Nicely presented, but ari is right, this would kill EU within weeks.
Re-read the OP, 4 PEC is pooled ready for the payout if that were the case, however I donât see 250,000 different mobs in EU to global on ![]()
Thanks bud, it was meant to be fun, I was kinda taking the piss out of all the serious number crunchers out there having been one of these in the past and way too seriously playing this gameâŚ
It will just kill it for you long term if your serious and there is always needed the excitement of a gamble :yup:
Number crunching after 3 years of precise accurate logs for the Australian government agency I working for taught me one thing ⌠Donât do it in EU, your wasting your time. For the most part anyway.
You pay to play, simple as that, you invest HEAVILY to make a very small ROI. Tiny even.
Yes agreed ![]()
[CENTER][FONT=times new roman][SIZE=7]Huge investor scared off by angry entropians armed with pitchforks and torches[/SIZE][/FONT]
http://www.waynerosso.com/wp-content/uploads/2010/11/angry-mob.jpg
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eh⌠doesnât the loot system pretty much already work like this? :silly2:
Yes it does. In fact itâs nearly spot on. According to the OP, 84 PEC should be the average returned.
Only as it is today, the average is about 85-90 % as far as I can tell. So it would give a more stable return, but a lower average still. (Do note that the claimed 50-60 % average returned is not true. Not by a long shot. If you get that then youâre doing it wrong.)
You will have to hunt soooo much more in order to build up those 4 % parts for a single (L) item in your loot. Getting an 80 PEC (L) weapon will not do much good..
Edit: Also note that âMA makes their money from decayâ is a statement that needs to be greatly modified before ifâs true. MA makes their money from âincome minus withdraws, combined with a below cost to kill returned lootâ. Decay only makes them money in the sense that it removes ingame value forever, which can not be withdrawn.
the OP is suggesting outright 80% return on each loot event. not an average.
80% of the cost to kill (80 PEC) will be returned as general loot, every mob will loot!
this would make the game deathly boring. iâm the first to hate no looters and would rather a flater return pattern, but a straight 80% would be flatlining and so would the game.
I would not play the game described in the OP
This would be true as quoted my reply would be:
All these things will improve the overall long term loot for âthe massesâ keeping many more players rentented to playing Entropia Universe, long term.
Loot will be no worse for anyone, if anything, it will be better.
Keep a few people happy and hundreds unhappy, or keep a few unhappy and hundreds happy.
Which would you choose? :scratch2:
Looking at past history, all the complainers, all the media comments and player forum comments on Entropia.
This is pretty much what they are looking for and why they have quit, because it has no stability.
The Entropia Universe has a massive trust issue and the only way to resolve this, to bring back the players and to retentively keep them is through transparancy, a simplification of the loot system with some guaranteed variables so people know what to expect (For at least 80% of the return).
It is still dynamic in that weapons offer a 2.8 - 3.2 dmg/pec and that you use different healing equipment and armor (and plates) for mobs. You also have the skill dependency of economy using the current item wether it be 10.0/10.0 or still getting to that stage.
It is also dynamic in terms of the loot counters mentioned which could see your overall returns amass quite a bit over 100% returns if your lucky to pickup globals, hof, uncommon, rare or extremely rare loot which will all have their associated markups attached.
The common 80% loot is low level markup goods, oils, wools, extractors, tiering components, crystals (NI) etc.
Anyway let us forget it, those who claim it is flat actually do not see the bigger picture and are not understanding the full dynamics of how such as system would work - And no I am too tired to be fucked going detail on this.
So here is the basics:
All we are doing is placing in one variable quantifier offering a standard baseline 80% return along with additional factors which all impact that return such as economy/effeciency/equipment used and the counter loots as mentioned in the OP.
Putting in this what I would call a stablizing factor would bring back people to the game having a knowledge of what to expect, almost like how we lean on our chosen GOD for our faith, it is a stablizier for many in the real world. (Not that god has anything to do with this subject, it is just an example of a stablizier/crutch/firm grounding point - Let Lootius bless you all!)
