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Bulletproof Monk
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Posted - 2007.08.05 17:26:00 -
[1]
Ok there has to be some kind of conspiracy here. I want to understand HOW the game decides what is destroyed in a kill!
You would think that each item fit in a ship would have a certain amount of hp (as stated in the repiar items scren) and the destruction of a ship causes ôrandomö damage to all components fit on, or in the hold of a ship. However it seems there is some sort of additional piece of the equation we do not see that is really starting to **** me the FU#K off. Are certain items in the game (example faction shied boosters) tagged with an addition piece of ôfunö math?
Perhaps something like:
IF_FACTION_BOOSTER_OR_REP=CHANCE_OF_POPPING=80% SEND_MESSGAE_FROM_CCP=LOL_PLEASE_TRY_AGAIN!
This is no joke and it is really starting to **** me off. I can honesty say on average every 8 ships I kill with a faction booster or rep, appoxamently one survives. Give me a freaking break??? What is going on?
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Jovoich
Garoun Investment Bank
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Posted - 2007.08.05 17:32:00 -
[2]
Just ask ccp really nicely, and all the loot live.
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Vladimir Norkoff
Income Redistribution Service
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Posted - 2007.08.05 18:03:00 -
[3]
It's a well known fact that whenever you kill somebody all their good loot is destroyed. Conversely, whenever you are killed all your good modules survive. It's just the way EVE works.
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Fallen Elite
Perkone
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Posted - 2007.08.05 18:06:00 -
[4]
Originally by: Vladimir Norkoff It's a well known fact that whenever you kill somebody all their good loot is destroyed. Conversely, whenever you are killed all your good modules survive. It's just the way EVE works.
You know, I have yet to see this theory disproved,it's held true for me countless times on countless occasions. ------
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Taji Seed
The BlackHand Order
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Posted - 2007.08.05 18:11:00 -
[5]
And what happens if two 'sufferers' fight each other, will the server explode?
[comment on my music]
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Nocturnal Avenger
The Ankou The Reckoning.
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Posted - 2007.08.05 18:30:00 -
[6]
Originally by: Taji Seed And what happens if two 'sufferers' fight each other, will the server explode?
Are you really sure you want to find out?
What if you are correct?
- Carebear Pirate - |
Bulletproof Monk
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Posted - 2007.08.05 18:31:00 -
[7]
ok... Im talking about Boosters and Reps, Not "the good loot" Everyone knows that boosters and reps are the most expensive commonly used items in the game. (yes i know officer invs, etc cost more... but hey are far less common). With faction Boosters and reps the almost ALWAYS explode... why? They have the same hp as every other mid slot item... IS this just some kind of twisted isk sink?
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Kayna Eelai
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Posted - 2007.08.05 18:34:00 -
[8]
Originally by: Taji Seed And what happens if two 'sufferers' fight each other, will the server explode?
quote from a WoW GM comes into my mind:
Q: what happens if the unstopable force hits the unmoveable object???
GM A: chuck norris dies
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Mind's Desire
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Posted - 2007.08.05 18:40:00 -
[9]
I remember reading that active mods have a higher chance to get destroyed. 20% drop rate is about right, I get the same crap.
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Zandramus
Murder-Death-Kill Triumvirate.
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Posted - 2007.08.06 00:22:00 -
[10]
Originally by: Vladimir Norkoff It's a well known fact that whenever you kill somebody all their good loot is destroyed. Conversely, whenever you are killed all your good modules survive. It's just the way EVE works.
Ive figured it out
Pvper kills carebear(s) ( all loot is destoryed )
Carebears and more carebears and loads of carebears gank pvper ( all good loot survives ) Pvp regen carrier setups
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doctorstupid2
Dirty Deeds Corp. Axiom Empire
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Posted - 2007.08.06 15:08:00 -
[11]
Originally by: Vladimir Norkoff It's a well known fact that whenever you kill somebody all their good loot is destroyed. Conversely, whenever you are killed all your good modules survive. It's just the way EVE works.
rofl, it's tragic how true this is
Steel Rat > if they only knew we make this **** up as we go |
Omae Gaw'd
Gallente VMF-214 Blacksheep
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Posted - 2007.08.06 16:42:00 -
[12]
Originally by: Zandramus
Ive figured it out
Pvper kills carebear(s) ( all loot is destoryed )
Carebears and more carebears and loads of carebears gank pvper ( all good loot survives )
I laughed, and then cried because it happens to me too...
