like, I am just pointing out the issues, that I find most players I’ve talked with have and which is the main reason why they leave after a short while or just don’t even come to Cyrene again in the first place. So here we go…
First of all, what most players don’t like on Cyrene are the creature spawns. Players like to grind certain creatures in hope to loot something good or just because they already loot well. If they want to go for one single maturity mob then they should have that kind of option.
This is the biggest problem when we take a look at uber creatures like the Zeladoths. Most skilled players in Entropia would be ready to come to Cyrene and kill those Zeladoth Omicrons but there are a few problems.
First of all the spawn from revive point should definitely be in Teleportation Chip I range.
Second, there should be clear single maturity spawns. If they come to kill the biggest creatures on the planet, then they definitely don't want to kill 9 lower ones before they can get to the big one. It would work fine for boss mobs but not for normal spawns.
Third, the normal (flat) terrain is important. Players don't like to spend time climbing mountains up and down all the time just to target next mob. It's a waste of time which they could use killing more creatures elsewhere.
Trust me, I’ve asked this to the most skilled hunters in Entropia and this is what they tell me is a reason why they are not hunting on Cyrene. The same goes for low level Paneleon spawns. There were one from the start but you just ruined it by adding dominant+ maturities everywhere.
KRIS - PLANET CYRENE
The new Zeladoth spawn from the last patch with ut a close revival point was a mistake and I'll be looking to correct it the first chance I get.
So you're saying many higher end players would come and hunt on Cyrene if we:
a) Make the revival points closer to the spawns (again, this was an oversight)?
b) Have areas with singular maturity spawns?
c) Have all this in a flatter area?
This is something I agree with. We are working this next VU to have less creature maturity ranges in one large area, and more tightly packed creature spawns, letting players hunt more to their liking. This does not mean that there won't still be areas that have a wide array of maturities. Everything has to fit together.
TunerS
The next would probably be creature balancing.
I know it could take a while to adjust values and such but I think you are putting just too much damage types on these mobs. I will take an example from Calypso: After hunting normal ~500HP mobs where I need to use armor, after a ~250PED run I get considerably small armor decay. Now I come to Cyrene, trying to hunt the same HP mobs but after the same PED spent I somehow have several times higher defense cost. Why? Because either mob is hitting like crazy all the time or it just does such weird damage types that armor literally melts from it.
Also please change the “Rhino behavior” so creatures stop pushing players around and moving all the time. It's not only getting on the players nerves but it also makes it really hard to work as a healer when hunting these creatures. You should also consider changing Wiles’ size. Creatures don’t need to take the whole screen to be uber. It would certainly be enough if it would be 2x of the player size with fixed target box so players could hit it without any problems.
This is another reason why uber players don't like to hunt them. It's just too much work to hunt some random creatures. Why would they do that if they can just go to another planet and hunt for several hours without even moving more than 100m from their spot?
KRIS - PLANET CYRENE
As for the creature balancing we're actually doing two things:
1) We are altering some of the damage types
2) We are making our Cyrene armor fit the main damage types that we do want =)
The “Rhino Behavior” is a bug and it is not intended. Hopefully this will be fixed this coming VU.
TunerS
Please, fix all the mob trapping bugs as soon as possible or just remove those mobs till it’s fixed. Some players get scared away just by knowing that there are others exploiting something daily on the planet. They are playing fair and there is no way they would go hunt these mobs in a normal way and pay huge decay while there are players exploiting them at the same time.
KRIS - PLANET CYRENE
The mob trapping and mob not dealing damage issues should be fixed this coming VU.
TunerS
And please stop spawning Tide Claws. I think that having 2/5 of the planet covered by them is enough. There are literally not enough players around to create a situation that we would have a shortage of them. Some extra other creature spawns would be right in time but as I understand it you are already working on this right now?
KRIS - PLANET CYRENE
Exactly this =) Thanks for all these input anyhow, even if you know it's being changed =)
TunerS
Tokens, tokens, tokens. It's interesting – awesome – great – wait what…?
Those were my first impressions in that order about Cyrene mission tokens.
First it was something new and interesting. Exchanging common materials for tokens that later can be exchanged for items or other materials or just sold to other players for a nice markup. But then it all turned around. Mainly because items that we could get wasn't worth the price and molds made armor crafting incredibly expensive. It scared every crafter away from armor crafting. The brave ones just did some clicks for the sake of discoveries or to get a full set of new armor.
