If i remember right when every one was hunting argos near twin 10k was not rare drop.
I belive that the mobs 'retain' part of peds they eat and doing so buid the incoming big HOF's or ATH and i know am right this is proven every day by longtooth. You do realyse they always drop those 4K Hof's you that seems interested in the game you dont find strange that the number is always around 4K ?
Now i can chare something whith you before the and of august 21 at most you will see 58K drop from long tooth (mayby it will be split in two 35/40K like they did on levis last summer) is the MA taht will decide where they will place the triger.
I wont say any thing else but i know the loot is mob related and is when mob spawns i just dont want to tell you how i know.
I didn't know if I should start a new thread or not, I guess I'll just ask my question here:
When does 90% return begin? Like at what eco = 90% TT? Or does it even matter?
I'm guessing it does because why would high eco weapons at 3.2+ go for large amounts of PED? But maybe not because you still get 90% return but spend less to get the same amount of skill points?
I simpy believe that it works like a slot machine.
In a casino all slot machines are connected. They have a payout ratio, which simply means that from every dollar that is pu in, 90% is paid again. All the slotmachines do, is take 10% off for the casino and redistribute the wealth.
So the overall payout is stable for the company, but can be highly fluctable for the individual.
I also think payouts are the same as slotmachines. Payouts of the slotmachine are determined on the value of the credit you are putting in eg a 25c slot machine will payout creditsx25c, a dollar machine will payout creditsx$1
Now MA could have adapted this with a few modifications. They have determined a cost per kill per creature, which is a constant. For example, an argonaut young cost 1 ped to kill. Loot is determined by multiplying that cost to kill factor. Aka loot will be 0%, 90%, 500% etc.
How does eco factor in, if you play more eco then you will be closer to MA's cost to kill value, and therefor your returns will be improved. You do have to factor all costs, so decay+ ammo.
This theory has the following advantages:
1. MA will not have to have a seperate lootlist for all creatures, these percentages can simply be used for every creature. This will also explain why we havent seen uber high loot on sm ller creauters lately.
2. It supports both theories, eco is important, but it doesnt conflict with cost to kill tests.
Regards
BB
I simpy believe that it works like a slot machine.
In a casino all slot machines are connected. They have a payout ratio, which simply means that from every dollar that is pu in, 90% is paid again. All the slotmachines do, is take 10% off for the casino and redistribute the wealth.
So the overall payout is stable for the company, but can be highly fluctable for the individual.
I also think payouts are the same as slotmachines. Payouts of the slotmachine are determined on the value of the credit you are putting in eg a 25c slot machine will payout creditsx25c, a dollar machine will payout creditsx$1
Now MA could have adapted this with a few modifications. They have determined a cost per kill per creature, which is a constant. For example, an argonaut young cost 1 ped to kill. Loot is determined by multiplying that cost to kill factor. Aka loot will be 0%, 90%, 500% etc.
How does eco factor in, if you play more eco then you will be closer to MA's cost to kill value, and therefor your returns will be improved. You do have to factor all costs, so decay+ ammo.
This theory has the following advantages:
1. MA will not have to have a seperate lootlist for all creatures, these percentages can simply be used for every creature. This will also explain why we havent seen uber high loot on sm ller creauters lately.
2. It supports both theories, eco is important, but it doesnt conflict with cost to kill tests.
Regards
BB
Looking at all the different replies and trying to understand them has been a chore but I think I have done as well as any.
I think I have come to one conclusion: All the theories are trying to find a pattern in, what I think is mostly a random event. The event being getting loot. I must say that I think that eco plays a part in profit but I also think that you are either lucky or not. I believe that there are factors that help in getting loot like mob, weapon, amount of time played etc. I also think there must be some kind of algorithm that has to do with your avatar. MA has said that gambling is illegal is their country so there must be something that makes the game not 100% random, hence the factors I mentioned above but I think the game is still 95% or more random.
Blackblood seems to have figured out how this thing works.+rep and gz
They have determined a cost per kill per creature, which is a constant. For example, an argonaut young cost 1 ped to kill. Loot is determined by multiplying that cost to kill factor. Aka loot will be 0%, 90%, 500% etc.
its a good start however alot of things arent explained or claryfied by his post.
