Bug = no…
“Well thought of change” = no …
Allow me to explain…
PE indeed is dynamic but it is set within certain limits, by the software.
I belive this (I hate to call it a bug) “thing” were something MindArk prehaps dident think too well about before they implemented it…
Lets give a small example of how the looting program could work for the “old” system AND the “new” system to work:
In this code I am going to assume that there is such a thing as a lootpool, a “pool” where wasted ammo and so on is going to, in order to increase some loot.
Here goes…
Old system:
(The amount a certain mob drops a certain item, lets say Imp M2870 :-p)
Dropratio = 0.001 (one in 1000)
(The minimum TT the item MUST have before its dropped (in pec))
MinimumCondition = 60000 (600 PED)
(The looting chance of the mob)
LootChance = 4 (4 in 10 = 40%)
Function LootMob
LootingNumber = Int RandomNumber from 1 to 10
If LootingNumber <= 4 then
GetLoot()
Else
AddLootToLootPool()
End if
End function
Function GetLoot
TTLoot = GetTTofLoot()
If RandomNumber() = Dropratio AND TTLoot >= MinimumCondition then
Drop “Imp M2870”
else
Drop “Some crap nobody wants”
end if
End function
Function AddLootToLootPool
AmmoSpent on killing mob added to lootpool
Print message : “this creature.. bla bla”
end function
In this system you had a chance of 1 in 1000 to get a loot that COULD contain an imp M2870 … and then…
If we say a snable costs 9 PEC to shoot there had to be 6666 kills without loot to get the loot pool to a place where it actually could drop..
So it would be 1000*6666 = 1 in 6.666.000 loots that contained the Imp M2870. (And thats if all the loots that dropped in those 6.666.000 loots dident profit.. if they did.. the lootpool would decrease instead of increase)
New system:
(The amount a certain mob drops a certain item, lets say Imp M2870 :-p)
Dropratio = 0.001 (one in 1000)
(The minimum TT the item MUST have before its dropped (in pec))
MinimumCondition = 2 (2 PEC)
(The looting chance of the mob)
LootChance = 4 (4 in 10 = 40%)
EmptyLootPool = 0.001 (one in 1000)
Function LootMob
LootingNumber = Int RandomNumber from 1 to 10
If LootingNumber <= 4 then
GetLoot()
Else
AddLootToLootPool()
End if
End function
Function GetLoot
TTLoot = GetTTofLoot()
If RandomNumber() = Dropratio AND TTLoot >= MinimumCondition then
Drop “Imp M2870”
else
Drop “Some crap nobody wants”
end if
End function
Function AddLootToLootPool
AmmoSpent on killing mob added to lootpool
Print message : “this creature.. bla bla”
end function
In this senario with the same functions but with a much lower minimum TT value of an item drop the drop ratio for the Imp M2870 would be:
1 in 2000 … Kinda diffrent outcome with one single variable change.. dont you think… makes you wonder…
Anyway… It were funny that they said “there is no bugs”.. yet we downloaded a small update a couple of hours after the VU… I belive that they dident realize changing one variable could mess up the system so much.. lol…