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In [[Entropia Universe]] hunting is one of the major professions/activities. Hunting basically means equipping a weapon and killing creatures but depending on one's style of playing can involve a lot of "parameters", for example: matching protection type to attack types of creatures to hunt, finding a spawn of specific creatues with the right size and re-spawn rate, team settings for team hunting, etc etc etc. If you don't find answers to your questions in this guide please ask on the forum: [http://www.entropiaplanets.com/forums/tutorials-guides-and-help.22/ Tutorials, guides and help].


{{Youtube|1rV92K-QHjA|big}}
==The very basics==
===Short intro to weapons===
In Entropia Univese there is no barehanded fighting, to cause damage you always need a weapon. There is a huge selection of weapons and 99% of them irrelevant for beginners (because specific amounts of in-game skills are needed to use them efficiently). There are also many ways how weapons can be categorized, one major would be distinguishing between Melee weapons and ranged weapons, or between [[Skills]] respectively "professions" related to different types of weapons.
=====Weapons, professions and skills=====
...
=====Weapons and ammunition=====
Ranged weapons consume ammunition while Melee weapons don't. Then again, there are several types of ammunition:
* Binary Liquid Propulsion (BLP) Packs for, well, BLP weapons,
* "Weapon Cells" for Laser and Plasma weapons
* "Explosive Projectiles" (not recommended for beginners)
* "Mind Essence" for Mindforce chips (not recommended for beginners)
=====Weapons and decay=====
Weapons, just like all items in Entropia Universe, have a specific value you can sell them for to the Trade Terminal (TT), consequently called "TT value" or even shorter "TT". Each single use of an item decreases the TT value a tiny little bit, this is called "decay". At some point the value of a item is that low that it cannot be used anymore.
=====Limited and unlimited weapons=====
There are 2 basic types of items: Limited items and Unlimited items. Limited items have an (L) at the end of their name. Unlimited items can be repaired back to full tt value at repair terminals. Limited items cannot be repaired, and once they reached their minimal usable condition they cannot be used anymore, never ever.


==The very basics==
{{Keypress|'''W'''}} - Run Forward, {{Keypress|'''S'''}} - Walk Backwards, {{Keypress|'''A'''}} - Turn left, {{Keypress|'''D'''}} - Turn Right.
{{Keypress|'''E'''}} - Jump. {{Keypress|'''Spacebar'''}}- Toggle: Aim with mouse/Mouse Cursor mode. {{Keypress|'''Enter'''}} - to chat.
{{Keypress|'''G'''}} - Keyboard Hot-key setup, {{Keypress|'''L'''}} - Editing Panel (Must be pressed to Edit Keyboard Hot keys).
{{Keypress|'''I'''}} - Inventory. {{Keypress|'''Y'''}} - Action Library (All of the in-game commands, emotes, etc)
===How to get a weapon===
===How to get a weapon===
Do not beg.
The recommended way for beginners to get a weapon is obtaining them from tutorial missions, alternatively or in addtion from the Trade Terminal
No one will give you something because you're about to cry, grow up.
====Weapons from tutorial missions====
Starter weapons can be purchased from the TT (Trade Terminal) machine for a few PED.
Most beginner's tutorial missions on the different planets will reward a weapon (plus the appropriate ammunition) at some stage:
You will Notice they all start at level 0 and are SIB (Skill Increase Bonus) weapons.
* Planet Calypso: A first Pistol can be obtained in the "Target Practise" mission in [[Crystalline Cavern]]
Your first few days you might have sold a bit of sweat, or spent $10 to try this new game.
* ROCKtropia:
* Next Island:
* Planet Arkadia:
* Planet Cyrene:
* Monria:
* Planet Toulan:
====Weapons from trade terminal====
Starter weapons can be purchased from the Trade Terminal (TT) for a few PED.
====Weapons from starter packs====
...
====Weapons from other players====
Weapons can be bought from other players by 3 different methods:
* Via in-game auction where players list items for sale, this it probably by far the most popular way of obtaining weapons, probably because it is the most comfortable and offers the largest selection.
* In shops where shop owners put items on display for sale.
* Directly by avatar-to-avatar trade. Not recommended if you don't know exactly what you want for exactly what prize.
====Weapons from NPC traders====
On some planets special weapons can be bought from NPC traders in exchange for various types of tokens.
 
