LOL, you said Jehova!
Really, wonderful guide.
Regards,
DD
Hi,
a very good guide me thinks - Rep added.
[...stuff...]
Anyway, thanks for the great guide & have fun!
Very good guide! +rep
I strongly agrea with your random theory and I think many people missunderstand random, and the human brain is constructed to find patterns so it's no wounder we keep "finding" them even where they don't exist.
The only thing I disagrea on in the guide is the extractors. Kosh sums it up preety well.
Very nice guide. But mining isnt random...
Example:
Skillgains:
If i gain no skills and run XX seconds a straight line (yes the XX is censored because its my technic ) You wont gain skills again...
With and without amp... so where is the randomnes?
And yes i will publish that technic soon. If it is proofable (becauce i have not so much peds to make constant runs)
I know some ppl say: "Pff bullshit that skillgain tricks wont work." But you see a system in them...
Very nice guide. But mining isnt random...
Example:
Skillgains:
If i gain no skills and run XX seconds a straight line (yes the XX is censored because its my technic ) You wont gain skills again...
With and without amp... so where is the randomnes?
And yes i will publish that technic soon. If it is proofable (becauce i have not so much peds to make constant runs)
I know some ppl say: "Pff bullshit that skillgain tricks wont work." But you see a system in them...
I belive the size of the find is random, the amps only magnify the find by a set percent. So I don't see how amps would be prof of none randomes.
Skillgains... There are thous who belive and there are thous who don't. I've seen no prof one way or the other. I attended a minaclass by Widswept some time ago, and he tought one skillgain theory. After trying it out for my self some time I don't much belive in it, no offence Windswept.
As stated earlyer, humans have a very selective memory and an urge to find patterns. When you combine the two it's easy to "see" patterns that aren't realy there.
But as allways, only MA know for sure and can sitt back and chuckel at all our attempts to figure it all out.
Good point, theres a lot of theories with skill gains...
I'm 100% sure skill gains are not linked to anything, they're just random. You have a random chance of gaining skill in one of the relevant skills (it's weighted, you get more of some then others by a weighted percent). But skill gains have NOTHING to do of finding deposits.
Yes, of course I have considered all those things ... but the theory is easily proveable when hunting, if you're not aiming at a lootable target you will not get a skill-gain.
Given your theories hold that mining uses the same basic methods as hunting, I dont see why the skill-gain method should be different.
One comment on the amp section:
Use amps in areas that you know what resources you will find, and only if the markup of the resources is higher than the markup of the amp. This is consistent with the fixed % return approach you use in the guide.
raeky said:As a new miner the first thing you should learn is that mining isn't something you can't easily support without depositing. The smaller runs you do the more likely you are to end up loosing big. All the best miners mine with 200-500+ bombs/probes per trip, minimum. I consider 100 bombs/probes a MINIMUM for a trip, anything less and your far more likely to loose, imho.
What I mean that you have a higher chance of loosening out with smaller runs is that if you run into an area thats been mined out recently you're going to get a lot more misses then normal, without a large run that loss will not be balanced out easily or at all, making that run abnormally bad. Thats one of the reasons I recommend larger runs.
Learning that an area is bad and you need to move is something that comes with experience, I believe. The more you mine an area the better you'll be at judging if its returning like it should. If your getting bad returns MOVE, I do, so you should as well. ;-)
raeky;1392256[COLOR=DarkGreen said:ENERGY OR ORE OR BOTH?[/COLOR]
Both.
I find it doubles my chance of getting a good result in my mining run, since losses in ore can be made up for a nice find in the energy department.
Sorry, but this cannot go unchallenged. If you are in a field, using an amp will increase your return whatever the resource.
The real argument about attaching and detaching amps is whether you should attach it before you are sure that the field exists. The problem is, there are many false positives, where there are just one or two finds surrounded by desert, so I don't think this works either.
But fundamentally, no-one should use an amp until they have acquired enough knowledge of fields and judgement when to start and stop bombing that they already make a consistent profit. Then it's a question of being happy with the increase in stake, and not overpaying for the amps.
Once you decide to use an amp, do it all the time, or you will regret it when you hit an unamped global.
raeky;1392256 [FONT=Arial Black said:AMPS?[/FONT]
Amps are simply a way of upgrading your slot machine from nickel slots to dollar slots or beyond. You're putting in more, your finds will be adjusted, but your payout % will remain the same (still only get back say on average 80%), and your odds of getting a HoF and winning more (then that 80% return) MOST LIKELY is the same with or without amps.
Thats my thoughts on amps, they're a way to see bigger finds, but I don't think they increase your odds of profiting much, in fact they have a MUCH MUCH better chance of drastically reducing your profits.
I use 101 amps every so often, but I don't believe amps will increase my odds of profiting, so I don't use them very often. But if you use amps on every bomb, your return % will likely be the same as if you didn't use the amps.
I think you misunderstood me, or I was not clear.
I agree, taking the amp on and off is a bad idea. I take 5-10 amps on a run and all bombs dropped are amped.
What I meant is that you should know that the markup of the resources that generally spawn in the field is higher than the markup of your amp. Not whether or not you will find resources on this specific run.
Sorry, but this cannot go unchallenged. If you are in a field, using an amp will increase your return whatever the resource.
The real argument about attaching and detaching amps is whether you should attach it before you are sure that the field exists. The problem is, there are many false positives, where there are just one or two finds surrounded by desert, so I don't think this works either.
But fundamentally, no-one should use an amp until they have acquired enough knowledge of fields and judgement when to start and stop bombing that they already make a consistent profit. Then it's a question of being happy with the increase in stake, and not overpaying for the amps.
Once you decide to use an amp, do it all the time, or you will regret it when you hit an unamped global.