Anyhoooooooo, I think this concept flew over a lot of peoples heads, some of you get it, some of you are just blind fanboys and gals and some just lack the willingness to use the potential between your ears. No offense meant but it is just so true!
Enjoy the game and have fun. I was only looking at a solution to the current predicament Jan W finds himself in with all these questionaires and wanting people to return to the game - No even bothering to ask the main question about loot and return rates /sigh, what a waste of fucking time that could be spent doing it right.
Have fun and good luck in Entropia,
Viper
Not really true. You pay MA to play, and if you play the MU game well you can cover that cost and more. Itâs not easy, but it doesnât require heavy investment. There are always niches you can find where you can turn a small profit with markup. Yes, you can earn more working in your local Burger King, but thatâs work and this is entertainment. I like entertainment where, if I play wisely, I can turn a small profit.
This is true and you have the right attitude Jimmy,
Many however donât have this attitude, 3k a week wages, this game could never compare.
A dollar here and a dollar there, for entertainment, sure that is having fun.
But to think you will be handed a golden spoon, like an opportunity on a dozen or so LAs for 30k usd to 100k usd. Those days are gone and dead. It was a once in a lifetime opportunity that will NEVER exist again on any planet in Entropia Universe.
This statement I say as fact, you can mark my words. It was only for the lucky 2 people in EU - Jon & David who saw a nice opportunity with a huge risk that paid off. I didn;t include Qetesh in this equation as he has paid a lot for his LAs in comparison and made very little back in comparsion to the prior mentioned.
It is all about attitude and having some fun (entertainment) doing it.
In which case, you have it down pat!
Have fun and turn that tiny profit here and there on the portions of PED spent that you can.
well now here are the problems with the idea of a guaranteed 80%. it makes eco pointless, because iâll get the same return - or is the 80% the base line for those using the best dmg/pec? so those on the low are actually going to be on around 70%. the same goes for skills, do skills not matter or is the 80% a baseline for those on 10/10? (and do we end up with 60% for low eco/no skills⌠maybe not so different :silly2:)
there probably is a market for such a game, but thats just it, its a different game not an adjustment of this one.
I understood it as 80 % from every mob plus 4 % to some form of âglobal poolâ, which would give an average of 84 % returned in the end.
The problem is not that people donât understand it, but rather that your concept is not very attractive to them. The biggest issue is probably the 4 % to globals-thingy.
If youâre killing mobs that take 3 PED to kill; in order to get a 200 PED global with a 200 PED tt (L) weapon in it, you would have to kill on average 1667 mobs (417 to even get a global at all). This while losing 800 PED TT directly and getting 4000 PED oils etc. Doesnât sound much fun to me.
And this I should have been more specific about.
80% is a baseline average.
Meaning at 3 Dmg per PEC you will see a return of 80% flat.
Remember most weapons are 2.8 to 3.2
Then you have your effeciency of that weapon 10.0/10.0 or are you only at 6.4/10.0 on hit and damage.
Would have it been wiser to keep to the level of weapon lower at 10.0/10.0 until the next weapon is maxed out at 10.0/10.0 or do you want to move up to the 6.4/10.0 next sibs weapon and trade it off for faster skilling (Sibs skill increase bonus) whereby your loot will suffer, but only marginally.
I didn;t want to go into too much detail there because the devs can work out such things on their own.
See you either play to skill to be more uber quicker, to have fun, to play to profit through economy or effeciency depending on your items and or levels. This is what will also restore market value to items, people knowing such things and not having to work it all out on their own - A beginners guide to styles of play and their potential outcomes would come in useful too.
Anyway before I go offtrack, yes multiple things impact the 80% baseline, but only margainally to make it a slight negative or positive to the average 3 DMG economy/PEC spec used as a foundation to calculate the outcome.