===Equipping a weapon===
To use a weapon you must equip it first
=====Equipping a weapon from Inventory=====
<gallery>
File:Crystalline Cavern Target Practise 06.png|1. Press {{Keypress|I}} on your keyboard to open the [[Inventory]].<br />2. Click the "Weapons" category (4th from above in the right menu bar of the Inventory window)<br />3. Right-click the weapon and left-click "Equip" in the dropdown menu
File:Crystalline Cavern Target Practise 07.png|Once equipped the name of the weapon and the ammunition appears left of your health bar
</gallery>
 
===Using a weapon===
===Using a weapon===
Press {{Keypress|'''I'''}} key for inventory, Right click your weapon> "'''Equip Item'''".
There are two basic modes for controlling your avatar, consequently also for hunting: Cursor Mode and Aim Mode. You can toggle between them by pressing {{Keypress|'''Left Alt'''}}.
You can repeatedly Click on a creature to use the tool, or setup a hot-key to "'''Toggle Auto-Use Tool'''".
=====Using a weapon in Cursor Mode=====
In '''"Mouse Cursor Mode"''', You can repeatedly Click on a creature to use the tool, or setup a hot-key to "'''Toggle Auto-Use Tool'''".
Once the creature is Dead, press your Auto-Tool Hot key again to stop shooting.
Once the creature is Dead, press your Auto-Tool Hot key again to stop shooting.
=====Using a weapon in Aim Mode=====
In '''"Aim Mode"''', where your mouse movements turn your Avatar; you can Hold down the left click while your Weapon or item is equipped to ''"Use Tool"''. You can also Auto use tool in Aim Mode; simply equip weapon then aim your Crosshair at the creature and hit your Auto-Tool Hot key.
===Finding a creature===
===Finding a creature===
Run.
'''Run.'''
If you can't find what you are looking for, you can ask in local chat or try Entropedia for Player updated Mob Locations.
The {{Keypress|'''R'''}} key Toggles Auto-Run/Stop.
Look at your Radar, it has a compass on it.
{{Keypress|'''M'''}} key will Open the Map - this will help you find the location you are heading to faster. You can also Right click anywhere on the Map to create a waypoint, once you are close - the waypoint will appear on Radar.
If you can't find the creature or location you are looking for, you can ask in local chat or try Entropedia for Player updated Mob Locations/Teleporters.
 
===Killing a creature===
===Killing a creature===
Once you start, don't stop unless you need to heal.
Once you start, don't stop unless you need to heal.
Weigh up if you have enough ammo for the creature too - if you get half way through and run out - then it will regenerate HP and you'll have wasted what you shot into it.
Weigh up if you have enough ammo for the creature too - if you get half way through and run out - then it will regenerate HP and you'll have wasted what you shot into it.
===Looting a creature===
===Looting a creature===
Double click the creatures Corpse.
Double click the creatures Corpse.
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==More basics==
==More basics==
In some cases, Higher level players will have better returns. The ultimate goal of Entropia is to spend as little as you can.
===Using Armor===
This can be referred to as Economy or Eco.
 
Damage Per PEC is something you must be acquainted with.
I like to call think of it as "''More Bang for your Buck''".
It's like you have a pile of pebbles, you're throwing them at a target. You have lots of them, so you have a high chance to hit. You might see a boulder and try throwing a few of those, but they're too heavy and most likely you'll miss. Hopefully this analogy helps.
 
===Using armor===
Different Creatures do different attack types, and different percentages of these damage types.
Different Creatures do different attack types, and different percentages of these damage types.
Having "The right fit" is another Mathematical problem you'll encounter.
Having "The right fit" is another Mathematical problem you'll encounter.
An Exarosaur for example, does 100% Impact damage. There are various Entropia Information sites just like Entropia Planets which will help give you these numbers and variables.
An Exarosaur for example, does 100% Impact damage. There are various Entropia Information sites just like Entropia Planets which will help give you these numbers and variables.


===Using a healing tool===
===Using a Healing tool===
Start with your Free tool in the Starter area and Heal EVERYONE!
Start with your Free tool in the Starter area and Heal EVERYONE!
After it's dead, you'll probably be looking for another one. Just remember the SIB rule, Tools are SIB too.
After it's dead, you'll probably be looking for another one. Just remember the SIB rule, Tools are SIB too.


