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An Unknown Entity Hacks! (or why I hate the reset in Ker'rat)

virusdancervirusdancer Member Posts: 18,687 Arc User
edited May 2014 in PvP Gameplay
edit3: The following is from the combat tab - and - what took place in the period of time where the reset in Ker'rat began. "an unknown entity" is not a player - the players doing the damage were already gone as far as the log knew, but the weapons continued to fire. I'm curious if it was recorded in their logs as them doing damage to an unknown entity or if it simply wasn't recorded for them.

[Combat (Self)] an unknown entity deals 375 (704) Antiproton Damage to you with Voth Antiproton Turret.

[Combat (Self)] an unknown entity deals 819 (1538) Antiproton Damage to you with Antiproton Array.

[Combat (Self)] an unknown entity's Dual Heavy Antiproton Cannons gives 941 (557) to your Shields.

[Combat (Self)] an unknown entity deals 731 (2419) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity deals 1022 (1920) Antiproton Damage to you with Dual Antiproton Banks.

[Combat (Self)] Your Hazard Emitters II gives 1095 Hit Points to you.

[Combat (Self)] an unknown entity's Voth Antiproton Turret gives 430 (254) to your Shields.

[Combat (Self)] an unknown entity deals 79 (625) Antiproton Damage to you with Voth Antiproton Turret.

[Combat (Self)] an unknown entity deals 1348 (2533) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity's Dual Heavy Antiproton Cannons gives 508 (301) to your Shields.

[Combat (Self)] an unknown entity deals 1022 (2484) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity deals 0 Physical Damage to you with Dual Heavy Antiproton Cannons - Rapid Fire II.

[Combat (Self)] an unknown entity's Dual Heavy Antiproton Cannons - Rapid Fire II gives 497 (294) to your Shields.

[Combat (Self)] an unknown entity deals 897 (2238) Antiproton Damage to you with Dual Heavy Antiproton Cannons - Rapid Fire II.

[Combat (Self)] an unknown entity deals 1362 (2559) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity's Long-Range Tetryon Burn Cannon gives 810 (553) to your Shields.

[Combat (Self)] an unknown entity's Dual Heavy Antiproton Cannons gives 531 (363) to your Shields.

[Combat (Self)] an unknown entity deals 61 (995) Tetryon Damage to you with Long-Range Tetryon Burn Cannon.

[Combat (Self)] an unknown entity deals 1229 (2579) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity deals 0 Physical Damage to you with Dual Heavy Antiproton Cannons - Rapid Fire II.

[Combat (Self)] an unknown entity's Dual Heavy Antiproton Cannons - Rapid Fire II gives 541 (370) to your Shields.

[Combat (Self)] an unknown entity's Heavy Bio-Molecular Disruptor Turret gives 365 (249) to your Shields.

[Combat (Self)] an unknown entity deals 1226 (2587) Antiproton Damage to you with Dual Heavy Antiproton Cannons - Rapid Fire II.

[Combat (Self)] an unknown entity deals 405 (656) Antiproton Damage to you with Voth Antiproton Turret.

[Combat (Self)] an unknown entity deals 1572 (2547) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity deals 44 (475) Disruptor Damage to you with Heavy Bio-Molecular Disruptor Turret.

[Combat (Self)] an unknown entity deals 1538 (2492) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity deals 0 Physical Damage to you with Dual Heavy Antiproton Cannons - Rapid Fire II.

[Combat (Self)] an unknown entity's Dual Heavy Antiproton Cannons gives 463 (316) to your Shields.

[Combat (Self)] an unknown entity deals 1078 (2260) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity deals 1441 (2335) Antiproton Damage to you with Dual Heavy Antiproton Cannons - Rapid Fire II.

[Combat (Self)] an unknown entity's Dual Heavy Antiproton Cannons gives 631 (372) to your Shields.

[Combat (Self)] an unknown entity deals 753 (2112) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity deals 846 (1491) Antiproton Damage to you with Antiproton Array.

[Combat (Self)] an unknown entity's Dual Heavy Antiproton Cannons gives 553 (326) to your Shields.

