Noodles
Alpha
- Joined
- Nov 13, 2007
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- Noodles NightOwl O'Shea
Marco has recently stated that he is working on the “no loot” problem. Taken literally, this means the number of mobs that have no loot.
There are many ways to address this problem, but most of us can probably agree that the real problem (if there is one) is not the empty mobs, but the base return rate. Some of us refer to this problem as the “average” return problem, though more correctly the word “median” should be used. I am assuming (hoping) that this is what he is really working on.
I define “base return” as the tt return from an activity not including “big” loots—mini’s, globals, and hofs, depending on the level at which you are playing.
After reading a few years worth of mining/hunting/crafting logs by dedicated and analytically-minded Calypsians, and doing my own research (c.f. here and here), it seems reasonable to assume that the current base return rate is around 60%. That means that if you go on a reasonably long, economical hunt/mine/craft run, and do not get any “big” loots, you can expect to get 60% of your tt expenses back. “Economical” means, for example, that you hunt at your level using maxed weapons without excessive fapping, overprotection, or overkill, that you craft with max COS (whether on quantity or condition), that you do not stand in one spot and drop many bombs, etc.
Over the long term, most player analyses indicate a return of greater than 90% for economical play. This means that at least 30% (90% - 60% base) of your return is in the form of “big” loots. Since only about 5% of loots are “big,” you can go for quite some time with very poor returns (the base return) before you hit the big one (hopefully). Or you can get lucky and hit the big one right away. This is what players tend to complain about on EF.
Here is another chance to tell FPC/MA your vision for the loot distribution, if they happen to take a peek at this thread. Keep it as it is? Have more globals/hofs? Less?
Though there are many ways to imagine reorganizing the loot distribution, a logical way to increase the base return would be to lessen the number of “big” loots. Here are some numbers:
<=50% base…>30% more big loots than currently, but worse median return (more really bad hunts, and more really good hunts; less “normal” hunts).
60% base…big loots ~5% of the time. The current system.
70% base…big loots less than now, about 25% less.
80% base…~40% as many big loots as now (2.5x less).
>=90% base…big loots are quite rare (10% of current rate or less), but returns are much more consistent (most hunts would be “normal”).
No, there is no poll option for, “increase the long-term return rate!” Have that discussion in another thread, please.
Enjoy.
There are many ways to address this problem, but most of us can probably agree that the real problem (if there is one) is not the empty mobs, but the base return rate. Some of us refer to this problem as the “average” return problem, though more correctly the word “median” should be used. I am assuming (hoping) that this is what he is really working on.
I define “base return” as the tt return from an activity not including “big” loots—mini’s, globals, and hofs, depending on the level at which you are playing.
After reading a few years worth of mining/hunting/crafting logs by dedicated and analytically-minded Calypsians, and doing my own research (c.f. here and here), it seems reasonable to assume that the current base return rate is around 60%. That means that if you go on a reasonably long, economical hunt/mine/craft run, and do not get any “big” loots, you can expect to get 60% of your tt expenses back. “Economical” means, for example, that you hunt at your level using maxed weapons without excessive fapping, overprotection, or overkill, that you craft with max COS (whether on quantity or condition), that you do not stand in one spot and drop many bombs, etc.
Over the long term, most player analyses indicate a return of greater than 90% for economical play. This means that at least 30% (90% - 60% base) of your return is in the form of “big” loots. Since only about 5% of loots are “big,” you can go for quite some time with very poor returns (the base return) before you hit the big one (hopefully). Or you can get lucky and hit the big one right away. This is what players tend to complain about on EF.
Here is another chance to tell FPC/MA your vision for the loot distribution, if they happen to take a peek at this thread. Keep it as it is? Have more globals/hofs? Less?
Though there are many ways to imagine reorganizing the loot distribution, a logical way to increase the base return would be to lessen the number of “big” loots. Here are some numbers:
<=50% base…>30% more big loots than currently, but worse median return (more really bad hunts, and more really good hunts; less “normal” hunts).
60% base…big loots ~5% of the time. The current system.
70% base…big loots less than now, about 25% less.
80% base…~40% as many big loots as now (2.5x less).
>=90% base…big loots are quite rare (10% of current rate or less), but returns are much more consistent (most hunts would be “normal”).
No, there is no poll option for, “increase the long-term return rate!” Have that discussion in another thread, please.
Enjoy.
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