===Using weapon attachements===
===Using Weapon Attachements===
Weapon attachments other than Weapon Amplifiers, are said to increase Hit Ability and also Skill Gains.
Weapon attachments other than Weapon Amplifiers, are said to increase Hit Ability and also Skill Gains.
Many tests have been done to understand more what these attachments actually do and how much they do it.
Many tests have been done to understand more what these attachments actually do and how much they do it.
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''Attachment Parameter Changes''
''Attachment Parameter Changes''


''•Skill Bonus on Attachments.
''•Skill Bonus on Attachments.''
The skill modification effect now have a clarifying tool tip. The attachment gives a bonus to the user's hit ability and it has full effect when the target is on maximum weapon range. When the target comes closer the effect decreases and it reaches its minimum effect when the target is in the immediate vicinity. Since the effect is variable the hit ability parameter display is not affected by the skill modification.
''The skill modification effect now have a clarifying tool tip.'' ''The attachment gives a bonus to the user's hit ability and it has full effect when the target is on maximum weapon range.'' ''When the target comes closer the effect decreases and it reaches its minimum effect when the target is in the immediate vicinity.'' ''Since the effect is variable the hit ability parameter display is not affected by the skill modification.''


•New Parameter on Attachments.
''•New Parameter on Attachments.''
A new parameter has been introduced on laser sights and scopes. This new parameter gives the user a skill increase bonus when the attachment is attached to the tool. The skill increase bonus of the attachment will affect the skill that the tool affect. The number does not indicate an actual increase rate percentage but a higher number is better than a lower.''
''A new parameter has been introduced on laser sights and scopes.'' ''This new parameter gives the user a skill increase bonus when the attachment is attached to the tool.'' ''The skill increase bonus of the attachment will affect the skill that the tool affect.'' ''The number does not indicate an actual increase rate percentage but a higher number is better than a lower.''


Here is a link to a thread on the Planet calypso Forum, written by a player who shared their results using Attachments.
Here is a link to a thread on the Planet calypso Forum, written by a player who shared their results using Attachments.
Line 92: Line 129:




'''- Weapon Accuracy Enhancer'''
'''Weapon Accuracy Enhancer'''


Increases Critical Chance.
Increases Critical Chance.


'''- Weapon Range Enhancer'''
'''Weapon Range Enhancer'''


Increases the Weapon's Maximum Range.
Increases the Weapon's Maximum Range.


'''- Weapon Damage Enhancer'''
'''Weapon Damage Enhancer'''


Increases the weapons Min/Max Damage, decays weapon faster and increases Ammo Burn.
Increases the weapons Min/Max Damage, decays weapon faster and increases Ammo Burn.


'''- Weapon Economy Enhancer'''
'''Weapon Economy Enhancer'''


Reduces the decay and ammo burn on a Weapon
Reduces the decay and ammo burn on a Weapon
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At a low level, you will not need to worry about enhancing Weapons, it is probably less cost efficient to use because of the Market Value for the Enhancer.
At a low level, you will not need to worry about enhancing Weapons, it is probably less cost efficient to use because of the Market Value for the Enhancer.


===Team hunting===
===Team Hunting===
In teams, you can "Set Team Target".
Some creatures have more HP than you could poke a stick at, this is where it's advisable to find a group of friends to work together to take it down.
Make sure you setup a team with "Shared Loot" settings; this setting means you will each be distributed loot based on damage output. It is usually the fairest way to distribute your loot. Some people like to split Item loots between the amount of players in the team, this is not mandatory and in fact it is sometimes looked down up. If you loot the item, it is yours unless you have arrangements prior to the hunt.
 
It is good for players to have similar damage ranges so that loot is relatively even.
If you're using a level 2 weapon, hunting with a player using a level 50 weapon - you will not be doing a lot of damage in comparison meaning you will not be looting half as much as you are spending.
 
In Teams, you can "Set Team Target".
This will help your team know which one to shoot at next.
This will help your team know which one to shoot at next.
Nothing worse than 3 big creatures coming at your team all at once, and someone has to Tank them all in an attempt to save you all from being brutally beaten down.
Nothing worse than 3 big creatures coming at your team all at once, and someone has to Tank them all in an attempt to save you all from being brutally beaten down.
Setting multiple targets can disorient your team. It is best that you assign one player in the team to be the Targeter; they will Target a Creature, pull it with their ranged gun and then everyone can start firing together once it is in range.


==Tips for eco hunting==
==Team hunting==
In this section you can find tips for hunting more economically. Some might fit your preferred play-style, others might not, consider to adopt what you like.
...
====Hunt at your level====
===Creating teams and team settings===
...
===Team invite and joining a team===
...
===Team hunting methods===
...
===Team hunting etiquette===
...
...
So you're a level 20 now?
Thinking about trying those Atrox?
Go for it, just make sure you're not over spending for your level.


You max the Opalo or any other TT weapon around level 5, after this - start looking for a (L) Limited weapon which you have Yes or not anymore for.
==Hunting economy==
This will greatly change the possibilities of which creatures you can now hunt. You'll eventually find something which is a good level for you to hunt.
...
A lot of people come to Entropia looking for ALL the answers straight away but it will take you some time to fully understand where you are at and where you are going; which mobs are easy and which are harder.