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Borasao
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Posted - 2007.08.06 20:00:00 -
[13]
Originally by: Taji Seed And what happens if two 'sufferers' fight each other, will the server explode?
And you wonder why there are node crashes?
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Gaudrek
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Posted - 2007.08.06 20:57:00 -
[14]
Originally by: Taji Seed And what happens if two 'sufferers' fight each other, will the server explode?
Ever heard of Jita?
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Bulletproof Monk
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Posted - 2007.08.07 14:17:00 -
[15]
So I guess no one has any real input on the function of how game determines what will blow and what will not? No possible way to lessen the risk of popping the boosters/reps?
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.08.07 14:34:00 -
[16]
Originally by: Bulletproof Monk So I guess no one has any real input on the function of how game determines what will blow and what will not? No possible way to lessen the risk of popping the boosters/reps?
There was a myth that how powerful the final bow was determines the survivability of at least fitted modules. Meaning, hull left = 10, dmg taken =20, the extra 10 dmg is passed onto things fitted thus destroying some of them.
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Thorgore
Katana's Edge
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Posted - 2007.08.07 14:57:00 -
[17]
A virtual 8 sided die is cast and if it comes up 9, all the good loot survives.
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Agent Li
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Posted - 2007.08.07 16:55:00 -
[18]
Originally by: Bulletproof Monk Ok there has to be some kind of conspiracy here. I want to understand HOW the game decides what is destroyed in a kill!
You would think that each item fit in a ship would have a certain amount of hp (as stated in the repiar items scren) and the destruction of a ship causes ôrandomö damage to all components fit on, or in the hold of a ship. However it seems there is some sort of additional piece of the equation we do not see that is really starting to **** me the FU#K off. Are certain items in the game (example faction shied boosters) tagged with an addition piece of ôfunö math?
Perhaps something like:
IF_FACTION_BOOSTER_OR_REP=CHANCE_OF_POPPING=80% SEND_MESSGAE_FROM_CCP=LOL_PLEASE_TRY_AGAIN!
This is no joke and it is really starting to **** me off. I can honesty say on average every 8 ships I kill with a faction booster or rep, appoxamently one survives. Give me a freaking break??? What is going on?
You're looking for that 400 million isk item that makes the combat all worthwhile - and CCP says, "No, you can't make money that easy - it has to be as hard as mining veld". ------------------
"Don't be afraid to take advantage of your enemy's weaknesses. Becasuse winning is everything after all." |
The Djego
Minmatar FORTES FORTUNA ADIUVAT CORP. Veritas Immortalis
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Posted - 2007.08.07 18:03:00 -
[19]
Its all about Risk and Reward. You have 80% Risk of 0% Reward. Common if all the expensive Stuff wouldn¦t blow up, it wouldn¦t be expensive. Nerf Tank, boost Gank! XD
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Ginix
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Posted - 2007.08.07 20:59:00 -
[20]
In my experience, the loot that drops directly correlates with the killer's (final blow) sec status. My sec status has been both low and high, the value of the loot I get from blowing up player ships seems to always relate to the level of my sec status. Sure, sometimes you'll get lucky with a low sec status and sometimes you'll get unlucky with a high one.. but it is obvious to me that your chances are changed drastically in either situation.
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Gladiator Jonny
Repo Industries
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Posted - 2007.08.07 22:29:00 -
[21]
Pop anything with a cloak on it and i bet my last isk it will be destroyed. seriously must be like 90+% chance of popping the cloak on a force recon.
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Noluck Ned
FATAL REVELATIONS FATAL Alliance
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Posted - 2007.08.08 10:03:00 -
[22]
Picked up a gisti 1mn mwd last night. Yum.