Therefor I ask everyone to play as un-eco as possible, so I can benefit even more from continuing playing eco
Playing eco merely ensures more number of mobs killed at the same price and lower repair costs nothingelse
Geez why uncover all EU secrets at once!As when loot is calculated, I do not think that is when mob is spawned - there are maybe thousands (ten of thousands?) of mobs already spawned across the Universe, it would mean a whole small database inside a database for each one stating their loot even if no one is hunting them for months - if no server resets. Huge amount of data to be kept on servers.
I do think that mobs are kept spawned even if no-one around, even if sometimes mobs are de-spawned (tried to run in Thule followed by daikiba pets and sometimes they disappear after a while)
The best optimal way would be that loot is calculated at mob death or at looting time, based on: (random numbers * items in mob loot list * item rarity * MA cost to kill * multipliers * unknowns). Unknowns can be time/location, as many players know "hot-spots" with generous mobs but could be just bias.
about the cost to kill discussion..
i made a little test on punys with low lvl weapon and overamping and posted the raw data here:
https://www.planetcalypsoforum.com/...ot-Mechanics&p=3053477&highlight=#post3053477
it significantly points towards cost to kill affects loot.
this is a test you can easily reproduce which doesn't cost a fortune...
have fun
When I started in 2007 I did, as I am sure most do, use this forum to try to see what, where, when and how to hunt. What weapons, what amps and so on. The thing I got out of the hours of reading (which I enjoyed I must admit) was to use the most eco weapons and amps and try to hunt the biggest mob that your skills would allow. I now see a trend in thinking that I had not seen before. It seems the consensus is your loot is based on the amount of decay that you have when hunting. I have watched Star on stargazing and he is very eco, mod merc, dmg enhancers and ancient amps and gets a lot of gbls and hofs, of course he is hunting huge mobs but he burns through a lot ammo but, by comparison, I don't think his decay based on the amount the he burns is that high. For example, when I first started I got up to an LR53, as I recall, with an E-AMP-15 (this was before enhancers) and hunted Atroxes. I would almost bet that my decay was as much as Star's killing a spider stalker (well maybe not that much but close). Back then I was playing alot and would get 10-12 gbls a day, nothing big but I only did 50 ped runs.
So my point is, is it better to hunt using the most un-eco equiment because of more decay hence more loot and the chance to get bigger gbls or HOFs.
Just a side note, my first gbl was actually 659 ped HOF using a merc at lvl 21 handgunner (hit was 2.1/10 and I don't remember the dmg but I am sure is was about the same LOL) and it was months before I got just a gbl.
Just a thought. let me know what you think.
A lottery is a lottery is a lottery....
Complete and utter bullshit!
Spending more PED to kill a mob has no effect on the output TT value of that mob's loot. You're just wasting PED. Mindark has flat out stated that eco is paramount.
umm.. tell that to a certain alan krom
on another note: there cant be any pre loot, because we wouldnt experience loot lag, which is the loot server hanging as it struggles to clear a huge backlog of calcs, when it eventually gets free you get a bunch of values. Like a print spooler for example.
also, my averages are 94/5% Im sortof eco, but not much, I use a kinetic chip. On some mobs my armour decay is practially nothing, on others its huge. Doesnt matter, I get 95% BOOM!
I think its all included. If you want big loots then push big ped through.
Oh, when I hunt v. uneco on horribly unmaxed weapons, guess what, I always get rewarded in the following few days with a big loot which brings me to 94% ish!
When crafting the hof ammount and number gets entirely predictable when u cycle the same amount. Same with mining depending on how its set by MA as it been changing frequently.
Its not gambling at all. Even condition crafting is not gambling. Just the swings are bigger.
90% isnt 90% of 90% of 90% recurring. Its one long linear pattern that can last over infinity.
The money I loose is from markup because I am unable to cover the 10% avg MU needed, that is all.
...
If you're trying to roll over your bankroll in the most effective way, maximising potential profit, then you go eco.
If you're trying to ATH, then you decay as much as possible....
Kitch, do you keep a record? or do you want to track one.
Not saying you lie, but it is easy to be faulty if you don't track every ped.
again, who said Alan krom profited on that 330k ATH ?
So the game keeps a record of how much your items are decaying during the process of killing a mob, and this information is used to determine the loot that you get?
So the game keeps a record of how much your items are decaying during the process of killing a mob, and this information is used to determine the loot that you get?