Chat to people in game to ask what they think is a good mob for your level.


==Tips for eco hunting==
In this section you can find further tips for hunting more economically. Some might fit your preferred play-style, others might not, consider to adopt what you like.
====Hunt at your level====
"Hunt at your level" is a popular recommendation. Hunting at ones level can have several meanings, for example it can mean to spend only as much money for hunting as you can happily afford for entertainment. But most likely it means not to hunt creatures you are hardly able to kill which would result in increased decay of any equipment you use for hunting.
====Hunting "naked"====
====Hunting "naked"====
Don't wear any armor. When being hit armor decays. Just make sure to hunt creatues you can kill without armor.
Don't wear any armor. When being hit armor decays. Just make sure to hunt creatues you can kill without armor. However, at higher levels and if you are using a healing device under some circumstances it can be more economic to wear armor to reduce damage received instead of to use a healing tool to restore health, it's something to consider at a later point.
====Don't heal====
====Don't heal====
Don't heal yourself with a tool. Healing tools decay when being used. You can hunt creatures that rarely hit you before you manage to kill them or you can just wait until you health is fully recovered and do something else meanwhile, fx chat, read a page or 2 in book, etc etc etc
Don't heal yourself. Healing tools decay when being used. You can hunt creatures that rarely hit you before you manage to kill them or you can just wait until your health is fully recovered and do something else meanwhile, fx chat, read a page or 2 in book, etc etc etc. However, as mentioned just above, at higher levels and if you are hunting armored under some circumstances it can be more economic to use a healing tool instead of wearing armor, it's something to consider at a later point.
====Use eco amps====
====Use eco amps====
Amplifiers can increase your weapons firepower. Some amps might be sligly more eco than your weapon, using them will make your setup more eco in total. More firepower can also result in being hit less before you kill a creature, consequently potentially saving armor decay and healing decay.
Amplifiers can increase your weapons firepower. Some amps might be slightly more eco than your weapon, using them will make your setup more eco in total. More firepower can also result in being hit less before you kill a creature, consequently potentially saving armor decay and healing decay. A more in-depth look and an example can be found there: http://www.entropiaplanets.com/threads/weapon-amplifiers-why-do-they-matter.9397/
====Avoid overkill====
====Avoid overkill====
When a creature's health is that low that one more shot will kill it you can try to avoid making much more damage than it would take to kill the creature. You can use another weapon doing less damage than your standard weapon, a so called "finisher" for the so-called "kill shot".
When a creature's health is that low that one more shot will kill it you can try to avoid making much more damage than it would take to kill the creature. You can use another weapon doing less damage than your standard weapon, a so called "finisher" for the so-called "kill shot".
====Don't hunt but "swunt"====
====Don't hunt but "swunt"====
...
"Swunting" is a [[wikipedia:Portmanteau|portmanteau]] for a combination of "Sweating" and "Hunting". It means to gather Vibrant Sweat from a creature until it becomes aggressive and attacks or even until it is "dry" and doesn't give more sweat. The latter method is popular for teams but rather impracticable when hunting solo, because in teams the hits of the creature are shared among the team members. Swunting is considered slightly more efficient because you gain additional skills from sweating and Vibrant Sweat that can be sold on the market.  
A Patient Hunter probably started by Sweating to get his/her first Gun/Ammo. Sweat can be sold at it's various Market Value.
If you have patience, you can sweat the lower level creatures with no Armour then kill it once it is dry.
 
From time to time, you will see sweaters all blasting at a Dry mob together, Quite an efficient technique!
 
====Don't hunt without a mission====
====Don't hunt without a mission====
Before you start shooting hundreds of creatures without realizing how many you've actually killed, Grab the Mission for that Mob; if one is available.
There are missions available with the task to kill various creatures. So you might want to get missions for the creatures you are able to kill before starting to kill them to ensure the kills count for finishing the missions.  
Most Missions can easily be found on Entropia Planets or entropedia.info
 
====Avoid taxed areas====
====Avoid taxed areas====
...
Most player-owned areas have taxes on hunting. Taxes mean that a small fee of up to 5% is supposed to be deducted from each loot.
More conspiracy theory than anything, Some players believe that every loot received on an LA is missing the % specified by the Land Area.
This is another test which would require a lot of Money to test and even then would prove unconvincing results.
 
the Western Continent on Calypso "Amathera" is riddled with Player owned Land Areas.
 
