I havent ever been a fan of "bad, bad MA" thinking so here's one possible explanation of strange loots we have been seeing...
Items in loots are way more dynamic than we have thought.
Dynamic in a way that amount of items in PE is limited. Thus all items have occurrance factor that is defined with amount of participants. For example there might be maximum of 1 goblin harness per participant, 2 stacks of animal hides per participant, 1 im2870 per 10000 participants etc.
This might very well have been also before but now as MA changed loots and removed lowest possible TT value of items lots of items suddenly started dropping lot faster. However since number of items is limited in relation to participants PE actually can run out of items.
Loot content determination might go this way:
There might have been kind of pressure to drop high end items like im2870 which almost never happened since they were high TT-value item, dropped by low loot mob. If they had 2% change to drop with high enough loot and lowest TT-value 200 peds, they probably could have dropped once per year or so. (Think how long time is needed for 50 big snable hofs.)
About all items currently dropping are such that people stuff them in TT right away and so their amount in game simply wont increase much.
As for raw materials, there might be two explanations. One is that some people have tried to take over tailoring material markets and just stuffed thousands and thousands peds of raw material into storage. Other is that MA decreased amount of items to prevent running out of certain items and it affected most drastically on common raw materials (they still drop - just way more rarely than before).
Ok... reason for this kind of system would be obviously to cope with market saturation. With set number of each item per participant, most stuff will stop dropping before they lose their market value totally. Something that MA needs as player community loudly turned down permanent decay.
This kind of morning rant this time.
Items in loots are way more dynamic than we have thought.
Dynamic in a way that amount of items in PE is limited. Thus all items have occurrance factor that is defined with amount of participants. For example there might be maximum of 1 goblin harness per participant, 2 stacks of animal hides per participant, 1 im2870 per 10000 participants etc.
This might very well have been also before but now as MA changed loots and removed lowest possible TT value of items lots of items suddenly started dropping lot faster. However since number of items is limited in relation to participants PE actually can run out of items.
Loot content determination might go this way:
- determine TT-value of this loot
- for each possible loot item:
- check there are these items left to drop (max amount/participant isnt exceeded)
- check their lowest possible TT value is less than TT-value left for this loot
- take random number and test it against frequency of this item
- if test is successful add this item to loot, lower its TT-value from loot
- add peds/pecs for rest of the TT-value
There might have been kind of pressure to drop high end items like im2870 which almost never happened since they were high TT-value item, dropped by low loot mob. If they had 2% change to drop with high enough loot and lowest TT-value 200 peds, they probably could have dropped once per year or so. (Think how long time is needed for 50 big snable hofs.)
About all items currently dropping are such that people stuff them in TT right away and so their amount in game simply wont increase much.
As for raw materials, there might be two explanations. One is that some people have tried to take over tailoring material markets and just stuffed thousands and thousands peds of raw material into storage. Other is that MA decreased amount of items to prevent running out of certain items and it affected most drastically on common raw materials (they still drop - just way more rarely than before).
Ok... reason for this kind of system would be obviously to cope with market saturation. With set number of each item per participant, most stuff will stop dropping before they lose their market value totally. Something that MA needs as player community loudly turned down permanent decay.
This kind of morning rant this time.
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