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Turrelion Essence Clothing

Tempest

Member
essence.jpg


So, we get this stuff now. Does anyone know what clothes can be upgraded with this, what the upgrades are, where we can (if we can) get the clothes that can be upgraded, (maybe Turrelion Outerwear?} how much it takes to upgrade, what are the combines, or frankly ANYTHING? Lots of folks beating up rift critters lately, probably for this. Surely someone knows something and would be willing to share.
 

Tempest

Member
Thanks! You would have thought they would have included the mission clothing from the "Test of Faith" chain, so that anyone could (with some effort!) get clothes that could use the essence. But I see nothing that indicates that anyone who does not already have Turrelion Outerwear or the Turrelion Settler clothes from 2014 will ever have an opportunity to obtain it. Shame.
 
So.... anyone know how many [Turrelion Essence] I need per pice of [Turrelion Settler Coat (M)] [Turrelion Settler Jacket (M)] [Turrelion Settler Goggles (M)] [Turrelion Settler Pants (M)] [Turrelion Settler Boots (M)] ?

I would really like to make me a set of that 30% Speed bonus wear...

(And I have a few sets (M/F) for sale if anyone else wants to make a go)
 

Giedrius

New Member
150 essence per piece
if you think you can get essence in a week without buying it in AH you are wrong :) actually you need to grind, sleep, work, toilet time, sexy time in essence place to make one piece updated in a week, if you are lucky enough
 

Spawn

Active Member
Soo... we gather all the essence... get a shitload of it in our storages.. Cyrene introduces some clothes with a nice buff
and then within a week it gets closed down because we all got the clothes "too easily" ?

Reminds of something else.. don't know what it was..I might remember soon...
 

Kris | Cyrene

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

Soo... we gather all the essence... get a shitload of it in our storages.. Cyrene introduces some clothes with a nice buff
and then within a week it gets closed down because we all got the clothes "too easily" ?

Reminds of something else.. don't know what it was..I might remember soon...

No, right now all the upgrades can be done, but the missions we had in place to get more clothing are bugged, and can't be completed, but not turned off, players can make progress on them at this time, but can not turn them in.

I don't know when a fix for them is coming (if there's a way to get it before the next PP VU) but it's not happening as described above.

There's been players who have told me they sold those old clothes, and some who told me they had several sets in storage after this upgrades were discovered.

If you have more questions, please post them up and I'll try to address them as time permits.

Cheers,
Kris
 

Aryana Ary Softheart

Active Member
6 hours of hunting turrelion zeladoths and I only got 3 turrelion essence. very disappointing drop rate.

have been hunting for days, drop rate is crazy low. I've gotten more entropia unreal tokens than essence... Can this please be adjusted please?
 
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Aryana Ary Softheart

Active Member
just as an update.... This past weekend, I hunted the turrelion zeladoth mobs for 20 - 22 hours. I looted 6 essence. On Monday, I hunted 6 hours straight, and looted 4. Yesterday, I hunted them for 3 hours, and looted 3.

I'm trying a variety of weapons (low level MF chips, Low level shortblade, high level swords, IMK2, ...) no rhyme no reason for any variance of weapons. It simply is the lowest drop rate. Very frustrating. I've hunted enough where I have all of the clothes (both sets), but I don't think I've looted enough to even combine one piece of clothing.

VERY frustrating...
 

Shawna | Cyrene

Cyrene Official Planet Developer
just as an update.... This past weekend, I hunted the turrelion zeladoth mobs for 20 - 22 hours. I looted 6 essence. On Monday, I hunted 6 hours straight, and looted 4. Yesterday, I hunted them for 3 hours, and looted 3.

I'm trying a variety of weapons (low level MF chips, Low level shortblade, high level swords, IMK2, ...) no rhyme no reason for any variance of weapons. It simply is the lowest drop rate. Very frustrating. I've hunted enough where I have all of the clothes (both sets), but I don't think I've looted enough to even combine one piece of clothing.

VERY frustrating...
This is my post on the discord in response to another player about the Essence, sorry its taken me a while to get back to you here on the forums.

So this has been brought to me over the last couple weeks. I was able to have a chat with Kris and we both agreed that this was something we need to monitor more closely.
As always it takes time to gather the correct data on our end after player data is received from all of you guys.
 

San

Sandal San Tolk
From my point of view, whatever drop rate is settled upon, I need to know some number which is reliable and sustainable enough to work with. I need to be able to derive a figure of the effort needed to achieve a goal. Others may be able and enjoy to poke into the unknown with no concern for money, I'm not in such a position. Of course, this does not imply any kind of demand or sense of entitlement towards whoever decides about this, just a hint at who will be in or out then. But from the outcome of that decision we may derive if there is an intended target group or threshold or perhaps a cap on the number of items they want to allow into the game, which players have to compete for. All I'm asking is being able to know that before jumping in with both feet. Market price for essence is still climbing steadily, right now around 70k% (or 700 times tt value).
 