====Employ a healer====
====Employ a healer====
...
A Medic will keep you alive while you hunt and you don't need to heal yourself. Even though you probably would have pay the medic you might be able to save PED in total due to less deaths, armor decay, ammunition spend per kill.
Factoring in your Armour costs VS a Creature, it may save you a bit of PED to use a smaller armour or No Armour, and employ a Paramedic.
Just like with Weapons, Healing tools are become more Economic to use when they have a higher "Heals per PEC".
A Medic will keep you alive while you hunt and the money you save on your Armour Bill can be spent on other things, like Tips or more Ammo.
 
You will generally see a Hunter with a very small Med-kit such as a Herb box healing themselves for 20 seconds in-between mobs.


====Utilize SIB weapons====
====Utilize SIB weapons====
...
SIB means "Skill Increase Bonus" which is a feature of many weapons, mainly of limited weapons. The skill increase period is attached to profession levels, so you only receive bonus while your profession levels are within the range specified in the item info of a weapon. However, being in the SIB range is mostly not efficient and not recommended, it only means that you gain a little bit more skills. But in almost any case it will be more eco to used SIB weapons you have "maxed", meaning your professions level are equal or higher than the upper limit of the SIB range of a weapon. Example?
You will notice on an item's "Item Info" window, it will show a level requirement.
 
Do not use an item if it says "'''Not Yet'''" to Skill Increase Bonus.
If it says "'''Yes'''", you will gain Skill Increase Bonus (Faster Skill gain). Although this may not be economic, it will boost you up in Profession level very quickly. Someone asked me the other day exactly how much more in % you gain than using Maxed Weapons, this is a MASSIVELY expensive test, but 10 years has proven SIB works.
 
The Most Economic way to use a weapon is to ensure you have maxed it.
Using items and Weapons which have "'''Not Anymore'''" to Skill increase bonus, ensures you are using the item to it's maximum efficiency.
The ultimate Goal is to get as much "Damage inflicted, Per PEC spent", "Damage per PEC" or "DPP".
[http://www.entropedia.info/WeaponCompare.aspx]
 
Certain Setups with amplifiers can increase your DPP, thus creating a more Economic Setup.
 
Old School Unlimited Weapons and items may say "'''Never'''" to SIB.
Ultimately, this means you will not Max the item until level 100, therefore making it quite un-economic to use.
Individual tests and setups with high end gear can possibly counter this, But SIB is the way to go.


====Avoid getting hit====
====Avoid getting hit====
...
Each hit can reduce the value of your armor and decrease your health. Consequently you might need to heal more often, or even not be able to kill a creature at all. Therefore it is recommended to avoid getting hit, however, there are also positive aspects of getting hit in the form of defensive skills you can only gain by getting hit.  
Contrary to popular belief, Being hit by creatures gives you a chance at gaining some skills, Particularly Defensive skills. So not taking damage can be detrimental to your Avatar.
 
The more damage you take over time, the more your Evader and Dodger levels rise.
For economy purposes, you'll want to spend as little as possible on your Armour and Medical costs.
Inevitably, you will be hit. Get used to it :)
=====Tag creatures=====
=====Tag creatures=====
...
"Tagging" means shooting at a creature to make it run towards you. By doing so you can avoid the "aggro" range of other creatures and thus avoid being attacked by several of them. Also if your main weapon has a short range tagging a creature with a longer range weapon deals a first damage before the creature enters the range of your primary weapon.
Rifles generally have a lot more Range than Pistols (Duh).
Using a cheap Tagger, like the Opalo with it's 55+ meters range, then a higher level DPS gun can prove effective.
This will stop you from dragging over ALL the creatures you're looking at, just the one you "Tagged".
=====Walk backwards=====
=====Walk backwards=====
...
While a creature is approaching you and you are shooting at it you can walk backwards to increase the time the creature needs to get close enough to attack you. Consequently you can deal more damage before being attacked, maybe even kill the creature before being hit at all.
Back in the day, there was an in-game exploit where some creatures were slower than your back pedaling speed; so you could hunt taking absolutely no damage. This since has been fixed and many new players back pedal thinking the mob wont hurt them.
Yes, it will follow you. Back pedaling wont save you - in most cases you'll not be watching your surroundings and bump into another Mob's aggro range.


