Luck variable when creating avatar?

Do you think there is a luck variable when creating avatar?

  • Yes

    Votes: 23 22.3%
  • Maybe

    Votes: 19 18.4%
  • No

    Votes: 61 59.2%

  • Total voters
    103
MA can do whatever they want with the code

I am certain that systems, which encourage deposits from those players, who are already "hooked" is in place, it would require some heavy-duty proof to change my and many other's peoples minds on this...

Guys, seems the admin's blocked incoming PM's for me, sry to the people who sent one, seems the hand of "law" was watching and immediately acted upon it.
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...

Guys, seems the admin's blocked incoming PM's for me, sry to the people who sent one, seems the hand of "law" was watching and immediately acted upon it. ...

/mod note/
I don't have access to do that, and I highly doubt 711 would do so either.

It is more likely that you have either:
. reached the maximum number of PMs in your inbox, or
. you have blocked some or all private messages in the General Settings for your account.
 
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So basically my avatar is fucked since I've lost somewhere between 20-25k this year.
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So basically my avatar is fucked since I've lost somewhere between 20-25k this year.
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<removed> I lost 35k to 40k in a month and then got 2 towers in a day. (still down tt and MU wise of course) So do I have an ava with a built in luck factor or did i simply play stupid?
Well I knew that I played stupid but it was fun to do so. So what did you do to lose 20-25k in a year? Did you play smart?

Back to enjoying this thread and out of discussion. :)
 
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<removed> I lost 35k to 40k in a month and then got 2 towers in a day. (still down tt and MU wise of course) So do I have an ava with a built in luck factor or did i simply play stupid?
Well I knew that I played stupid but it was fun to do so. So what did you do to lose 20-25k in a year? Did you play smart?

Back to enjoying this thread and out of discussion. :)

There is no "luck" only variables, and there are ofc more than 1.....
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....

Sorry I've Hijacked the thread..
 
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There is no need for MA to code different type of luck per individual, when all they need
is to use some psychology....
As long as people are stubborn and refuse to test and try out a s**tload of combinations,
try to figure out why peaks and abysses comes in loot at certain occasions and being
scared as hell to spend and lose some RL money, playerbase is pretty good to destroy
their own "luck"...

So, once again, EU is all about matching numbers, nothing else. "Simple" as that.
 
There is no need for MA to code different type of luck per individual, when all they need
is to use some psychology....
As long as people are stubborn and refuse to test and try out a s**tload of combinations,
try to figure out why peaks and abysses comes in loot at certain occasions and being
scared as hell to spend and lose some RL money, playerbase is pretty good to destroy
their own "luck"...

So, once again, EU is all about matching numbers, nothing else. "Simple" as that.

no need to code.. ofc u would want to have fail proof system that just cant backfire on u.. if everyone has the steady shitty luck there wont be no stories to tell in news.. and so for those lucky ones there has to be the opposite who pays for the lucky ones.. while there are the middle members yelling "everything is fine, ur just a bad player"
 
So, once again, EU is all about matching numbers, nothing else. "Simple" as that.

I wish it was as simple as that - what do you mean by the quote?
 
:argue::argue::argue::banghead:
Fun read tho :)
 
Einstein said, (along the lines of), "insanity, is doing exactly the same thing over and over again expecting a different result"

My definition, "insanity, is playing and throwing money at game you believe is rigged"



Rgds

Ace
 
no need to code.. ofc u would want to have fail proof system that just cant backfire on u.. if everyone has the steady shitty luck there wont be no stories to tell in news.. and so for those lucky ones there has to be the opposite who pays for the lucky ones.. while there are the middle members yelling "everything is fine, ur just a bad player"

The system has to be built for the average to lose, thats quite obvious.
But when we are not efficient enough, we will lose more.

When someone find perfect match in number, they will hit the big one,
but they still have just found perfect combination of values and numbers.
The value of the loot has nothing to do with what they spent, since they
are able to get a(way) higher loot vs what they spent. This is funded from
e.g those per cent comming from the average loss (not talking about decay here).
If everyone were maxed in efficiency, less would end up in the "jackpot", but
we will still lose in average.
A lot of people misintepret max efficiency as something that will give you a
garantueed profit, but thats not what it is, it's equal to minimizing losses
and at the same time maximizing chances to a really good loot.

Ofc we are "bad" players if we can't see and fully understand the system and the
build up, but to be honset, I doubt anyone are able to, not even MA employees.
Thats the beauty of a layered system that has a dynamic progress.
What we can do, is to learn when to do what at the right time, and more importantly,
when not to do things at the wrong time... :)
 
I wish it was as simple as that - what do you mean by the quote?