The first and third paragraphs are excellent advice, but I'm afraid your justification in the second paragraph is statistically wrong. Over the long term, your return will be identical whether you do several short runs, or one long one, unless the extra bombs are used intelligently. The real reason for taking a lot of bombs is so that when you find a field, you can exhaustively bomb it and not run out part way through. A more trivial reason is that areas near TP's are more likely to have been recently bombed, and it's a waste of time to run a long way from a TP just to drop 20 bombs.
I suggest you consider carefully what you have written, and then remove it.
And then add some real reasons for your choice.
With which I would disagree, because I favour choosing either Ore or Enmatter, not both.
Absolutely right here. I don't believe amps affect your return on monetary investment either, but it's important to note that they do affect the return on your time. Mining is a long and tedious activity, and if you know how and where to mine profitably, using an amp will give you a faster return, and also give you faster skill gains. To some extent, the markup on an amp could be seen as paying for time saved.
No, I understood your point. I was attempting to refute it. I use an OA-102 all the time, which has a markup of about 114%, and I certainly use it where I know there is usually a Lyst field.
Markups on rarer resources are higher for the good reason that you get more misses when you look for them. I would say that one should not pay a higher markup for an amp than justified by your RL skill in using it. The resource markup is irrelevant.
I do agree that one shouldn't use amps until they're comfortable with their regular mining spots, what they yield and all that jazz. But I don't agree that amps give you a better ROE yield then no amps. So if you only get say (purely a random example) 90% on average return on spent TT, and your paying 120% markup on your amps, your going to LOOSE money if you only pull up zero markup ores according to my theories of how things work.
I rarely, if ever, use amps, and I don't recommend them until you wallet can easily afford them and are knowledgeable and comfortable about your mining locations.
But I don't believe you get better return with them, just larger finds to equal the larger expense.
You may favor it, but I'm not changing my position on mining both. There is NO evidence one interferes with the other, so it's only a good idea to do both, imho.
Yes but if you mine intelligently with the amps in fields that have higher markup ores you can midigate the losses of the amp markups. Also i don't think theres any conclusive evidence skill gains are directly proportional to peds spent, so its POSSIBLE amps give you less skills then the amount of peds spent. I'd like to see some good exhaustive data on that...
I do agree amps can allow you to mine faster.
The markup clearly can't be irrelevant. I don't believe lyst is more profitable then other ores, it's just easier to find. If your just finding lyst and using 115% markup amps I'm sure your loosing money on your runs if you calculate them out, excluding any abnormal large finds (jackpots). If you wasn't targeting lyst and went after decent fields with other ores you probably wouldn't be loosing on the same calculation.
So no, the markup you should pay for an amp depends on your own skill, not on the resource markup, because markups are so balanced that the return after markup is approximately the same for all resources.
If ,on average when you bomb a Lyst field you get 50 Ped TT, and when you bomb a Belk field you also get 50 Ped TT, your argument would be true, but that's not what happens. When you bomb the Belk field you only get say 40 Ped TT because you miss more. If you were to bomb a Gold field, you might get 25 Ped TT.
Yea, "miss more" on some ores. I generaly think every ores have build-in rarity on Calypso planet... Lyst v. common, belk common, blau not so common, narc uncommon. Just gradation example. And this rarity not changing very often - even copper "price drop" do not changed this system.. Theory, you know
And here we have market need - lyst is used in many recipes but it is SO COMMON that price only rare exceed 110% But with not so common ores eny market need makes beeg difference on % - when omps appears narc goes up 20-30% up (acording to my memory) and i do not observe better hit ratio on narc, even i look for it - so rarity was not changed imo.
What it gives ? Miners can try to find common-rarity-ores that are actually very needed on the market - belk for example. And it work for me lastly Or maybe using Tk320 for belk is totally stupid But again "rare" ores are SO RARE and marked need for it is very low so looking for example for gold, terrudite, quantium and kenarium is pure loss. That ores are just to rare finds. Err, or maybe i need better calypso ground knowledge in my mind Maybe it can help a little but still i think market of ores 170%+ is dead. Until you hof on it ofc :> But it is gambling - something all of us (players and developers) want to ommit... Or just declare it
And one more thing: miners should have memorised recipes/bp's for moust common crafting items, imo
Net
I 100% believe that ore quantities are a fixed finite number. Meaning there can only be X number of lyst ingots in game at any given time. Once they're destroyed (crafting for example) then they can be refound. The game will not create resources infinitely.
Lyst at one time rose to a crazy high price, I know someone who had crazy amounts of peds of it stashed during that time. You can affect the prices of even common ores, remove a % of it from the market (doesn't have to be huge, 20-30% would be enough) to drive the market prices of a common ore pretty darn high.
And btw Belk is a pretty low end ore, HUGE quantities are found every day, look at the ATH's and uber HoF's on it. It's common. Being a low-end ore, you should find LOTS more of it if you use a low depth searching finder instead of higher end finders.
concerning skill ups, this is what i been noticing.
surveying: means something is north, east or west. what finder you use depends on what direction it will be in. i noticed that with differnet finders, this skill could mean any direction, have to find out what that is, and when you do thats the constant direction for that finder/time period.
geology: again something is behind you, or something is ahead of you. depends on the finder. same condition as above.
intelligence: something is really close, and it is over 20 ped.
perception: possibly found a vein line, or some person is within 200 meters. tends to be some person in range mostly though, but if you dont find anyone, then possibly a vein.
and again its different for each finder each time you use it, so have to test bomb to see how the skill ups work for that finder for that period of time. and then you can tell where things will be. though this only works 40% of the time
for me. but when it does, it does ))
this is my 2 cents on the matter.