====Use gear with high tier rates====
====Use gear with high tier rates====
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==Links, references, contributors, categories==
==Links, references, contributors, categories==
* ...
* ...
'''Xarkon Scylla''' [http://entropialife.com/Profile.aspx?P=136478]
 
This page was last modified on 27 July 2013, at 03:25.
<references />
<references />


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[[Category:For Beginners]]
[[Category:For Beginners]]
[[Category:03 Basic Guides]]
[[Category:04 Professions And Activities Guides]]

Latest revision as of 13:24, 24 March 2017

<clippy show="true">http://bit.ly/euguide</clippy>
Entropia Universe Guide
Page last updated: 24 March 2017 13:24:09
Guide last updated: 18 October 2023 00:31:06

Latest Forum Threads

In Entropia Universe hunting is one of the major professions/activities. Hunting basically means equipping a weapon and killing creatures but depending on one's style of playing can involve a lot of "parameters", for example: matching protection type to attack types of creatures to hunt, finding a spawn of specific creatues with the right size and re-spawn rate, team settings for team hunting, etc etc etc. If you don't find answers to your questions in this guide please ask on the forum: Tutorials, guides and help.

The very basics[edit]

Short intro to weapons[edit]

In Entropia Univese there is no barehanded fighting, to cause damage you always need a weapon. There is a huge selection of weapons and 99% of them irrelevant for beginners (because specific amounts of in-game skills are needed to use them efficiently). There are also many ways how weapons can be categorized, one major would be distinguishing between Melee weapons and ranged weapons, or between Skills respectively "professions" related to different types of weapons.

Weapons, professions and skills[edit]

...

Weapons and ammunition[edit]

Ranged weapons consume ammunition while Melee weapons don't. Then again, there are several types of ammunition:

  • Binary Liquid Propulsion (BLP) Packs for, well, BLP weapons,
  • "Weapon Cells" for Laser and Plasma weapons
  • "Explosive Projectiles" (not recommended for beginners)
  • "Mind Essence" for Mindforce chips (not recommended for beginners)
Weapons and decay[edit]

Weapons, just like all items in Entropia Universe, have a specific value you can sell them for to the Trade Terminal (TT), consequently called "TT value" or even shorter "TT". Each single use of an item decreases the TT value a tiny little bit, this is called "decay". At some point the value of a item is that low that it cannot be used anymore.

Limited and unlimited weapons[edit]

There are 2 basic types of items: Limited items and Unlimited items. Limited items have an (L) at the end of their name. Unlimited items can be repaired back to full tt value at repair terminals. Limited items cannot be repaired, and once they reached their minimal usable condition they cannot be used anymore, never ever.

How to get a weapon[edit]

The recommended way for beginners to get a weapon is obtaining them from tutorial missions, alternatively or in addtion from the Trade Terminal

Weapons from tutorial missions[edit]

Most beginner's tutorial missions on the different planets will reward a weapon (plus the appropriate ammunition) at some stage:

  • Planet Calypso: A first Pistol can be obtained in the "Target Practise" mission in Crystalline Cavern
  • ROCKtropia:
  • Next Island:
  • Planet Arkadia:
  • Planet Cyrene:
  • Monria:
  • Planet Toulan:

Weapons from trade terminal[edit]

Starter weapons can be purchased from the Trade Terminal (TT) for a few PED.

Weapons from starter packs[edit]

...

Weapons from other players[edit]

Weapons can be bought from other players by 3 different methods:

  • Via in-game auction where players list items for sale, this it probably by far the most popular way of obtaining weapons, probably because it is the most comfortable and offers the largest selection.
  • In shops where shop owners put items on display for sale.
  • Directly by avatar-to-avatar trade. Not recommended if you don't know exactly what you want for exactly what prize.

Weapons from NPC traders[edit]

On some planets special weapons can be bought from NPC traders in exchange for various types of tokens.

Equipping a weapon[edit]

To use a weapon you must equip it first

Equipping a weapon from Inventory[edit]

Using a weapon[edit]

There are two basic modes for controlling your avatar, consequently also for hunting: Cursor Mode and Aim Mode. You can toggle between them by pressing Left Alt.

Using a weapon in Cursor Mode[edit]

In "Mouse Cursor Mode", You can repeatedly Click on a creature to use the tool, or setup a hot-key to "Toggle Auto-Use Tool". Once the creature is Dead, press your Auto-Tool Hot key again to stop shooting.

Using a weapon in Aim Mode[edit]

In "Aim Mode", where your mouse movements turn your Avatar; you can Hold down the left click while your Weapon or item is equipped to "Use Tool". You can also Auto use tool in Aim Mode; simply equip weapon then aim your Crosshair at the creature and hit your Auto-Tool Hot key.

Finding a creature[edit]

Run. The R key Toggles Auto-Run/Stop. Look at your Radar, it has a compass on it. M key will Open the Map - this will help you find the location you are heading to faster. You can also Right click anywhere on the Map to create a waypoint, once you are close - the waypoint will appear on Radar. If you can't find the creature or location you are looking for, you can ask in local chat or try Entropedia for Player updated Mob Locations/Teleporters.

