Staffas
Elite
- Joined
- Aug 11, 2007
- Posts
- 3,186
- Location
- Sweden
- Avatar Name
- Pedra Pedhuntress Huntress
Warning, a wall of text!
Loot theories, how interesting
My theory is based on what i think would be easy programming and also guarantee that MA does not loose peds, and at the same time explain the 90% returns that most get in the long run.
MA creates all items ingame, and they have decided what the best possible dmg/pec is. From this point they have calculated the cheapest way to kill each mob. From this they have set a payout % of like 99%.
Example: a weapon with eco 3.289dmg/pec (stats from imp mk.II from entropedia) kills creature with 1000hp and low regen. Total cost to kill the creature is (1000/3.289pec =) 304.04....pec.
Now you get a list of X (somewhere around 10k, maby more?) different loot combinations, multiply that number of combinations with the most cost efficient way to kill the mob (in this case (divided by 100 to get peds), (10 000*304.04)/100 = 30 404ped).
This new number would be the total peds divided on those loot combinations, spiced up with some no looters and some Uber HOFs.
Also a number is set for a max loot from that mob, from what I think, it looks like it is based on cost to kill.
Now it is all a matter of spreading those numbers out all over the list for that mob and that maturity (a separate list for all maturities of the same mob, which can be "confirmed" on a mob like scipulor that only drop hl11 from domi+).
Hey, we get an average of 90% return in most loggs and tests!
This would be since we are not hunting the mobs with max efficiency (cheapest cost per kill) and would end up at between 80% and 95% in general.
How about items then?
The list of possible loot combinations would also include the different loot combinations, most likely with a set number for how much TT or how many of a specific item can exist in EU at the same time, maby even compared to number of active users, or at least registered users.
I think that this would also explain comments from MA that all items are still lootable, they are in theory, and if the playerbase grew another mod fap might loot to adjust to the new number of players.
My thinking is that this makes sense since MA would be guaranteed not to loose peds in the long run on any mob.
It would also be quite easy to calculate the loot in each looting situation (for example, just let a random number generator give you a number between 1 and 10k and check the list for the payout)
It would also explain the average 90% TT return that most of us are experiencing (our efficiency is not 100% for that mob).
The dynamic part of the loot (my searches for a definition of dynamic in relation to computers came up with "a random number within a set interval", and another definition would be "always evolving/changing") would also be explained by this theory. The always evolving/changing part would be due to the balancing manager changing what types of items and stackables that can be looted from a specific mob.
Mining would work in the same way, drop a bomb, check towards the list, about 75% of the list consists of NRF, and the other 25% evens out the total payout towards the set max total payout (with a different list for each amp for example).
Also the list would only apply if you are mining with a tool in an area where you can actually find the resource that is in that area.
Same thing with crafting, but here it would just be silly to have a max number of items or max TT of an item in total, so here I think that there is just a straight list of no sucess, near sucess and sucess with various TT value giving a total return of around 99%.
What would reduce your total return here is skills and QR of your BP.
Since it is a random number generator it would also allow for these rare situations that someone kills 10 mobs and get 2 Uber loots, random is random after all, but the total return overtime from that mob would still be under 100%.
It would also explain why some people never get any top loots, it is still random for each specific loot situation, and the odds of getting a big loot is really low.
I think that this would also explain the frequent Massive loots from mobs like small atrox (15k+ each week is about normal), small argo (one 7k - 10k a weak on average), and drones (one 7k - 10k a weak on average), since there is so many players hunting theese mobs, the random number that gives top loot (or atleast top 5 loot from that mob) would hit about once a week.
Does this makes sense?
I think so
Loot theories, how interesting
My theory is based on what i think would be easy programming and also guarantee that MA does not loose peds, and at the same time explain the 90% returns that most get in the long run.
MA creates all items ingame, and they have decided what the best possible dmg/pec is. From this point they have calculated the cheapest way to kill each mob. From this they have set a payout % of like 99%.
Example: a weapon with eco 3.289dmg/pec (stats from imp mk.II from entropedia) kills creature with 1000hp and low regen. Total cost to kill the creature is (1000/3.289pec =) 304.04....pec.
Now you get a list of X (somewhere around 10k, maby more?) different loot combinations, multiply that number of combinations with the most cost efficient way to kill the mob (in this case (divided by 100 to get peds), (10 000*304.04)/100 = 30 404ped).
This new number would be the total peds divided on those loot combinations, spiced up with some no looters and some Uber HOFs.
Also a number is set for a max loot from that mob, from what I think, it looks like it is based on cost to kill.
Now it is all a matter of spreading those numbers out all over the list for that mob and that maturity (a separate list for all maturities of the same mob, which can be "confirmed" on a mob like scipulor that only drop hl11 from domi+).
Hey, we get an average of 90% return in most loggs and tests!
This would be since we are not hunting the mobs with max efficiency (cheapest cost per kill) and would end up at between 80% and 95% in general.
How about items then?
The list of possible loot combinations would also include the different loot combinations, most likely with a set number for how much TT or how many of a specific item can exist in EU at the same time, maby even compared to number of active users, or at least registered users.
I think that this would also explain comments from MA that all items are still lootable, they are in theory, and if the playerbase grew another mod fap might loot to adjust to the new number of players.
My thinking is that this makes sense since MA would be guaranteed not to loose peds in the long run on any mob.
It would also be quite easy to calculate the loot in each looting situation (for example, just let a random number generator give you a number between 1 and 10k and check the list for the payout)
It would also explain the average 90% TT return that most of us are experiencing (our efficiency is not 100% for that mob).
The dynamic part of the loot (my searches for a definition of dynamic in relation to computers came up with "a random number within a set interval", and another definition would be "always evolving/changing") would also be explained by this theory. The always evolving/changing part would be due to the balancing manager changing what types of items and stackables that can be looted from a specific mob.
Mining would work in the same way, drop a bomb, check towards the list, about 75% of the list consists of NRF, and the other 25% evens out the total payout towards the set max total payout (with a different list for each amp for example).
Also the list would only apply if you are mining with a tool in an area where you can actually find the resource that is in that area.
Same thing with crafting, but here it would just be silly to have a max number of items or max TT of an item in total, so here I think that there is just a straight list of no sucess, near sucess and sucess with various TT value giving a total return of around 99%.
What would reduce your total return here is skills and QR of your BP.
Since it is a random number generator it would also allow for these rare situations that someone kills 10 mobs and get 2 Uber loots, random is random after all, but the total return overtime from that mob would still be under 100%.
It would also explain why some people never get any top loots, it is still random for each specific loot situation, and the odds of getting a big loot is really low.
I think that this would also explain the frequent Massive loots from mobs like small atrox (15k+ each week is about normal), small argo (one 7k - 10k a weak on average), and drones (one 7k - 10k a weak on average), since there is so many players hunting theese mobs, the random number that gives top loot (or atleast top 5 loot from that mob) would hit about once a week.
Does this makes sense?
I think so