Can you provide a link or the actual written statement from MA regardin lukc cycle issue? I heard this as a theory, but never saw that in any kind of proven MA declared form. Other than that good post
Ok, here it is:
02 Feb 2006 Entropia Support:
Hi,
Withour revealing any details about the PE core dynamic, you need to be aware of that there is no such guarantee or fixed drop rate. As you move along and gain more experience, you will pass through different intervals of your development, meaning (and this is true) that you will have good times and times with less luck. However, to be on the safe side, we have approached the design team in this matter and the information we have received is that no changes have been done regarding the drop rate of the Limited BPs.
/Regards
Support
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I guess this doesn't directly support the theory that there is a programmed, variable luck factor for each avatar, but I think it's a strong clue.
No need that long long time we get kinda same reply from suport with the hint " good and bad time" or stuff meaning somehow the same.Thanks for that Xen. Could you please quote us the question you asked/problem you had, that is, if it's not too personal. It seems you had an issue with (L) BPs not dropping enough to your satisfaction.
Thanks for that Xen. Could you please quote us the question you asked/problem you had, that is, if it's not too personal. It seems you had an issue with (L) BPs not dropping enough to your satisfaction.
EDIT:
Also, please note that I did admit that re: mining and crafting, skills (and professions) do play a part in terms of the success and what you get, if anything.
No need that long long time we get kinda same reply from suport with the hint " good and bad time" or stuff meaning somehow the same.
No its not. Unless things have changed a great deal since I started in PE.
I remember my noob loots and how they have changed as my skills have increased even on low level mobs like Exos. Sure I could get lucky now and then hunting in Pixie with a Jester D-1 but it wasnt until I hit about mid range in skill level I noticed a change. I got more minis, globals, and an occasional HOF. Same with mining, in the beginning, nothing but lyst, oil, melchi, and belkar for the most part once in a while maybe Gazz or Garcen. When I hit mid range skill level(PE mining skill level that is) I was finding almost the full library of resources except for some of the really rare ones and I was getting more claims per mining run. Then MA changed mining now finders are more of an important factor and you need skills to use those finders effectively.
Having better loot and better efficiency is motivation for skilling up and spending the time, effort, and money growing your avatar.
For those who are avid fans of the theory of loot being entirely mob-based, i'd like to point to the second tant uberhof for a single player in one day. He hunts a lot of tants, but as i said two or maybe three tant uber-hofs for him ago--that HOF rate ain't commensurate with the difference in how much we hunt them. Those of us camping the spawn here, that see each other every day, are all very pleased to be part of the "out crowd" that has lost precipitously on them lately, of course. The three tantillion uber hofs on the board went to two players, one who hunted them for a day or two, and one who HOFs on them every other week or so.
It's an entirely avatar-independent system, for sure.
I just complained that L bp's seemed to have completely stopped dropping (for myself and others).
I guess this could have been due to my luck, but as others had the same problem, maybe MA manually or semi-manually controls the number of bps (L or not) in circulation.
Re-read what I said about the balancing staff "restocking" the loot database. The fact that some items (like the above mentioned BPs) points clearly toward that concept. MA has also essentially admitted it in various posts.
In short, during that time, the # of (L) BPs available in the loot database was essentially 0 or near-0.
Take Boar, for example. The number of Boar armor pieces in the loot database at the moment, I believe is 0, or 1 at the most.
Yes, but the question is, is it truly luck/chance, or is it programmed luck?
There's a part of me that enjoys this post (as one of my main drives is "figuring out the way a system works"), and another that scares me (since if this game is nothing but gambling (and the skill-nerfing sure seems to turn it into exactly that), what's to stop 1 government from labelling it as such, and other governments following suit?).
I would _LOVE_ for MA to actually be under regulation and accountability. (heck, I do _not_ buy their "We're an official bank now" statement. I worked (and currently work) at many banks, and if I made one tenth of the screwups that happens here, I'd have been fired on the spot). Like someone said earlier, I'd like to know the system is fair, at least.
you sure you whant to hear my tehorie ?
Luck , ramdom , casino , skill .... my ass...
MA whant to control we have prouf of that evryday... so , you can be sure most part of evrything is controled.
OK, I need to make one point very clear:
IMHO Even though Entropia's loot system may be loosely based on the casino's 97% payback concept, Entropia is NOT a casino.
In casinos the only way to improve your odds at winning is to cheat in some fashion. You can play the statistics, but you can not improve your chances.
Entropia allows us to improve our chances and make money with almost 0 risk when done right. there are many things available like selling items, doing haircuts, being a pilot, performing other services that we simply can't do as a casino customer.
Wanna make money right now? But the right armor, gun and skills and go camp PVP3&4 for miners. Easy pickings.
Entropia is NOT a casino. It's so much better than any casino you could ever hope for.
However, with that being said, MindArk is in the business to make money. Therefore they can not and will not pay out more than we deposit (as a whole, not individually)
So, the amount of loot available must be based on how much we spend, and in Entropia that means how much decay, ammo, bombs, etc. we use.
EDIT:
Hope that helps you feel better VF. Oops, I mean.. aw, wtf?
Few comments about that...
Doesn't this person hunt them more than pretty much anyone else?
Is he hunting them with a higher dam/sec weapon and thus killing more of them?
Is it possible this person is in a very good part of his programmed luck cycle (supposing that exists)?
This person has very high skills, is it possible that makes a difference?
Pham is pretty convinced it isn't.
Beginner's luck: there are endless examples of players who hit their biggest loot within a short period of starting. This is great as a "hook".
Grinder's nerf: equally common is to see a spawn full of avatars grinding a mob for months on end only to have someone new show up or a random team run through on the way to somewhere else and HOF on it in a short period Tants ffs...Rippers...
There's also a popular theory that you get more chance of HOF after a break. Can't say I've experienced anything that confirms that one myself.
Other things could explain it too - I've always considered it possible that players have lucky mobs and unlucky mobs.
Quite an interesting find just reported, which is indirectly quite relevant to the topics under discussion here:
https://www.planetcalypsoforum.com/forums/showthread.php?t=77496
Some other stuff, that I tested well enough to presume it as fact: Loot is dependent on damage the mob took, not on the mobs maximum hp. This means when you let the mob regenerate, your loot will be higher. This also proofs that loot is determined after you kill the mob, and not before.
Although I tested this long ago, it could be changed.