Killing a creature[edit]

Once you start, don't stop unless you need to heal. Weigh up if you have enough ammo for the creature too - if you get half way through and run out - then it will regenerate HP and you'll have wasted what you shot into it.

Looting a creature[edit]

Double click the creatures Corpse. It will have a few shiny Gold bubbles floating around it if it is your loot. You can find the "Loot" Hot key in the action library; Very handy to assign to a key so you're not spamming the Double Click. My loot key is V.

More basics[edit]

Using Armor[edit]

Different Creatures do different attack types, and different percentages of these damage types. Having "The right fit" is another Mathematical problem you'll encounter. An Exarosaur for example, does 100% Impact damage. There are various Entropia Information sites just like Entropia Planets which will help give you these numbers and variables.

Using a Healing tool[edit]

Start with your Free tool in the Starter area and Heal EVERYONE! After it's dead, you'll probably be looking for another one. Just remember the SIB rule, Tools are SIB too.

Using Weapon Attachements[edit]

Weapon attachments other than Weapon Amplifiers, are said to increase Hit Ability and also Skill Gains. Many tests have been done to understand more what these attachments actually do and how much they do it.

Here is a Quote from Mindark:

Entropia Universe 11.2.0 Release Notes 21 Jun 2010

Attachment Parameter Changes

•Skill Bonus on Attachments. The skill modification effect now have a clarifying tool tip. The attachment gives a bonus to the user's hit ability and it has full effect when the target is on maximum weapon range. When the target comes closer the effect decreases and it reaches its minimum effect when the target is in the immediate vicinity. Since the effect is variable the hit ability parameter display is not affected by the skill modification.

•New Parameter on Attachments. A new parameter has been introduced on laser sights and scopes. This new parameter gives the user a skill increase bonus when the attachment is attached to the tool. The skill increase bonus of the attachment will affect the skill that the tool affect. The number does not indicate an actual increase rate percentage but a higher number is better than a lower.

Here is a link to a thread on the Planet calypso Forum, written by a player who shared their results using Attachments.

[1]

As an Economic Standpoint, it is probably better NOT to use extras unless you feel it is the right thing to do, or you have more money than you can care to count.

Using enhancers[edit]

Enhancers are a Stackable item which can be placed into an Item's Tier slot, once it has been unlocked. Enhancers break randomly during use so it can make your weapon more efficient if they last for a while, or it can reduce the economy if they break quickly. (L) Limited Items will Tier Upgrade Automatically, while Unlimited Weapons will hit Tier 0.9, the require a Manual upgrade by Right clicking the item> Tier Upgrading. Manual Tier upgrades require a list or recipe of various loots Such as Tier I Components, Nova and Piles of Garnet.


• Weapon Accuracy Enhancer

Increases Critical Chance.

• Weapon Range Enhancer

Increases the Weapon's Maximum Range.

• Weapon Damage Enhancer

Increases the weapons Min/Max Damage, decays weapon faster and increases Ammo Burn.

• Weapon Economy Enhancer

Reduces the decay and ammo burn on a Weapon


Mining Tools, Medical Tools and Armours also use Enhancers, More information about them can be found by searching the forums. At a low level, you will not need to worry about enhancing Weapons, it is probably less cost efficient to use because of the Market Value for the Enhancer.

Team Hunting[edit]

Some creatures have more HP than you could poke a stick at, this is where it's advisable to find a group of friends to work together to take it down. Make sure you setup a team with "Shared Loot" settings; this setting means you will each be distributed loot based on damage output. It is usually the fairest way to distribute your loot. Some people like to split Item loots between the amount of players in the team, this is not mandatory and in fact it is sometimes looked down up. If you loot the item, it is yours unless you have arrangements prior to the hunt.

It is good for players to have similar damage ranges so that loot is relatively even. If you're using a level 2 weapon, hunting with a player using a level 50 weapon - you will not be doing a lot of damage in comparison meaning you will not be looting half as much as you are spending.

In Teams, you can "Set Team Target". This will help your team know which one to shoot at next. Nothing worse than 3 big creatures coming at your team all at once, and someone has to Tank them all in an attempt to save you all from being brutally beaten down. Setting multiple targets can disorient your team. It is best that you assign one player in the team to be the Targeter; they will Target a Creature, pull it with their ranged gun and then everyone can start firing together once it is in range.


Team hunting[edit]

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Creating teams and team settings[edit]

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Team invite and joining a team[edit]

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Team hunting methods[edit]

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Team hunting etiquette[edit]

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Hunting economy[edit]

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Tips for eco hunting[edit]

In this section you can find further tips for hunting more economically. Some might fit your preferred play-style, others might not, consider to adopt what you like.