Actually it is simple as that, if we look at it from the system p.o.v.
If we look at if from a players p.o.v it can become quite overwhelming and frustrating
when thinking of all combinations that are possible.
But here comes also knowledge and understanding in, the more we learn the less
alternatives in combinations are possible.

The quote is there since it is anything but simple to find out what works best when we
begin our testing and has nothing to start with...
 
/mod note/

The thread topic is: 'Is a setting for a 'luck variable' created when making a new Entropia account?'

This thread has gone well off that topic. While speculation about game processes can be challenging to some people's fixed perceptions of our virtual reality, learning from others can only be achieved if one keeps an open mind. Where differences occur, these should be resolved by discussion, presentation of empirical and measurable evidence, or suggestions on how that might be collected - not wild accusations and conspiracy theories.

I will be removing all posts that are off-topic, together with those that are inflammatory or insulting to other members.

If this thread continues to be derailed in this manner, those involved may be taking a break from the forum.

:topic:
 
Believe it ot not, but yes. Even if MA would come here and say no, i would still say yes
 
Is there a 'luck' variable that is set when creating an avatar?

If by that you mean that some avatars are permanently 'lucky' and some permanently 'unlucky', and that this is due to some setting that can be controlled by MindArk, then my response is 'no'.

However, I have observed that, just as other factors in the game appear to go through cycles, there will be periods when an avatar seems to be 'luckier' than at other times.
This seems to happen both for those who deposit, and those who do not, so presumably is not dependent on that as a factor.
 
Sometimes I do wonder...

Is there a 'luck' variable that is set when creating an avatar?

If by that you mean that some avatars are permanently 'lucky' and some permanently 'unlucky', and that this is due to some setting that can be controlled by MindArk, then my response is 'no'.

However, I have observed that, just as other factors in the game appear to go through cycles, there will be periods when an avatar seems to be 'luckier' than at other times.
This seems to happen both for those who deposit, and those who do not, so presumably is not dependent on that as a factor.

You know how MA have oftentimes given out gifts to us during special holidays...and that somehow some people would have gotten better or more stuff than others?

This somehow throws up a plausibility that MA does perhaps maybe monitor and keep track of certain factors about avatars? (Or have the ability to call up such stuff if and when they require them.)

So with this in mind, do you think its possible that maybe they do have something like this setup as a tiny bias, benefit or bonus?

Example:
People who deposit/spent/cycled between XXX PEDs to XXXX PEDs over the course of a certain duration (a week/a month/a year) have a small increase in chance to loot uncommon, rare, very rare stuff? Or something as simple as perhaps a boost to their "multipliers"?

You know...to reward them for being active. :confused:
 
Example:
People who deposit/spent/cycled between XXX PEDs to XXXX PEDs over the course of a certain duration (a week/a month/a year) have a small increase in chance to loot uncommon, rare, very rare stuff? Or something as simple as perhaps a boost to their "multipliers"?

You know...to reward them for being active. :confused:

People who cycle more PEDs have a higher chance to loot rare items because they cycle more PEDs. Like the guy buying more tickets has a higher chance winning the lottery.
 
People who cycle more PEDs have a higher chance to loot rare items because they cycle more PEDs. Like the guy buying more tickets has a higher chance winning the lottery.

Nope...what I meant wasn't in that sense...but rather something along the lines like "subscription vs free player" that you would often see in other mmo games (that kind of benefits).

Amount Spent During Period
Benefits
X to XX USD+a% chance to loot common/uncommon/rare/very rare (in loot table of mob)
+x% chance to roll a high multiplier
XX to XXX USD+b% chance to loot common/uncommon/rare/very rare (in loot table of mob)
+y% chance to roll a high multiplier
XXX to XXXX USD+c% chance to loot common/uncommon/rare/very rare (in loot table of mob)
+z% chance to roll a high multiplier

* Not putting much thought into this....its just an example...since I don't know how looting mechanisms work anyway. Its just pure chit-chat kind of thought.
 
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Nope...what I meant wasn't in that sense...but rather something along the lines like "subscription vs free player" that you would often see in other mmo games (that kind of benefits).

Given the number of complaints we see posted on the forum about long loot 'droughts', even by those who deposit heavily, I think it's doubtful that there is any 'deposit/not deposit' switch that increases the frequency of any avatar-linked part of the cycle.

Nor do I think it increases the opportunity to loot rare items as opposed to stackables.

As AzBlood says above: 'Like the guy buying more tickets has a higher chance winning the lottery.'
Bear in mind that while 'buying more tickets' will improve the chance of one of them being the 'winning' one, each ticket still has a equal chance of winning.
 
