Loot 3.0 ideas

This post is to ask Entropia people for ideas for a better loot system which works better for us and MA together and makes the game more fun and attracts many new players by transforming the high loss (and boring/frustrating) gamble table inherent in the present loot system (my opinion), to a more fun and more fair-play loot system (perhaps with a wise safety belt!).

Starting with one idea myself:

I have paid in about 6k dollars, have cycled about 250k peds, given even 90 percent return there should be about 25k peds remaining, but there is few hundred peds (plus several k peds of skills and gun which would probably go as other peds had gone, if shooted/bombed as other peds during hunting/mining)!

My loot 3.0 idea:

Should the game swallow everything? There should be a personal factor keeping one’s balance at some reasonable point such that - for example in my situation - going below 20k-30k is significantly slowed down.

Such that it works for MA as well, the paid in amount which has experienced significant loss and is “kept” alive should have less chance for big loots.

This should specially be the case when the player keeps paying in (and would buy new items with “kept alive” peds and hunt with newly paid-in peds to have a chance for big wins, this way rather than disappointment arising from bankruptcy, one sees progress in items owned).

MindArk should avoid the gambling ideology and invent a Loot 3.0 which keeps hope alive and works for both parties.

There should be a system which works for both MA and players.

By the way, cost per hour for a boring game with repeated bankruptcies is meaningless, but it is meaningful when there is a safe margin for “kept” peds (which have gone through significant loss, let’s say 50%) which can bring progress via buying new items.

Logic: the newer the ped, the higher the chance of win/loss (both), return converges to REAL and non-volatile 100% (minus skills/tier factor) after 50% loss. People keep paying in for progress (new items, lands, …) and have a chance to win big at the beginning of paying in. Together with good graphics and new caves/castles/etc. it can justify cost per hour and the users can hopefully become ten-fold if not more.

Important: when somebody pays in say 100 dollars, taking the first 25 dollars in long run is justified for gaming fun and costs, taking the next 25 is painful and not good, taking the next 50 dollars is quite toxic for MA and makes the user much unhappy.

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How are you cycling your peds?

The difference of my playing with more careful users may be: more big mobs and higher mining amps

(FOMA L13 amped mining, Proteron, Leviathan, …)

Should i be punished with repeated bankruptcies? Or it is happening to everybody as MA’s way of making people pay in (not wise at all for MA in long run, not fun for us at all too)!

Maybe we can help MA and ourselves by suggesting new ideas:

https://www.planetcalypsoforum.com/forums/showthread.php?315373-Loot-3-0-ideas

TL,dr:
I gambled at high stakes with bad equipment. Pls give moar loot MA.

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The rest of the ped u lost is markup mate.

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If I wanted to gamble I would go elsewhere, this should be a fun computer game (with some loss paid to MA, and a chance for a prize, with a safety bottom-line, e.g. saving 50% of what is paid in for everybody for buying items etc. with no chance to win/lose with that “cycled enough” peds).

Also I have been wise-enough as a normal player in using the ammo/amps i assume.

Could you elaborate with numbers?

Do you mean when you use amp you instantly lose 20-30 percent markup and the famous 95 percent return is for TT value (becoming 65 to 70 percent)?

Half of my cycling has been for hunting but that is gone as well, how about that?

About two years ago it was to some extent different and the system would return good part of it in HOF (once it became 14k mining HOF and raised my total ROI to above 100 percent when I had just started using big amps).

Is MA rewarding newcomers (to pay in and play big) and bankrupting oldies (continuing the game to gain the newcomer HOFs which made had once made their ROIs above 100 percent), to run the universe? Not wise for MA in long run at all, nor fun for us at all. They lose many new players and many previously satisfied users (each satisfied player can bring new player(s) which MA would not otherwise earn).

The gambling logic should change to a safer more fun logic with a bottom line safety.

(present loot system seems to have a greedy algorithm)

Your numbers don’t add up.

Even if you spent $1000 on equipment and $5000 on ammo, cycling at a 90% rate would total about $50,000. Not 250k.

Unless my math is wrong of course.

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Markup can be a killer. Are you running L amps and L guns?

L13 on FOMA is rough. 250k cycle is a pretty tiny cycle at the stakes you are playing at to be honest.

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250k peds not dollars

Any new loot 3.0 ideas? Are you satisfied with the present one?

I’m so far okay with the current system…

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Are you willing to say how much you have paid into game and how much you are worth in the game?

For me it is paying in 6k dollars and worth 1.5k dollars and almost ALL of what played with is gone in 6-7 average cycles (given about 60k peds in, and done about 250k peds cycling)

I think being worth 30k with much much more non-item/non-skill worth (15k rather than few hundred) would be what I wanted - at least - and would be much fair/good for MA, giving them 3k dollars for my gaming. Now, it is sucking all of what you choose to cycle!!! (if my present worth was not a gun/skills it would have been gone too)

How can you be happy?

What is your worth/paid-in ratio? Are you a rare lucky one?

For a fair game, it should be above 50% for everybody and above 75% for many/most.

This will attract much more new players in the long run.

:banghead: :banghead: :banghead: :banghead: :banghead: :banghead: :banghead: :banghead:

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6k dollars is 60k peds (3000 times 20 peds)

Can a number of players with over 1m peds cycle be kind enough to say how much they have paid in and how much they are worth now? how many have a worth/paid ratio above 50%?

How many of these players have had above 90% average return? If you have 150% return and then 30% it won’t be average 90% at all. You calculate it by “gaming ped investment” amount and cycling amount and etc. (to find the average cycle co-efficient for your whole gaming experience, which is the important return factor and the main factor in not ruining the game by a bad loot system)

This is meant to be a MMORPG computer game not a boring job or a gambling system, it needs to be non-frustrating and fun (and fair), a better loot system can be invented.

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610k ped in, TT return is near 100%…that being said, I’m a luck ass and I have spent way too much on gear :slight_smile:

:banghead: :banghead: :banghead: :banghead: :banghead: :banghead: :banghead: :banghead:

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This system is good for 2% of the players rest are doomed. Bring back the old system where everyone had a chance without depositing zillion peds

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The old system was much worse than the new system…

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Instead of having those auto buffs that go off hourly give us the option to take the buff or collect it as a tradeable pill.

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