[Combat (Self)] an unknown entity deals 711 (1948) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity deals 731 (1284) Kinetic Damage to you with Cutting Beam.

[Combat (Self)] Your Hazard Emitters II gives 1095 Hit Points to you.

[Combat (Self)] an unknown entity's Dual Antiproton Banks gives 704 (444) to your Shields.

[Combat (Self)] an unknown entity's Long-Range Tetryon Burn Cannon gives 910 (536) to your Shields.

[Combat (Self)] an unknown entity deals 787 (2161) Antiproton Damage to you with Dual Antiproton Banks.

[Combat (Self)] an unknown entity deals 60 (1119) Tetryon Damage to you with Long-Range Tetryon Burn Cannon.

[Combat (Self)] an unknown entity's Antiproton Turret - Rapid Fire II gives 513 (302) to your Shields.

[Combat (Self)] an unknown entity deals 289 (1111) Antiproton Damage(Critical) to you with Antiproton Turret - Rapid Fire II.

[Combat (Self)] an unknown entity deals 222 (416) Antiproton Damage to you with Voth Antiproton Turret.

[Combat (Self)] an unknown entity deals 0 Physical Damage to you with Micro Quantum Torpedo.

[Combat (Self)] an unknown entity deals 0 Physical Damage to you with Heavy Bio-Molecular Disruptor Turret.

[Combat (Self)] an unknown entity's Antiproton Turret - Rapid Fire II gives 458 (264) to your Shields.

[Combat (Self)] an unknown entity deals 29 (551) Antiproton Damage to you with Antiproton Turret - Rapid Fire II.

[Combat (Self)] an unknown entity's Antiproton Turret - Rapid Fire II gives 422 (243) to your Shields.

[Combat (Self)] an unknown entity deals 27 (508) Antiproton Damage to you with Antiproton Turret - Rapid Fire II.

[Combat (Self)] an unknown entity's Antiproton Array gives 1605 (994) to your Shields.

[Combat (Self)] an unknown entity deals 814 (3162) Antiproton Damage(Critical) to you with Antiproton Array.

[Combat (Self)] Your Hazard Emitters II gives 1095 Hit Points to you.

[Combat (Self)] an unknown entity's Antiproton Turret - Rapid Fire II gives 790 (487) to your Shields.

[Combat (Self)] an unknown entity deals 209 (1223) Antiproton Damage(Critical) to you with Antiproton Turret - Rapid Fire II.

[Combat (Self)] an unknown entity deals 0 Physical Damage to you with Micro Quantum Torpedo.

[Combat (Self)] an unknown entity's Tetryon Turret gives 313 (180) to your Shields.

[Combat (Self)] an unknown entity deals 20 (377) Tetryon Damage to you with Tetryon Turret.

[Combat (Self)] an unknown entity's Antiproton Array gives 1198 (742) to your Shields.

[Combat (Self)] an unknown entity deals 106 (1483) Antiproton Damage to you with Antiproton Array.

[Combat (Self)] Your Hazard Emitters II gives 1095 Hit Points to you.

[Combat (Self)] an unknown entity's Voth Antiproton Turret gives 474 (274) to your Shields.

[Combat (Self)] an unknown entity's Tetryon Turret gives 322 (186) to your Shields.

[Combat (Self)] an unknown entity deals 104 (709) Antiproton Damage to you with Voth Antiproton Turret.

[Combat (Self)] an unknown entity deals 21 (388) Tetryon Damage to you with Tetryon Turret.

[Combat (Self)] an unknown entity's Cutting Beam gives 29 (72) to your Shields.

[Combat (Self)] an unknown entity deals 688 (1331) Kinetic Damage to you with Cutting Beam.

[Combat (Self)] an unknown entity's Dual Antiproton Banks gives 245 (152) to your Shields.

[Combat (Self)] an unknown entity deals 1006 (2026) Antiproton Damage to you with Dual Antiproton Banks.

[Combat (Self)] an unknown entity deals 1322 (2483) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity's Dual Heavy Antiproton Cannons gives 203 (117) to your Shields.