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Riho
Magnificent Beavers Exquisite Malevolence
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Posted - 2007.08.08 15:46:00 -
[23]
Originally by: Gladiator Jonny Pop anything with a cloak on it and i bet my last isk it will be destroyed. seriously must be like 90+% chance of popping the cloak on a force recon.
iv seen more than 50 recon and cov ops deaths.... and i can say that the cloak survived in mybe 1 or 2 of them.... kinda stupid lol :P --------------------------------------- Sig killed by MODs.... reworking it Great being Gallente... aint it ? ----------------- YARRRR, sig hijack! -HornFrog ----------------- |
DarkElf
Veto. Veto Corp
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Posted - 2007.08.08 16:05:00 -
[24]
Originally by: Riho
Originally by: Gladiator Jonny Pop anything with a cloak on it and i bet my last isk it will be destroyed. seriously must be like 90+% chance of popping the cloak on a force recon.
iv seen more than 50 recon and cov ops deaths.... and i can say that the cloak survived in mybe 1 or 2 of them.... kinda stupid lol :P
agreed. not so bad now they aren't worth much but back when the cost like 75mil not long ago it was a damn pain.
DE
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OneSock
Silentia Mortalis
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Posted - 2007.08.08 16:17:00 -
[25]
Originally by: ElCoCo
Originally by: Bulletproof Monk So I guess no one has any real input on the function of how game determines what will blow and what will not? No possible way to lessen the risk of popping the boosters/reps?
There was a myth that how powerful the final bow was determines the survivability of at least fitted modules. Meaning, hull left = 10, dmg taken =20, the extra 10 dmg is passed onto things fitted thus destroying some of them.
A myth ? Seems to me it's not a myth. I've certainly picked up cans where the mods are damaged, so for sure the final blow could be the key to this.
Modules do have hitpoints, so maybe faction gear has low hitpoints ?
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GinoShin
Minmatar Brutor tribe
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Posted - 2007.08.08 17:14:00 -
[26]
Thought this was gunna be a decent thread not another whine. |
Acid Pimp
Omniscient Order Cruel Intentions
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Posted - 2007.08.08 17:42:00 -
[27]
Fact:
T1\T2 Modules have a 50% chance of surviving Named Modules have a 47.5% chance of surviving Faction Modules have a 35.5% Chance of surviving Deadspace Modules have a 18% Chance of surviving Officer modules have a 7.5% chance of surviving
Cloaks have the same chance of survival as any other T1/T2 module, Ive looted loads, but I guess Im just a lucky bastard. Ive also lost a raven with DG sheild booster and it survived, yaya cause I looted my own can.
The reply about security status made me laugh a bit
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Adelorae24
Caldari Racketeers
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Posted - 2007.08.08 21:52:00 -
[28]
I heard a theory some time ago the more damage to the hull/structure the more damage to the mods onboard. The idea was basically that if the target was hull repping there would be less loot onboard once he popped. I have to say though that I always thought percentages made more sense. Personally I think the percentages should be rather high for everything. If you risk big to take out that ship with the Dread Guristas kit, then you should stand a good chance of being rewarded.
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Bulletproof Monk
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Posted - 2007.08.09 02:22:00 -
[29]
Originally by: Acid Pimp Fact:
T1\T2 Modules have a 50% chance of surviving Named Modules have a 47.5% chance of surviving Faction Modules have a 35.5% Chance of surviving Deadspace Modules have a 18% Chance of surviving Officer modules have a 7.5% chance of surviving
Cloaks have the same chance of survival as any other T1/T2 module, Ive looted loads, but I guess Im just a lucky bastard. Ive also lost a raven with DG sheild booster and it survived, yaya cause I looted my own can.
The reply about security status made me laugh a bit
Where do you get that this is a fact?
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IntegralHellsing
Gallente Four Rings D-L
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Posted - 2007.08.09 03:52:00 -
[30]
Originally by: Vladimir Norkoff It's a well known fact that whenever you kill somebody all their good loot is destroyed. Conversely, whenever you are killed all your good modules survive. It's just the way EVE works.
indeed. it's the way CCP's evil devs made the game. --------------------------------------
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