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Bug Report Stop feeding the mobs with mushrooms! -and other rants

SirCuteNShy

You had me with bacon
I admit it, I'm on Cyrene these days mostly because of the faction armor mission. It is far from being my favorite planet. However, it is young, has many cool features making it unique, and lots of potential. I certainly wouldn't mind if there were more reasons for me to stay here than for leaving.
There are some things I have noticed since returning here, things I find annoying, and now I wonder whether these are bugs, or simply intentional 'features' :)

Firstly, what annoys me the most:
Why are so many of the mobs here in berserker mode when they're idle? Mang Chang, rhino beetle, paneleons, duster, merfolken, zeladoth, imperiums and others, why on earth do they have to run all over the place all the freaking time, at high speed?
I want as little decay as necessary while hunting hunting. I usually stand 60 metres away the edge of a spawn and pick a mob with my rifle. On other planets, anyway. Here, I have to use a long ranged plasma rifle in addition, on every mob. Still, I'm often not on a safe distance, because while shooting at a mob in front of me, one or two others may perfectly well run randomly in my direction, and start attacking when it's close enough. It'd be ok if ONE type of mob had this behaviour, but not when most of them follow this pattern. Taking all the extra decay on armor and spending unnecessary time and money on fapping makes hunting on Cyrene less enjoyable than on the other planets.
Maybe I'm just whining, but I know I'm far from the only one who is less than pleased with the rabid behaviour of far too many of the mobs here.
In addition to this, there's the respawn rate. It's too high at the moment, when there's only 1 or 2 players hunting the same mob in one area.

Secondly, I know there has been some adjustments on the attack range on some of the mobs before, but could you please look at it again? Especially on rhino beetle, paneleons and mang chang; often I'm standing partly inside the mob, sometimes inside two at the same time, and have to take a few steps away to be able to shoot.

Some mobs should also have their hit boxes adjusted. For instance, the tide claw has to be hunted in first person view when using auto aim and the mob is getting close. Otherwise, the avatar will aim far above the mob's head/body, and not shoot at all.

Ok, I'll leave it at this for now, my apologies if I complain too much.. I just want my hunting trips on Cyrene to be as enjoyable as possible :)

What do you other players think? Should these issues be addressed, or do you completely disagree with my views?
 

Kris | Cyrene

Lo and Behold, the Fixer of Bugs
Staff member
Hello SirCuteNShy,

It is far from being my favorite planet. However, it is young, has many cool features making it unique, and lots of potential. I certainly wouldn't mind if there were more reasons for me to stay here than for leaving.

I'll take that as queue that we are developing our Planet in the right direction, so thanks!

There are some things I have noticed since returning here, things I find annoying, and now I wonder whether these are bugs, or simply intentional 'features' :)

Firstly, what annoys me the most:
Why are so many of the mobs here in berserker mode when they're idle? Mang Chang, rhino beetle, paneleons, duster, merfolken, zeladoth, imperiums and others, why on earth do they have to run all over the place all the freaking time, at high speed?
I want as little decay as necessary while hunting hunting. I usually stand 60 metres away the edge of a spawn and pick a mob with my rifle. On other planets, anyway. Here, I have to use a long ranged plasma rifle in addition, on every mob. Still, I'm often not on a safe distance, because while shooting at a mob in front of me, one or two others may perfectly well run randomly in my direction, and start attacking when it's close enough. It'd be ok if ONE type of mob had this behaviour, but not when most of them follow this pattern. Taking all the extra decay on armor and spending unnecessary time and money on fapping makes hunting on Cyrene less enjoyable than on the other planets.
Maybe I'm just whining, but I know I'm far from the only one who is less than pleased with the rabid behaviour of far too many of the mobs here.
In addition to this, there's the respawn rate. It's too high at the moment, when there's only 1 or 2 players hunting the same mob in one area.

The mobs idling roughly is something that we can check out for sure, and there are some parameters that we can adjust that should lessen it without compromising the creature level and stats, I'll see what's possible.

As for the agro and respawn rate, those are a bit more tricky to balance as there are other outside factors that contribute to make it better at times and worse at others. That being said many of the mob spawns are being adjusted and some have already been adjusted for the VU and we'll continue to refine them for the future.