Maybe you could try adding some unique clothes or some other miscellaneous items that players could get for tokens and remove molds to ease up armor crafting? Also some mixing with tokens and some others materials (to fill the TT value) so we could get those improved items with higher TT value would be great.
Items would last longer which would make them worth the price. I know that players would like to gather some specific materials for some rarer items in exchange. At least I know, I would...
KRIS - PLANET CYRENE
The tokens will be getting a revamp, and there's not much more I can say about it for now.
I do like the suggestions though =)
It’s time for the HUB, but nothing much to say here. It’s nice already as it is.
Some things like token armor should be improved. It’s crazy to pay that much for an armor that is almost the same as a TT one. I am still looking forward with the hope for a 1 shot/kill sniper rifle in the HUB arena with sweat and token entry.
KRIS - PLANET CYRENE
We're still working on making the HUB balanced and fun with rewards that help your performance to a limited degree while trying to provide ascetic rewards as well.
TunerS
We need add terminals on Cyrene. Why? It would be nice to be able to advertise something on this planet, like a soc, buying/selling offers or just some useful information for everyone.
It would make Cyrene more alive and players could see that there is actually someone else playing on this planet and not just them alone.
KRIS - PLANET CYRENE
We are actually trying to implement them in the next VU.
TunerS
Shops! We have been waiting for them for quite a while now. No matter when you are going to release them I would strongly suggest and probably some other players will too, that you don't put first few for highest bidders. It will either go to the resellers that will inflate the price or just get in hands to players, who will put some overpriced stuff in them and just leave the planet for good.
I would advise to give first few shops to the most dedicated players of Cyrene as an appreciation. It would not only be fair to the players who have spend most of their time on Cyrene helping it as best as they can but also make the shop useful for them to sell Cyrene related stuff, which they get regularly. Also it would attract more players that would try to do something for Cyrene for a chance to get some prize.
KRIS - PLANET CYRENE
We've been waiting with the shops as we're not really happy with their placement, and we didn't want to sell them and then move them and have players be upset. They should be ready for the next VU.
As for how the shops are distributed, I'm not in charge of that but I will pass your suggestion on to the Boss, as it sounds good to me.
TunerS
As some players already mentioned – Hunting zone near Cyrene Space Station!
Motherships have no real reason to stay here because there is nothing to do near the planet. I'm sure that some players will find it really useful to have another hunting zone near Cyrene as it is basically between Calypso and Arkadia, and a lot of ships are flying through this part of the space to transport players forth and back.
KRIS - PLANET CYRENE
We have already requested this from MindArk and are awaiting feedback.
TunerS
Almost every time someone comes to Cyrene, whenever it is a completely new player or just someone who is looking for something new, they have no idea what they could do here. There are no messages telling them where they should start. I had to explain a lot of players in this last year what and where they can do something on Cyrene. There should be some intro tutorial for players that are visiting Cyrene for the first time, so they know that there are actually quests that they can do and where they cab get them.
In my opinion it is not such a good idea to make Cyrene Port as the arriving place. There were a lot more players hanging at A.R.C. Head Quarters when it was the main area and I think it should be the main area again. After all this is the place with most of the quests.
Also, some players were complaining about the time they needed to wait for their PC to load all the buildings and other objects around Cyrene Port. I also noticed that a lot of players are hanging around Setter Docks area since you added the Pede spawn. That place for sure could become the main Cyrene „swunting camp”.
KRIS - PLANET CYRENE
We are working on something like this for the coming VU (more details as that time gets closer).
TunerS
About those 3 event areas that can only be used as PVP event areas… I don’t really understand what you want us to do with them? By this I mean that they have no real use at the moment. Unless you make them as hunting event areas?
KRIS - PLANET CYRENE
We've actually added creatures in there but the spawn had a density issue and aren't working.
This will be fixed for the next VU.
TunerS
I understand that I have little knowledge about how things are working on developers’ side. How many things MA is controlling and how they feel they are right and you can’t even change or argue about it. So feel free to cross over stuff that I mentioned here which is literally impossible for you to improve.
KRIS - PLANET CYRENE
Any and all feedback, positive and negative, is taken with consideration and highly appreciated to us. Everything adds in improving the planet and players experiences. Thank you =)
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