Hunting Is Dead To Me

Are we really going to have this discussion again? When MA first mentioned the concept of a personal lootpool it was in reference to the community. As such, the community defined what a personal lootpool is and MA replied "no, what you are describing is not a thing"
I had never read a solid definition just a number of different speculations. I searched but came up short. Can you enlighten us on what that definition is?

FWIW I don't think there is a personal loot pool in any way shape or form, it's more more in line with a VLT network and/or a peri mutuel betting system of which @atomicstorm has suggested. I'm unsure which one though, the algorithm seems to exhibit characteristics of both.
The usual BS reaction.
You didn't cycle enough.

😑
If it's too hard to understand, reference the example with the slot machine that I gave. Like it or not, that's how it works. If after all these years you still haven't clued into what's going on then you really do deserve the subpar returns that the system provides. If it were a fixed percent then you'd not have ranges of loot returns and you'd get back 95% of every PED cost you inject into the algorithm. It's not a difficult concept to understand.
 
If it's too hard to understand, reference the example with the slot machine that I gave. Like it or not, that's how it works. If after all these years you still haven't clued into what's going on then you really do deserve the subpar returns that the system provides. If it were a fixed percent then you'd not have ranges of loot returns and you'd get back 95% of every PED cost you inject into the algorithm. It's not a difficult concept to understand.

Dude, i thought you knew how it works.
But I guess you don't understand what "average" means.
Sure, this game is about numbers, but luck is still a thing for most people that don't grind indefinitely.
And if you refuse to acknowledge the luck part, you clearly don't truly know this game.
Most here are just humans with a real life and without unlimited budgets.
Is that so hard to understand?
 
Dude, i thought you knew how it works.
But I guess you don't understand what "average" means.
Sure, this game is about numbers, but luck is still a thing for most people that don't grind indefinitely.
And if you refuse to acknowledge the luck part, you clearly don't truly know this game.
Most here are just humans with a real life and without unlimited budgets.
Is that so hard to understand?
So what are you trying to get at?
What are you trying to ask for?

Are you saying the system should favor the casual? How would that work exactly without that system being abused by the hardcore?

Should MindArk take a revenue cut and limit playtime so that casuals have a better chance at being lucky?

Luck is a component of gambling. You need to spin the wheel a lot to have more chances at getting lucky. That's how it works. Yes, one person can get lucky many times. One can get lucky no times. That's the nature of gambling. That's what happens here but you have control over some metrics that give you better CHANCES.

You're talking nonsense and I don't even think you know what you really want.
 
Luck is a component of gambling. You need to spin the wheel a lot to have more chances at getting lucky.
Nope, unless you are using the idea of 'a lot' in a newer way now.
In your slot machine example you are actually playing for a limited amount of time and hoping for a big multi before it would be 'due in layman's terms', as it were. Your best chances of being up are by playing 'a little', but more than just a few times.

There was an experiment once where a mathematician sent people into a casino with strict rules on how to play. He claimed that most could come out with a small win, which is true, but it stops working for more and more players if they 'push' their luck and continue.

What luck actually does is converge closer and closer to the expected statistic the more you play. Players who have been here for years relying on luck are well into needing multi-k multis to just claw a nice chunk back, and it's no longer on cent machines (=mobs) either.
And the expected statistic is of course: we lose, MA wins.

What we have that players elsewhere in rl establishments don't is mu from other players. This has always been where the competition lies. It is mixed in with non-randomness that includes the 'beloved' waves, plus for quite a while now in loot 2.0, the concept of loot quality. There is also something else, which admittedly does require luck, but also attentiveness... ;)
 
Nope, unless you are using the idea of 'a lot' in a newer way now.
In your slot machine example you are actually playing for a limited amount of time and hoping for a big multi before it would be 'due in layman's terms', as it were. Your best chances of being up are by playing 'a little', but more than just a few times.

Yes. In the context of Entropia and spinning the wheel as being kills or rolls of the machine, on the appropriate machine/mobs.

Sorry, I may have mixed too many references. The points still stand though.
 
So what are you trying to get at?
What are you trying to ask for?

Are you saying the system should favor the casual? How would that work exactly without that system being abused by the hardcore?

Should MindArk take a revenue cut and limit playtime so that casuals have a better chance at being lucky?

Luck is a component of gambling. You need to spin the wheel a lot to have more chances at getting lucky. That's how it works. Yes, one person can get lucky many times. One can get lucky no times. That's the nature of gambling. That's what happens here but you have control over some metrics that give you better CHANCES.

You're talking nonsense and I don't even think you know what you really want.
I don't want anything.
Just extremely bored by the constant ""you need to cycle more" reaction because that's a BS reaction.
 
It's not about cycling more or less, it's about hunting apropriately matched mobs with your cycle power....
Yeah, ridiculous that with 10k$ you're stuck to hunting punies.
 
Yeah, ridiculous that with 10k$ you're stuck to hunting punies.
Rule of thumb:

10DPS weapon = 100HP mob
100DPS weapon = 1000hp mob

10DPS weapon = 1000PED ammo + 1000PED loot in storage
100DPS weapon = 10,000PED ammo + 10,000PED loot in storage

You still need appropriate armor/faps for the mobs.
 
Rule of thumb:

10DPS weapon = 100HP mob
100DPS weapon = 1000hp mob

10DPS weapon = 1000PED ammo + 1000PED loot in storage
100DPS weapon = 10,000PED ammo + 10,000PED loot in storage

You still need appropriate armor/faps for the mobs.
Is the 10 DPS = 100 HP mob really the majority and generally accepted rule of thumb? If so, I've been hunting things way out of my league. Personally I aim for 15-25 shots per kill, but this isn't based on any data just a personal preference.
 
Is the 10 DPS = 100 HP mob really the majority and generally accepted rule of thumb? If so, I've been hunting things way out of my league. Personally I aim for 15-25 shots per kill, but this isn't based on any data just a personal preference.

Yes sure.. Nice "rule".

And so on.. You need 500 DPS for 5kHP mobs, and 1k DPS for 10kHP.. :rolleyes:
 
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Yes sure.. Nice "rule".

And so on.. You need 500 DPS for 5kHP mobs, and 1k DPS for 10kHP.. :rolleyes:
If you want to see stable returns, especially at lower levels, yes, that's the general rule of thumb formula. There are exceptions but you knew that didn't you. I don't have to explain what a rule of thumb is do I?
 
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Rule of thumb:

10DPS weapon = 100HP mob
100DPS weapon = 1000hp mob

10DPS weapon = 1000PED ammo + 1000PED loot in storage
100DPS weapon = 10,000PED ammo + 10,000PED loot in storage

You still need appropriate armor/faps for the mobs.

So basically 10 seconds to kill something...??
 
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