Secondly, I know there has been some adjustments on the attack range on some of the mobs before, but could you please look at it again? Especially on rhino beetle, paneleons and mang chang; often I'm standing partly inside the mob, sometimes inside two at the same time, and have to take a few steps away to be able to shoot.

Sure, we're always looking to refine and adjust as necessary with everything here on Cyrene.

Some mobs should also have their hit boxes adjusted. For instance, the tide claw has to be hunted in first person view when using auto aim and the mob is getting close. Otherwise, the avatar will aim far above the mob's head/body, and not shoot at all.

Many creatures for the next Planet Partner VU have had their hit box and capsule radius adjusted as to not be inside the player (most notable are Mang Chang, Paneleon, and Rhino Beetle) and some have had their auto aim location adjusted (most notable Tide Claw and Tree Dragon), so this should be improved at the least.

Ok, I'll leave it at this for now, my apologies if I complain too much.. I just want my hunting trips on Cyrene to be as enjoyable as possible :)

Often times the players that care and want to see change because they do like something is what causes posts like this, so I'll take it as such. Thanks for the insight and feedback!

What do you other players think? Should these issues be addressed, or do you completely disagree with my views?

We keep an eye on just about every post on the forums here and this is no exception, I'll be watching this one as well.

Cheers,
Kris
 

SirCuteNShy

You had me with bacon
Thanks for a very quick (and positive) reply!

I'll take that as queue that we are developing our Planet in the right direction, so thanks!

Yup, you definitely are! I'm really looking forward to getting my hands on the very nice A.R.C Initiate's armor, and am very excited about what the next faction rank 2 will hold! Being able to summon special creatures is a feature that is really cool, and hopefully I will be able to summon Lazidol myself one day.

The mobs idling roughly is something that we can check out for sure, and there are some parameters that we can adjust that should lessen it without compromising the creature level and stats, I'll see what's possible.

Sounds great! An example, so you understand what I'm talking about: I was hunting Mang Chang the other day. Was shooting at a mob that I had lured maybe 130m away from the rest of the spawn. When it was half dead, another mob broke out from the flock, started running in my direction before eventually attacking me. I got crit by one of them, died and pressed 'P' before reviving. Was out of mind essense so had to fly back there, which took maybe 30 sec? The mob was standing right at the waypoint as i was about to land. Before I was out of my vehicle, the mob ran with great speed right back into the spawn. I shot at it with a long ranged rifle, but in the meantime, another mob blocked it's path, making it 'unreachable'. So I had to wait until that one started moving, and for my mob (which had regained a fair bit of hp already) to start attacking me again before I could possibly continue shooting at it again.
It'd be nice if the mobs would stay at the spot I (involuntarily) leave them for a little longer before they run back to their loved ones to heal :)

Many creatures for the next Planet Partner VU have had their hit box and capsule radius adjusted as to not be inside the player (most notable are Mang Chang, Paneleon, and Rhino Beetle) and some have had their auto aim location adjusted (most notable Tide Claw and Tree Dragon), so this should be improved at the least.

This is wonderful news :) Hunting will be so much smoother!

Often times the players that care and want to see change because they do like something is what causes posts like this, so I'll take it as such. Thanks for the insight and feedback!

Yeah, I wouldn't have made this post, or even bothered to create a profile on this forum, if I didn't care about the planet at all. But I know the staff here actually listens to their players and take their reports, wishes and suggestions seriously, which is one of the biggest reasons why I think the future looks bright for this planet.

Thanks, and goodnight from me,
SirCnS
 

Oleg

Member
The speed at which the mobs run around is my number one biggest annoyance on Cyrene, it makes hunting very frustrating, especially on mobs with ranged attacks.

The other really annoying thing for me is that there are so many locations where a high maturity/boss mob spawns after every x kills. All it does is ruin the spawn. If I'm trying to hunt a certain mob and maturity, the last thing I want is for other mobs to spawn which don't count for my mission, or which I'm not armoured for, etc.

Having this boss spawn is good sometimes, but it's used far too frequently on Cyrene. It's particularly annoying when there are no alternative spawns for the mob that don't have the bosses spawning.

You just need to look at the Mutated Dire Plant and Skull Bird spawns to see the problem, and it's obvious that most people feel the same or those areas would be clear of the Purslanes and Ryncho that no-one wants to hunt.
 