Ultimately meaning, you donât have to be 10.0/10.0 to get the guaranteed 80% return, an economy of let us say 8.5/10.0 will see you a nice guaranteed return of 80% (if using the right armor and accessories for the job with similar economy per hit or in the case of FAP use)
If it is the case you are using a weapon at 8.0/10.0 doing 3.2 dmg/pec weapon then ofc you will have a higher return than 80% each run.
Same would be the case if you using a 10.0/10.0 doing 2.8 dmg/pec you will have similar results.
Far better if you had both a weapon at 10.0/10.0 doing 3.2 dmg/pec again you will see a marginally greater return than 80%, maybe 82%
So let us say there are factors that can make the 80% guaranteed return swing in favour or against a greater or lesser return.
However donât expect big swings, only small ones.
The rest is upto the market value markup %, the SIBs skill bonus vs skill price point in profit you are making gaining at the rate of SIBs enabled, the 4 counters of potential loot and fiscal (PED value) gains mentioned in the OP and other factors such as using the right armor & Fap for the job⌠etc etc
Hope that helps.
This does in no way, shape or form differ from the current system. With two exceptions: You removed no looters and turned down the global rate.
And I donât understand if you want this to be a statistical loot system, or if the database will manage each avatar separately to make 100 % sure everyone gets at least 80 % (?).
A 3 PED mob would equate to the following,
3 PED to kill (100% cost)
Distribution:
2.40 PED to you if within the average range of economy (Doing it right with flexibility inbuilt for slight variance)
0.24 PEC to MA to pay for staff, servers, etc + profit for whatever is left
0.24 PEC to PP to pay for staff, Planet Land Deeds, etc + profit for whatever is left
0.12 PED to counters loot pool
50% toward globals/uncommon-loot,
25% HoF/rare-loot,
25% towards ATH/common loot
0.06 pec to globals/uncommon RNG 2500 to 5000 = A global size of 150 to 300 PED
0.03 to HoF/rare RNG 25000 to 50000 = HoF potential of 1500 to 3000 PED
0.03 toward ATH/HoF 2500 to 250000 = HoF or ATH potential of 150 to 15000 PED
And a 4th counter for Uber Loots, eg. Shadow, angel, UnL Sib item (insert name here), etc dropped at 0.01 PEC to be repaired before use.
Once a RNG has expired (Gone off and awarded the loot) it starts again selecting a new random number between the ranges. There are only a few hundred mobs in Entropia so the LOOT subsystem would only need to handle a few thousand counters for the few hundred mobs in EU.
Keep in mind Konve for the above post, we have hundreds of people playing at any one given time, the counters are universal, not personal.
Meaning if there are 100 players all killing Argonauts and each kills 25 Argonauts, we have 2500 mobs killed.
If the global counter 2500 to 5000 happened to be 2500, then it would go off and the person who killed the 25th hundred Argonaut would collect the global which in this case in my OP example at 2 PEC per kill would be a (L) item upto 50 PED in value + common loot from the loot table if the full TT of that (L) item was less than 50 PED. :wise:
Time for some more MindForce,
Maybe see you guys ingame sometime ![]()
Well that is more or less what I described.
I donât think you understand the concept of an average return. 100 people hunting 25 mobs each where one of them has a global - thatâs exactly the same as 1 person hunting 2500 mobs on his own to score a single global.
Where is the fun in that? There is none.
And then thereâs the fact that your system demans more server power to handle the loot distribution. The current system is based on chance with a random element. â0.001 % chance to get a loot/damage multiplier equal to something which might be described as a HoF by the communityâ etc. There are threads and actual studies that have looked as how loot is distributed - together with statements from Mindark themselves - everything points to a statistical distribution. Which make sense, because then you donât need another twenty servers to handle all the mob and avatar related loot pools.
There is no loot pool.
I made my point, I shall now go outside to see if the sun is still out.