Hunt at your level[edit]

"Hunt at your level" is a popular recommendation. Hunting at ones level can have several meanings, for example it can mean to spend only as much money for hunting as you can happily afford for entertainment. But most likely it means not to hunt creatures you are hardly able to kill which would result in increased decay of any equipment you use for hunting.

Hunting "naked"[edit]

Don't wear any armor. When being hit armor decays. Just make sure to hunt creatues you can kill without armor. However, at higher levels and if you are using a healing device under some circumstances it can be more economic to wear armor to reduce damage received instead of to use a healing tool to restore health, it's something to consider at a later point.

Don't heal[edit]

Don't heal yourself. Healing tools decay when being used. You can hunt creatures that rarely hit you before you manage to kill them or you can just wait until your health is fully recovered and do something else meanwhile, fx chat, read a page or 2 in book, etc etc etc. However, as mentioned just above, at higher levels and if you are hunting armored under some circumstances it can be more economic to use a healing tool instead of wearing armor, it's something to consider at a later point.

Use eco amps[edit]

Amplifiers can increase your weapons firepower. Some amps might be slightly more eco than your weapon, using them will make your setup more eco in total. More firepower can also result in being hit less before you kill a creature, consequently potentially saving armor decay and healing decay. A more in-depth look and an example can be found there: http://www.entropiaplanets.com/threads/weapon-amplifiers-why-do-they-matter.9397/

Avoid overkill[edit]

When a creature's health is that low that one more shot will kill it you can try to avoid making much more damage than it would take to kill the creature. You can use another weapon doing less damage than your standard weapon, a so called "finisher" for the so-called "kill shot".

Don't hunt but "swunt"[edit]

"Swunting" is a portmanteau for a combination of "Sweating" and "Hunting". It means to gather Vibrant Sweat from a creature until it becomes aggressive and attacks or even until it is "dry" and doesn't give more sweat. The latter method is popular for teams but rather impracticable when hunting solo, because in teams the hits of the creature are shared among the team members. Swunting is considered slightly more efficient because you gain additional skills from sweating and Vibrant Sweat that can be sold on the market.

Don't hunt without a mission[edit]

There are missions available with the task to kill various creatures. So you might want to get missions for the creatures you are able to kill before starting to kill them to ensure the kills count for finishing the missions.

Avoid taxed areas[edit]

Most player-owned areas have taxes on hunting. Taxes mean that a small fee of up to 5% is supposed to be deducted from each loot.

Employ a healer[edit]

A Medic will keep you alive while you hunt and you don't need to heal yourself. Even though you probably would have pay the medic you might be able to save PED in total due to less deaths, armor decay, ammunition spend per kill.

Utilize SIB weapons[edit]

SIB means "Skill Increase Bonus" which is a feature of many weapons, mainly of limited weapons. The skill increase period is attached to profession levels, so you only receive bonus while your profession levels are within the range specified in the item info of a weapon. However, being in the SIB range is mostly not efficient and not recommended, it only means that you gain a little bit more skills. But in almost any case it will be more eco to used SIB weapons you have "maxed", meaning your professions level are equal or higher than the upper limit of the SIB range of a weapon. Example?

Avoid getting hit[edit]

Each hit can reduce the value of your armor and decrease your health. Consequently you might need to heal more often, or even not be able to kill a creature at all. Therefore it is recommended to avoid getting hit, however, there are also positive aspects of getting hit in the form of defensive skills you can only gain by getting hit.

Tag creatures[edit]

"Tagging" means shooting at a creature to make it run towards you. By doing so you can avoid the "aggro" range of other creatures and thus avoid being attacked by several of them. Also if your main weapon has a short range tagging a creature with a longer range weapon deals a first damage before the creature enters the range of your primary weapon.

Walk backwards[edit]

While a creature is approaching you and you are shooting at it you can walk backwards to increase the time the creature needs to get close enough to attack you. Consequently you can deal more damage before being attacked, maybe even kill the creature before being hit at all.

Use gear with high tier rates[edit]

... Higher level players will use a large Amplifier to increase their Economy and overall DPP. Enhancers can be put into Items when their Tier is unlocked. (L) Limited items will automatically upgrade whilst Unlimited items will require a "Recipe" of ingredients to be Manually upgraded.

Weapon Accuracy Enhancers will usually make your Weapon more economic. Armour Durability Enhancers will increase the durability on your Armour. Miners may find Enhancers for their Finder which will increase their Eco also.

Higher tier rates on (L) items means you will unlock Tier Socket faster.

Links, references, contributors, categories[edit]

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Contributors: