Grengoshi
Guardian
- Joined
- Aug 5, 2009
- Posts
- 280
- Location
- Boston
- Avatar Name
- Gregorie Grengoshi trester
REASON FOR THE THREAD:
I was hunting merps earlier today and i had a idea. since im taken basic programming i have found programming is very mathematical (duh) and needs a lot of variations for the variables. now you cant get randomize from programming unless you have a neuron smasher that smashes neurons into random holes in side a randomizing computer (only way to get true random readings no discussions)
so this is the fact loot is not pure random it works on programming regardless unless Mind Ark has a randomizing computer for each mob.
RULES:
so what i am about to say IS NOT FACT just theory and i want to see how others feel.
please don't be trollers and whiners etc this is a nice thread and respect is rule one.
ideas are greatly accepted and comments both for and not for the thread is also welcomed.
THE IDEA:
well seeing programming runs on numbers i had the idea since loot must be a programming then it must be mathematical in nature. there for a complexed mathematics as it seems
so heirs my thought. if each mob you kill had a number lets say merps. and each merp you kill had that suggested number
now this number changes at a set course and time till its dead. a always evolving number. now that number is effected by how much loot is in the loot pool. what weapon your using and how many you mobs your killing.
here is what this suggest:
there is a loot pool
weapons effect you returns
decay effects you returns
mob kills effect your returns(some times)
Example
Merps numbers are 15
lets say no loot is 15.1
1 pec loot is 15.2
2 pec loot is 15.3
globals 15.99
so on and so forth
let look at the "randomization" closer
60% of mobs will get no looter
10% will get 1 pec loot so the numbers that are spawned on these mobs (that is changing let say every second before kill)
5% will be 2 pec
.01% 15.99
examples below
the amount of 15.1 is added through the mobs more dramatically then they are added for the other set numbers
so lets say there are 100 mobs 60% of the time the "randomization" will be for no loot then 1 pec loot.
now we know maturity, damage per second and other factors account for loot gain etc and i honestly believe it can be explained through this
is you hunt wit a weapon let say a ubah weapon it will dramatically decrease the % of the amount of no loot you get. the longer you hunt will also increase the amount of 15.2 or 15.3 you get but not much maybe the third digits like in decay.
again this is all theory and to me it fits programming really well. please by all meens feed back is accept. but dont troll show theory etc.
(im suggesting this for hunting only i have no clue how crafting and mining might work)
I was hunting merps earlier today and i had a idea. since im taken basic programming i have found programming is very mathematical (duh) and needs a lot of variations for the variables. now you cant get randomize from programming unless you have a neuron smasher that smashes neurons into random holes in side a randomizing computer (only way to get true random readings no discussions)
so this is the fact loot is not pure random it works on programming regardless unless Mind Ark has a randomizing computer for each mob.
RULES:
so what i am about to say IS NOT FACT just theory and i want to see how others feel.
please don't be trollers and whiners etc this is a nice thread and respect is rule one.
ideas are greatly accepted and comments both for and not for the thread is also welcomed.
THE IDEA:
well seeing programming runs on numbers i had the idea since loot must be a programming then it must be mathematical in nature. there for a complexed mathematics as it seems
so heirs my thought. if each mob you kill had a number lets say merps. and each merp you kill had that suggested number
now this number changes at a set course and time till its dead. a always evolving number. now that number is effected by how much loot is in the loot pool. what weapon your using and how many you mobs your killing.
here is what this suggest:
there is a loot pool
weapons effect you returns
decay effects you returns
mob kills effect your returns(some times)
Example
Merps numbers are 15
lets say no loot is 15.1
1 pec loot is 15.2
2 pec loot is 15.3
globals 15.99
so on and so forth
let look at the "randomization" closer
60% of mobs will get no looter
10% will get 1 pec loot so the numbers that are spawned on these mobs (that is changing let say every second before kill)
5% will be 2 pec
.01% 15.99
examples below
the amount of 15.1 is added through the mobs more dramatically then they are added for the other set numbers
so lets say there are 100 mobs 60% of the time the "randomization" will be for no loot then 1 pec loot.
now we know maturity, damage per second and other factors account for loot gain etc and i honestly believe it can be explained through this
is you hunt wit a weapon let say a ubah weapon it will dramatically decrease the % of the amount of no loot you get. the longer you hunt will also increase the amount of 15.2 or 15.3 you get but not much maybe the third digits like in decay.
again this is all theory and to me it fits programming really well. please by all meens feed back is accept. but dont troll show theory etc.
(im suggesting this for hunting only i have no clue how crafting and mining might work)