[Combat (Self)] an unknown entity deals 2753 (5390) Antiproton Damage(Critical) to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity's Dual Heavy Antiproton Cannons gives 282 (163) to your Shields.

[Combat (Self)] an unknown entity deals 1294 (2736) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity's Tetryon Turret gives 310 (179) to your Shields.

[Combat (Self)] an unknown entity's Dual Heavy Antiproton Cannons gives 286 (165) to your Shields.

[Combat (Self)] an unknown entity deals 20 (374) Tetryon Damage to you with Tetryon Turret.

[Combat (Self)] an unknown entity deals 1128 (2428) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity deals 628 (1179) Antiproton Damage(Critical) to you with Voth Antiproton Turret.

[Combat (Self)] an unknown entity deals 1281 (2242) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity's Dual Heavy Antiproton Cannons gives 309 (192) to your Shields.

[Combat (Self)] an unknown entity deals 1134 (2319) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity deals 1546 (2903) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] Your Hazard Emitters II gives 1095 Hit Points to you.

[Combat (Self)] an unknown entity's Dual Heavy Antiproton Cannons gives 350 (202) to your Shields.

[Combat (Self)] an unknown entity deals 1114 (2472) Antiproton Damage to you with Dual Heavy Antiproton Cannons.

[Combat (Self)] an unknown entity deals 2515 (4399) Antiproton Damage(Critical) to you with Dual Heavy Antiproton Cannons.


edit: Yeah, I think they wanted me dead. :P

edit2: In all seriousness, though - why can't Ker'rat be like N'vak without the reset?
Post edited by Unknown User on

Comments

  • ilhanskilhansk Member Posts: 620 Arc User
    edited May 2014
    eh?!


    /blahchar
    Visit the Inner Circle YouTube Channel to watch some STO pew pew PVP action!

  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2014
    ilhansk wrote: »
    eh?!


    /blahchar

    Heh, was just a colorful complaint about the reset in Ker'rat. Generally, there are three complaints with the resets:

    1) They interrupt fights - epic fights. I mean, you've got all sorts of folks going at it...and...some farmers completed the zone less than a minute after the reset...so boom, fight over. It's tedious at times.

    2) Buffs/debuffs wasted. Somebody pops buffs or drops out debuffs - only to have the instance reset on them. It's definitely tedious at times.

    3) Weapons on automatic will continue to fire at somebody unable to doing anything during the warp out sequence. Which is what the above was an example of...it too can be tedious at times.

    Was just a case this morning there were a few #1's, a bunch of #2's, and then the #3...I figured it was time to complain about the reset in Ker'rat again. :D

    The an unknown entity up there, btw, isn't the player. It was a collection of players and pets...
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited May 2014
    edit2: In all seriousness, though - why can't Ker'rat be like N'vak without the reset?
    Its needed to break the spawn camping. There are other ways to fix that problem but as of right now its the only thing that provides enough of a window to leave the map.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2014
    Its needed to break the spawn camping. There are other ways to fix that problem but as of right now its the only thing that provides enough of a window to leave the map.

    Two things:

    1) Not sure if Jesse will ever have the time (believe it was personal time last time) to tweak the Fed side of the random spawn, but it does appear that Feds are more likely to respawn in the same are than the KDF are.

    2) You don't have to respawn in Ker'rat to leave the instance. Can warp out dead if one wants to leave and is subject to a spawn camp where they otherwise wouldn't be able to leave.
  • edited May 2014
    This content has been removed.
  • brandonflbrandonfl Member Posts: 892
    edited May 2014
    The reset isn't the only thing to hate. N'vak has this nice system where it balances the numbers on each side. In ker'rat it's possible to litterally flood the zone with members of your own faction and prevent any kind of enjoyable fight from happening. I'd like to see a cap to the number of players from each faction that can join an instance. That would go a long way to making Ker'rat more enjoyable, imo. I'm not saying the sides have to be equal, but you shouldn't be able to completely overwhelm the other faction.
    LOLSTO
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2014
    brandonfl wrote: »
    The reset isn't the only thing to hate. N'vak has this nice system where it balances the numbers on each side. In ker'rat it's possible to litterally flood the zone with members of your own faction and prevent any kind of enjoyable fight from happening. I'd like to see a cap to the number of players from each faction that can join an instance. That would go a long way to making Ker'rat more enjoyable, imo. I'm not saying the sides have to be equal, but you shouldn't be able to completely overwhelm the other faction.

