How Loot Returns Work as Function of Looter Level and Efficiency, Based on Actual Data, as of March 3rd, 2022

That’s not a hidden rule, that is wave loot

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Loot comes and goes but idiots remain.

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you forgot the /sarc and laugh emoji, some noob like me might not realize you’re joking! :slight_smile:

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Wow, the irony! I’m surprised you believe in something MA hasn’t officially stated exists :ROFLMAO:.

I don’t think it was a joke. This thread is about TT returns, not rare loot and markup.
There’s no proof of waves in TT returns but rare loot is released on a timer. This is what most refer to as “waves”.
From what I have seen there’s 30 to 90 minutes between each wave.
Some items have almost 100% drop rate as soon as they are released on wave while others are still rare.

Example on items that you get immediately as they are released are rare crystals (like Purpurite) on Next Island, Calypso Bone Sample, and more that I will not mention :slight_smile:

I don’t think blazar are on wave though. You get it all the time, slowly.

I think it’s the other way around. MA tries to balance the loot to maintain markup on items to make the game more interesting.
By limiting the supply of items that are in demand (like tier comps) the MU is maintained.
Just as an example the daily hard cap for T4 comps might be 500 or something. You compete with all other players to loot this limited supply.
If every avatar switches to Maffoids it doesn’t mean more T4 will drop, you just compete for the same limited supply of 500.

This is not just based on guesses. There are mobs where this behavior is much easier to observe.

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wave theory to me seems like it would be indistinguishable from a normal distribution unless you knew exactly when those waves were, and could show that you got some statistically significant amount of uncommon/rare loot for a given ped spend. i mean, you could watch globals, but by the time you see the global and have time to capitalize on it, the wave would be over, would it not? and if the time is wildly variable (as you said, 30-90 minutes), how could you target a “rich window” in which to make your play? to me it seems like an impossible theory to test

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MU as far as I can tell is based on the same supply and demand strictures of any economy. Some things drop independently of TT return calculations (or in lieu of them). How MA calculates that is hard to say. There are some things that are common enough, but because their demand is high, they have decent MU. I’m seeing that on Cyrene. Every mob there drops stuff that has MU, because there’s a robust set of crafting recipes or upgrade missions for nearly everything that drops.

Not impossible to test at all and rare loot can be “exploited” for sure. I’m hesitant to give to many details since MU is one of the few competitive factors in this game. But one hint is to use soc chat :slight_smile:
But it’s pretty annoying to camp for wave loot. You can get very high avg. MU with these tactics though. And once learn the methods you see it in a lot of places.

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This is by far one of the most important and hard to grasp concepts of the game

people are constantly reminded but never quite get it

this is a pvp game even though many don’t like it

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There are certain places where the waves are very clear ( item waves not tt). I’ll give an example ( which ended up getting changed, maybe as it was so evident but was a nice way to prove they are there :slight_smile: ) Minotour horns were for a long time on a very specific timer- to the extent that the same crowdof people would turn up exactly every x number of minutes, farm the horns, then disappear. If you hunted out with this time and after they had all be depleted, then you wouldnt get any until it was back to that time again. It doesnt really need a lot of testing to prove it is there, its very evident - but of course as said above, most wont talk about it for obvious reasons.

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Yeah With so many materials dropping on Next Island, it is insanely obviously.

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well, ya’ll have opened my eyes for sure. thanks

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Kill any low level monster on caly, it is “rare drop access” time as “diluted sweat” start to drop
was used with maters as a trigger of mining for rare materials too, as first item drps, there is a window of about 5 to 10 minute, then a cooldown of 50 to 70
it is the same with tier components, there is access to taht part of loot table only in a time window.
if yo ulook for evidence in Nextisland, kill myrinians , the “amazon legs” are not only limited in time window but also in quantity so if more hunters are active once the about 20 allowed per “time window” are gone they stop to drop.
so … a decent monster need decent MU oils for all the other 50 minutes to sustain the TTloss…it is quite simple and known but it has NOTHING to do with TT return (it moves in sinewaves, but it can bealso a false perception forom smoothing a specific timespan

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We need a new and more dynamic loot wave that aint that abvious… 5-10mins of goodies and 50-70mins bad times and then 5-10min again withh goodies.. system needs to change! Same with boxes and rings. Just wait for someone else to open a rare ring and then you spam it for 5-10mins and hope your the lucky one.

System is so simple and so badly designed that an intern could make a better system in 25mins.

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simply waves MUST NOT EXIST and all teh loot tables slot must just be accessed via randomizer

to reduce supply of "TT FOOD is absolutely trivial:
item can be stored (no effect on quantity lootable)
can be crafted (need to drop more)
are sold to TT (need to drop less)

the quantity is balanced with shrapnels… of course we ALL prefer to drop more shrapnels thatn Thyroid Oil
and we all prefer to loot more spleen than shrapnels

the actual “communist” system of limited supply just reduces market for weapons that use redulite ecause they are not anymore interesting comapred to level 65 armatrix
(just an example, it affects all the items)

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Excellent work.

That is what I would assume as well, based on his math

Not trying to speak for OP but I had to dig to this, as it was relevant to another thread.

https://www.entropiauniverse.com/bulletin/buzz/2017/09/27/Developer-Notes–14—Loot-2.0-Update.xml

[ICODE]

On September 11th, we initiated a temporary test in which the MindArk fee for hunting was lowered significantly. In the long term, we hope that a lower MindArk fee will result in increased overall activity and new participant retention, and thereby compensate for the lower short-term revenue. We plan to continue experimenting with these revenue settings in the near future to gather more data.

Early data show positive results from those experiments:

[ul]
[li]Hunters with turnover of more than 50000 PED since Sept. 11 have enjoyed returns of 98.6% on average.[/li][li]Hunters with turnover between 10000 and 50000 PED since Sept. 11 have enjoyed returns of 97.05% on average.[/li][li]Accounts created in 2017 have enjoyed returns of 96.94% on average since the changes implemented on Sept. 11.[/li][/ul]

[/ICODE]

They appear to have added the Loot 2.0 modifiers, then adjusted the base returns by means of MindArk fees and/or other tuning until the returns normalized near the desired overall rates.

this was before looter levels were introduced, so that info is probably not that accurate anymore

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Fair enough, in terms of any hard numbers or target values there.

I didn’t get the exact release date but they were debugging looter professions on live within a couple months of that post. I would guess this was still one of the main tuning methods.

As noted of course, a guess - I’m also curious if OP thinks it was something much different.