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Board index » Global Agenda - Official Forums » Global Agenda - General Public Forums » Global Agenda - Announcements and Information » Patch Notes

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Hot Fix: September 24, 2011



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 Hot Fix: September 24, 2011 
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HiRezDuke
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Joined: Thu Jul 15, 2010 1:07 pm
Posts: 5244
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Post Re: Hot Fix: September 24, 2011
Meikat wrote:
They still drop components. Patch didn't work. I killed a few earlier right at the spawn point and got mats. If I kill them at the dome I don't get mats. So you actually made it worse for normal players (because they no longer get mats) while not effecting the farmers at all (they still get drops like normal).

I just setup a rocket turret for a couple minutes and got this result:
Image

Questions:

Are those "wave" spawns?

Do they path directly to the areas for assignments?


Sat Sep 24, 2011 9:56 pm
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Limyc
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Joined: Mon Feb 01, 2010 9:04 pm
Posts: 4033
Steam Gamer Name: [DG] Limyc
Post Re: Hot Fix: September 24, 2011
HiRezDuke wrote:
Meikat wrote:
They still drop components. Patch didn't work. I killed a few earlier right at the spawn point and got mats. If I kill them at the dome I don't get mats. So you actually made it worse for normal players (because they no longer get mats) while not effecting the farmers at all (they still get drops like normal).

I just setup a rocket turret for a couple minutes and got this result:
pic

Questions:

Are those "wave" spawns?

Do they path directly to the areas for assignments?

Yes to both. So it's safe to assume that farming it is a punishable offense?
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Last edited by Limyc on Sat Sep 24, 2011 10:15 pm, edited 1 time in total.

Sat Sep 24, 2011 10:12 pm
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Deathdolly
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Joined: Fri Jul 22, 2011 12:32 am
Posts: 282
Post Re: Hot Fix: September 24, 2011
Can we have some clear saying about that?

also i would know if people are allowed to use a mouse wich clicks all 1 secound on heal...


someone told me he taled to hirez and they sayed u are allowed to use those functions ( mouse memory )...


many people started PMing me because i said inall chatthat ill report all people who AFK Farm ( BOT /thirdparty program )...


I tbh fram myself.. but i do it all with my hands.. i also pop domeshields and so on..
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Sat Sep 24, 2011 10:13 pm
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Canucck

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Post Re: Hot Fix: September 24, 2011
Fixing PvE is really important because that is the primary mode by which players are retained and spend money on. The same can definitely not be said for PvP, or any kind of persistent competitive PvP gamemodes. It's not a big deal to let people keep cheating because cheating doesn't ruin anyone's game experience in PvE. Therefore I like the direction this game is moving in. Carry on


Sat Sep 24, 2011 10:15 pm
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tacobff


Joined: Fri Feb 11, 2011 1:42 am
Posts: 1648
Post Re: Hot Fix: September 24, 2011
Canucck wrote:
Fixing PvE is really important because that is the primary mode by which players are retained and spend money on. The same can definitely not be said for PvP, or any kind of persistent competitive PvP gamemodes. It's not a big deal to let people keep cheating because cheating doesn't ruin anyone's game experience in PvE. Therefore I like the direction this game is moving in. Carry on

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Sun Sep 25, 2011 12:04 am
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xEtherx


Joined: Sat Aug 07, 2010 8:40 am
Posts: 37
Post Re: Hot Fix: September 24, 2011
I did this for about 30hrs or so and built up a hefty stock of 1000+ on duro, quano, zeno, nano and other random junk. I didn't use macro's ( Yay for electrical tape holding down left click ) and once I saw they started resetting people I would move the character every few minutes, respawn med/pw station occasionally. Dont get me wrong I am all for mindless farming because it mean when I play the game I can actually play the game. As for its killing the economy this game is more token based. Credits are for a few vanity flairs, dye's and bidlocking ( Which Hirez has yet to fix the bidlocking BS ) so I dont see this as damaging the economy.

The thing is the mobs still drop stuff but now maybe 1 in 10 kills. If ya want a true fix. randomize the spawn location, you have quite a vast area to make them spawn in or make them spawn upon activation of the quest and once the kill count has been reached they stop.


Sun Sep 25, 2011 2:46 am
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Meikat


Joined: Sun Apr 24, 2011 8:02 pm
Posts: 58
Post Re: Hot Fix: September 24, 2011
HiRezDuke wrote:
Meikat wrote:
They still drop components. Patch didn't work. I killed a few earlier right at the spawn point and got mats. If I kill them at the dome I don't get mats. So you actually made it worse for normal players (because they no longer get mats) while not effecting the farmers at all (they still get drops like normal).

I just setup a rocket turret for a couple minutes and got this result:
Image

Questions:

Are those "wave" spawns?

Do they path directly to the areas for assignments?


Yes duke, that is the west spawn for the wave mobs that go to the dome. The East spawn drops them too. I dropped a harrier, it killed 3 of them, and i got a zeno. It seems like if you kill them before they start pathing to the door, they drop items still. Please don't ban me for the screenshot, I was only doing it to test because I saw so many robos still farming those spots, and they said they were getting drops.


Sun Sep 25, 2011 3:01 am
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Meikat


Joined: Sun Apr 24, 2011 8:02 pm
Posts: 58
Post Re: Hot Fix: September 24, 2011
xEtherx wrote:
The thing is the mobs still drop stuff but now maybe 1 in 10 kills. If ya want a true fix. randomize the spawn location, you have quite a vast area to make them spawn in or make them spawn upon activation of the quest and once the kill count has been reached they stop.


I think the best way to fix this issue is to have the mobs not drop loot (which is the direction HiRez already tried to go in). Why not use a special mob specifically for the wave spawn areas with no loot drops so you don't have to program some weird trick to make the wave spawns not drop loot if they are doing this or that or blah blah blah. Create a new mob with the same stats and model of the current spawns and name it "Colony Attacker" or something like that so it can have its own separate loot table.

Simple, effective, easy. :)


Sun Sep 25, 2011 5:43 am
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Sasheria


Joined: Sun Jun 19, 2011 4:05 am
Posts: 653
Post Re: Hot Fix: September 24, 2011
Meikat wrote:
xEtherx wrote:
The thing is the mobs still drop stuff but now maybe 1 in 10 kills. If ya want a true fix. randomize the spawn location, you have quite a vast area to make them spawn in or make them spawn upon activation of the quest and once the kill count has been reached they stop.


I think the best way to fix this issue is to have the mobs not drop loot (which is the direction HiRez already tried to go in). Why not use a special mob specifically for the wave spawn areas with no loot drops so you don't have to program some weird trick to make the wave spawns not drop loot if they are doing this or that or blah blah blah. Create a new mob with the same stats and model of the current spawns and name it "Colony Attacker" or something like that so it can have its own separate loot table.

Simple, effective, easy. :)


Agree. So basically, you just use the same model but use a different name like "Attacking Drones" or "Attacking crawlers" these won't drop loots
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Sun Sep 25, 2011 9:31 am
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Deathdolly
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Joined: Fri Jul 22, 2011 12:32 am
Posts: 282
Post Re: Hot Fix: September 24, 2011
lol there are farmers at every desert XD

i wanted to get some zenos but everywhere was already 2 robos on each side :/

atleast only 1 bot on 10 people...but i think tehre wil be more BOT users soon...
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Sun Sep 25, 2011 10:33 am
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