    It's always kind of been a trip (bad trip, that is); that you could have (fake numbers) 9001 Feds to 1 KDF in Zone#1 and 1 Fed to 9001 KDF in Zone#2. It would oft be that bad...meh.

    But yeah, it doesn't have to be a perfect X vs. X; but when there's typically 8-10 vs. 1-2...it's usually a case of wondering off to do something else.
  • senatorvreenaksenatorvreenak Member Posts: 0 Arc User
    edited May 2014
    brandonfl wrote: »
    The reset isn't the only thing to hate. N'vak has this nice system where it balances the numbers on each side. In ker'rat it's possible to litterally flood the zone with members of your own faction and prevent any kind of enjoyable fight from happening. I'd like to see a cap to the number of players from each faction that can join an instance. That would go a long way to making Ker'rat more enjoyable, imo. I'm not saying the sides have to be equal, but you shouldn't be able to completely overwhelm the other faction.

    Unfortunately that would ruin Ker'rats charm.

    Ker'rat has always been a place of pure and open no holds barred warfare.
    The chaos and unpredictable dynamic nature of it is what makes it fun, even though it sometimes sucks when the balance of power gets tipped in one factions favor, but thats war.
    And sometimes if you have a battlecloak capable ship it can be pretty fun probing for weaknesses and sniffing out exposed targets for an easy and quick kill.

    And the sadistic streak in my loves harassing PvE heroes trying to farm gear and whining about being attacked in a "PvP" zone. :P
  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited May 2014
    I agree, the reset is annoying and having more balance in players would be nice. I have been that lone KDF against 10 Feds and I've felt the HOBO's wrath as a Fed. I'd hate to see the zone go RvB though.

    I'm holding my breath for a new open PvEvP zone in the future. It'll probably never happen though. I mean really, how hard would it have been to make those sphere battlezones OPvEvP? Oh well, another missed opportunity.

    With all its flaws, Ker'rat will likely remain untouched and thankfully, there will always be a place where the war goes on.
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited May 2014
    In their current forms, there's an easy answer to how N'Vak is much more balanced than Kerrat - it's because N'Vak can put incoming players on either side.

    Can't do that for Kerrat. You're either Fed or KDF.
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited May 2014
    scurry5 wrote: »
    In their current forms, there's an easy answer to how N'Vak is much more balanced than Kerrat - it's because N'Vak can put incoming players on either side.

    Can't do that for Kerrat. You're either Fed or KDF.

    Yep. Surprised with the change to the Queues, they didn't do this for Ker'rat as well.
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • brandonflbrandonfl Member Posts: 892
    edited May 2014
    Honestly, I like the fact that there is still one PvP map in the game that is still faction-specific. Simply capping the players from each faction at about 60% of total players on map is all I would like to see.


    Allowing one faction to completely overwhelm the other isn't challenging gameplay, it's punishing gameplay and results in fewer players returning to Ker'rat.
    LOLSTO
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2014
    Ker'rat is at a point in time...they couldn't make it cross-faction without going through and adjusting the story for it. Queues on the other hand...

    ...though, I didn't check any of the planets where you can go to launch the queue - did the info there change?
  • fonz71fonz71 Member Posts: 346 Arc User
    edited May 2014
    webdeath wrote: »
    Yep. Surprised with the change to the Queues, they didn't do this for Ker'rat as well.

    this is what i was thinking...

    i support no reset in kerrat and red fed!! ^^
    Don't know why it says i'm an ARC user. i will never use that TRIBBLE Cryptic!
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited May 2014
    Why does there need to be a warp out/in on resets?

    The old fleer action and deep space encounters don't warp out/in on reset.

    /\
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