Corey 'Greyfox'
Stalker
- Joined
- Nov 30, 2010
- Posts
- 1,841
- Location
- Saskatchewan, Canada
- Avatar Name
- Corey Greyfox Grifydd
Okay their has ben lots of speculation as to how loot works lately and to save myself from saying the same thing in a half dozen other threads I decided to clarify a couple things that I have discovered;
1)You will gain 85-90% of what you spend, not what you deposit.
2)There is a small luck factor for "promotional" loots, fairly sure that considering the rarity of them that it comes from the 10-15% that players loose to MA.
3)Those "welcome back" hof's are just the system paying you back for any deficit owed, I think to make calculations easy a full pay back of any remaining loot owed from the pool is initiated at the end of each quarter. I haven't tested this third point though, I can't seem to stay away for more then a few days
4)as far as I can tell what you get in loot is indeed dynamic, likely a loot algorithm designed to distribute items that looks something like this, x number of items in play/ x number of active players. If the ratio of item to player is unbalanced then the item will drop more or less as needed. This keeps the rare items rare and the common items common and everything else in-between.
There, all clear now? Well if not I'm not releasing anymore, last time someone figured out how loot worked and made that find public MA changed it
EDIT: I have no idea where "gloms" came from in the tittle it was supposed to say "points"
1)You will gain 85-90% of what you spend, not what you deposit.
2)There is a small luck factor for "promotional" loots, fairly sure that considering the rarity of them that it comes from the 10-15% that players loose to MA.
3)Those "welcome back" hof's are just the system paying you back for any deficit owed, I think to make calculations easy a full pay back of any remaining loot owed from the pool is initiated at the end of each quarter. I haven't tested this third point though, I can't seem to stay away for more then a few days
4)as far as I can tell what you get in loot is indeed dynamic, likely a loot algorithm designed to distribute items that looks something like this, x number of items in play/ x number of active players. If the ratio of item to player is unbalanced then the item will drop more or less as needed. This keeps the rare items rare and the common items common and everything else in-between.
There, all clear now? Well if not I'm not releasing anymore, last time someone figured out how loot worked and made that find public MA changed it
EDIT: I have no idea where "gloms" came from in the tittle it was supposed to say "points"