Kris | Cyrene

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

From my point of view, whatever drop rate is settled upon, I need to know some number which is reliable and sustainable enough to work with. I need to be able to derive a figure of the effort needed to achieve a goal. Others may be able and enjoy to poke into the unknown with no concern for money, I'm not in such a position.

Of course, this does not imply any kind of demand or sense of entitlement towards whoever decides about this, just a hint at who will be in or out then.

But from the outcome of that decision we may derive if there is an intended target group or threshold or perhaps a cap on the number of items they want to allow into the game, which players have to compete for. All I'm asking is being able to know that before jumping in with both feet. Market price for essence is still climbing steadily, right now around 70k% (or 700 times tt value).

From a developer standpoint this isn't a question that I think can be answered so plainly.

For every item we'd like players to have some preconceived estimation, which currently can be partially derived from market value over time, auction availability, other hunters in the area after the same item, etc.

These factors, in turn, can affect the drop rate of the item.

In some instance we can circumvent drop chance with player agency (in the case of the missions for the Rift to target a specific piece of clothing after so many kills) but there are also some cases where we can't.

We're digging into the data now to see the bigger picture.

Cheers,
Kris
 
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Reactions: San

San

Sandal San Tolk
In other words, yes, of course there is a target rate of buffed items which are permitted to be released, which means individual drop rate of the relevant upgrade item (essence) is a function of the amount of competition. Whereas the unbuffed clothes are considered inconsequential to balance management, hence we can have as many as we want. That's all I was about, thank you for the clarity!
 

San

Sandal San Tolk
3000 kills and not a single essence... but tt returns are good, probably due to the many hopefuls feeding it. This is certainly a success in the current environment ;)
 

San

Sandal San Tolk
Drawing close to 4000 kills, got 4 essence so far and that was in a single drop. In the chatter a claim is floated that 10 are added every hour, but I have not determined whether wave patterns are perceivable or exploitable.

The place begins to suffer from crowding issues, especially at the Weak Z. spawn. It gets harder to avoid interfering with other players and different opinions on how to go about it sometimes clash. Some like to be right in the middle and aggro many mobs on them, others pick at range and sometimes are lost which target to choose, sometimes receive complaints about picking mobs from behind someone else when there is none other not already aggroed or damaged. Using autotarget while not paying attention causes issues often. I.m.o. a similar treatment like the Scout Bot enclosure is worth being considered.

Meanwhile, it appears that the side of said spawn towards the fence is less popular since the proportion of Mature is higher there. Due to the large number of kills required for the mission, people choose the lowest hp. If the proportion of maturities throughout the spawn could be made uniform, it would open more space to put some distance between yourself and others, or provide more suitable spots, respectively. Alternatively, maybe give the bigger ones a slightly better chance to loot essence, if it's possible to influence that.
 

jetsina

Active Member
I don't think I've looted enough to even combine one piece of clothing.
VERY frustrating...

From my point of view, whatever drop rate is settled upon, I need to know some number which is reliable and sustainable enough to work with. .... All I'm asking is being able to know that before jumping in with both feet. Market price for essence is still climbing steadily, right now around 70k% (or 700 times tt value).

For every item we'd like players to have some preconceived estimation, which currently can be partially derived from market value over time, auction availability, other hunters in the area after the same item, etc.

This thread has been ongoing for quite a while, but I've just watched from the sidelines. However, it does involve, once again, knowledge, estimations and balance issues that you will know are important to me.

In some instance we can circumvent drop chance with player agency (in the case of the missions for the Rift to target a specific piece of clothing after so many kills) but there are also some cases where we can't.
I very much like this part of your answer Kris, and it shows one of the examples of player agency you have given to players. But, there is still the situation where it is practically impossible in a testing of the waters to get useful information about drops, apart from it being very hit and miss (to get 4 of something in one drop, but no other occurrences, as San has mentioned). If we choose to believe others' claims, then this is something to go on slightly, but wouldn't stand any hope at all of me seriously taking part.

We are continuing to see poor resolutions to topics such as droplets: good idea to split pristines up, but bad to make them untradeable unless the droprates for various types are enough for players to gather maybe 45, 52, 57 of 3 types during an event and only have a couple left over after refining. Getting 2, 4, 3 would be highly enraging I would say, so I didn't bother trying.
On juices, the drops may have fluctuated wildly (waves), and I was unlucky not to get any at all this time round, but where the odds are unstated and we get ZERO to even BEGIN to form the slightest of statistical expectations, people like myself may simply stop (or potter around on a turnover of 60 peds an hour instead of 500 or >1000).

Also, I know MA are responsible overall, so we cannot know (nor expect to know) how often you are trying your best against a brick wall. We see that you see our problems as players from some of your answers, though.

BUT, when an older topic such as clothing becomes a more advanced problem of trying for buff sets, and new problems of pretty much exactly the same type repeat, as in the epic pet mission balancing ... frustration can turn towards even less favourable descriptions.

I do, however, congratulate you on the success recently of Cyrene, but note from stats on paneleon kills, for example, that very high turnovers are coming from very few players. Turning down the densities of low spawns will not encourage lower players, however, for stable populations moving forward.
 
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