Stryker
Elite
- Joined
- May 1, 2005
- Posts
- 4,020
- Location
- VA, USA
- Society
- Warants
- Avatar Name
- James Jimmy Stryker
I thought I'd share my experience from today at the Entropy The Purger spawn. First, the stats:
Ammo: 13,000 PED
Decay: 1984.01 PED
Enhancer MU: 264.60 PED
Total Cost: 15,248.61 PED
Return: 9046.49 (59.33%)
I don't think I missed a single kill throughout the day. The reason for the volatile return is due in large part to the presence of gems (emeralds, rubies and diamonds), McMahon Redeemers and similiar, worthless items hogging TT value that would have otherwise been split amongst everyone based on their damage inflicted. If that wasn't bad enough, it quickly became evident that gems weren't considered stackables at all; there were multiple times that a society member with similiar/less dps would loot 2 emeralds, yet I received nothing at all (or vice versa). So not only did they include superfluous 300-500 PED blocks, they didn't remove Player X from the equation after already receiving one.
MindArk created one of the most volatile mobs in game, but made it nightmarish and the first true gamble I've ever seen from hunting by including this type of distribution system. In my opinion, gems (and ideally the TT Redeemer) should be removed from the table. Instead, drop consistent stackables with a rare chance of dropping a low-medium TT, high markup item, like the Mod Rip or Shadow Arms. Big ESI drops are tricky; with several hundred shooters I still don't see the justification in dropping those TT hogs, but if they must drop perhaps there can be a cap of X% that one is allowed to comprise from the overall HOF.
I actually love the concept of Shared Loot and had a great time partaking in this event, aside from the laughable returns. It just really confuses me as to why a few tweaks can't be made to lessen the volatility, thereby increasing the fairness of the overall individual experience. I really feel for the guys I saw shooting low-mid level L guns for an hour (2 or 3 Entropy kills in some cases) and not receiving a single pec back for their efforts. Is this how we plan to attract and retain new players to our universe?
Ammo: 13,000 PED
Decay: 1984.01 PED
Enhancer MU: 264.60 PED
Total Cost: 15,248.61 PED
Return: 9046.49 (59.33%)
I don't think I missed a single kill throughout the day. The reason for the volatile return is due in large part to the presence of gems (emeralds, rubies and diamonds), McMahon Redeemers and similiar, worthless items hogging TT value that would have otherwise been split amongst everyone based on their damage inflicted. If that wasn't bad enough, it quickly became evident that gems weren't considered stackables at all; there were multiple times that a society member with similiar/less dps would loot 2 emeralds, yet I received nothing at all (or vice versa). So not only did they include superfluous 300-500 PED blocks, they didn't remove Player X from the equation after already receiving one.
MindArk created one of the most volatile mobs in game, but made it nightmarish and the first true gamble I've ever seen from hunting by including this type of distribution system. In my opinion, gems (and ideally the TT Redeemer) should be removed from the table. Instead, drop consistent stackables with a rare chance of dropping a low-medium TT, high markup item, like the Mod Rip or Shadow Arms. Big ESI drops are tricky; with several hundred shooters I still don't see the justification in dropping those TT hogs, but if they must drop perhaps there can be a cap of X% that one is allowed to comprise from the overall HOF.
I actually love the concept of Shared Loot and had a great time partaking in this event, aside from the laughable returns. It just really confuses me as to why a few tweaks can't be made to lessen the volatility, thereby increasing the fairness of the overall individual experience. I really feel for the guys I saw shooting low-mid level L guns for an hour (2 or 3 Entropy kills in some cases) and not receiving a single pec back for their efforts. Is this how we plan to attract and retain new players to our universe?