Rusty Venture

Back on Cyrene
Purslanes don't even aggro though, I feel like they are more of a mixed spawn then a boss as well, much like nearly every hunting location on Caly.
 

Agis

Well-Known Member
personally i want a dedicated Ryncho Bird spawn, its just so annoying hunting skull birds x20-30 times before 1 appears , same with purslane weed & Red Skreel , im armored for Ryncho Bird and wasting it on killing skull birds. More higher maturity dedicated spawns please or if it is part of the dynamic unlocks I understand..

cheers:)
 

Thanatos

Fate Thanatos Themis
i would prefare the other change - the boss mobs like rhyncho (purslane, lurker and all other) should spawn after a wave of mobs, or just a number of kills, but on dedicated spawn for it with a 1k? kills to do it. Also the boss should be a BOSS (more hp, team/shared loot, special loot). Atm those mobs are something like atrox stalker = hard, not rare, and not rly interesting to hunt :(
 

Agis

Well-Known Member
i would prefare the other change - the boss mobs like rhyncho (purslane, lurker and all other) should spawn after a wave of mobs, or just a number of kills, but on dedicated spawn for it with a 1k? kills to do it. Also the boss should be a BOSS (more hp, team/shared loot, special loot). Atm those mobs are something like atrox stalker = hard, not rare, and not rly interesting to hunt :(

agreed they are technically not a boss mob , I just like them because they are a challenging mob that i can hunt at my level and would like more of them, the devs said one of the dynamic unlocks would be wave events so i assume they will have a higher hp and more like a boss mob. At my level im restricted to only rhino's , wiles, tide claw, protocores vlanwing , zeladoth, crystal,living vortex and flesh rippers that are at my level, would be good to add rhyncho etc.. and hopefully some more mobs to hunt at my level. BUt im sure thats still to come.

cheers:)
 

sluggo

Active Member
As long as we are complaining about mobs.
Crystalpedes:

The hit box on them is kind of wonky. They jump around like a Ritalin child writing a tutorial. You hit them and they haul ass at times. Even if they don't do a hit and run they are running at 40 miles an hour other times. With the speed they run id expect smoke puffs out their backsides like you see on some of the other mobs.

oh and Agis, you want purslane weed? There are quite a number of them out by where you do the pict's pollen problem mission. Not sure their respawn rate, at my level I don't dare get one's ire but do know there are a number of them there.

Edit: Right around this area
136 145 ..... 76 560

sluggo.
 
Last edited:

San

Sandal San Tolk
The speed at which the mobs run around is my number one biggest annoyance on Cyrene, it makes hunting very frustrating, especially on mobs with ranged attacks.
I actually noted that as interesting the first time I came. Something different at last, was the first reaction. You simply have to adjust your strategy. This ain't Arkadia where almost everything is a sitting duck. I only think the optical impression of that running animation could mature somewhat on certain mobs, especially Imperium. They look ridiculous the way they scurry around, it suits a swamp lurker but not a creature with a humanoid outline. This is a very minor complaint, though. I like that some things are just different in some ways. Otherwise it would be pointless to build another planet in EU.
 

sluggo

Active Member
San while the Ritalin mobs may not be an issue at first, when you get in an area with a lot of them and the game starts lagging and then they start warping, then it gets really annoying. You aim fire, and half a second later when your gun finally fires off, the tiny ass hit box moved 2 meters on the roadrunner sea slug and you miss now need to wait for your weap to reset to try again. THAT gets annoying.

sluggo
 
As for swamp lurkers, they tend to run away and drown themselves when they see me approaching. I know it's in the eye of beholder but still I'm not sure I'm THAT much uglier than they are. :D
 

San

Sandal San Tolk
Okay, but these are mere technical issues then. Server, connection, bad hit boxes or whatever. I haven't had any of the problems you mention though. I almost never aim manually, use auto target instead. This way you can't miss (only trouble I ever found with this is Rextelum, can't latch on target unless its front is directly facing me; haven't seen a Cyrene mob I couldn't pick out instantly, only 5 or 6 strongest I haven't tried). I have always lag since I have to live on a mobile connection with at least half a second delay on every ping, so I can't really tell if a weak server adds some more to it. It still works remarkably well, except for pvp I guess which I'm not currently doing anyway.
 
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