Given the number of complaints we see posted on the forum about long loot 'droughts', even by those who deposit heavily, I think it's doubtful that there is any 'deposit/not deposit' switch that increases the frequency of any avatar-linked part of the cycle.

:scratch: Guess you are right.

Nor do I think it increases the opportunity to loot rare items as opposed to stackables.

As AzBlood says above: 'Like the guy buying more tickets has a higher chance winning the lottery.'
Bear in mind that while 'buying more tickets' will improve the chance of one of them being the 'winning' one, each ticket still has a equal chance of winning.

Still though...hard to imagine a game that wouldn't implement some mechanism to keep "supporters of its game"...satisfied...in some way or another. :D
 
Well maybe there is an horoscope algorithm in character creation!
We should start a thread like this
"What your avatar horoscope is" :laugh:


Well to answer more seriously

NO
there is no such thing as "luck variables"!
Only ppl who playing smart and others who playing for fun or without any consideration of "conciquences" for non smart play!

Also we all know that recycling "big" in this game can be profitable in the end if someone know what his doing! (I don't btw)
 
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There is not a chance in hell a multimillion/billion company is creating a game, and NOT have a way to control its enviorment or avatars, ofc they do.. It's just silly to believe they don't.

But, that does not mean that I'm saying that they do abuse it.
That's just speculation from my part.

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We don't do Luck in Entropia. Luck is the realm of casino religion, is it not?
Imagine the game with a luck variable on character creation, yet an absolute hardline for years about not having alts.
(Still in place but not enforced.)
 
We don't do Luck in Entropia. Luck is the realm of casino religion, is it not?
Imagine the game with a luck variable on character creation, yet an absolute hardline for years about not having alts.
(Still in place but not enforced.)

Yep I don't believe in luck, it's all code with frames that you can't go past.
In real life, if you struck luck, it can mean any damn thing.
Tho there might be "unique" "random" generator making avatars slightly different,
so that they become unique. Atleast I would hope so, this would mean I'd admire the game even more than I already do, it is so good, but I'm one of those they sink their claws in and changes parameters "post-some" event so I will deposit, deposit deposit, somebody has to pay their bills..
Just a warning, thats stupid as hell, if it is that way.

I do not think it's just a casino, there is usage for skills too, but when even skills does not matter or help, then there is something remarkably wrong and very suspicious.

A year solid gaming, from 6-48+ hour sessions, every day except few weeks this summer, I've got some feel for things, and for me, theyre pretty straight fkd.

Oh yeah, might aswell add, I'm past that point from keeping silent..
 
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... when even skills does not matter or help, then there is something remarkably wrong and very suspicious.
Avatar skills have 2 effects on the gameplay:
  1. Indirect: Open up new opportunities (can use bigger tools, kill bigger mobs, etc).
  2. Direct: Take less hits when hunting (somewhat decreases armor/fap decay).
1st one assumes you know what "able to hunt economically" means (and can calculate the max mob level that satisfies this criteria).

Effect that avatar skills do NOT have is a guaranteed profit for ANY activities ingame.

Best way to explain this is through negation. Suppose avatar skills have guaranteed positive effect on any activity ingame. If this would be as simple as that then every last person at lvl 100+ would constantly make profit. It's a zero sum game so this profit has to come from somewhere. Which means the lower end of the skill ladder (beginners and medium level players) would always pay all the expenses for the whole game and have no chance in hell for any success. Suppose the above explains why such primitive (direct) relationship between skill level and success can't be programmed into game.​

A year solid gaming, ...
Don't take me wrong but one year means squat. Just saying... If u still here after 10 years i can promise u, u'll agree with me. :yup:
 
Avatar skills have 2 effects on the gameplay:
  1. Indirect: Open up new opportunities (can use bigger tools, kill bigger mobs, etc).
  2. Direct: Take less hits when hunting (somewhat decreases armor/fap decay).
1st one assumes you know what "able to hunt economically" means (and can calculate the max mob level that satisfies this criteria).

Effect that avatar skills do NOT have is a guaranteed profit for ANY activities ingame.

Best way to explain this is through negation. Suppose avatar skills have guaranteed positive effect on any activity ingame. If this would be as simple as that then every last person at lvl 100+ would constantly make profit. It's a zero sum game so this profit has to come from somewhere. Which means the lower end of the skill ladder (beginners and medium level players) would always pay all the expenses for the whole game and have no chance in hell for any success. Suppose the above explains why such primitive (direct) relationship between skill level and success can't be programmed into game.​

Don't take me wrong but one year means squat. Just saying... If u still here after 10 years i can promise u, u'll agree with me. :yup:

Sorry, I cba taking part of the discussions here because everything i post, good or bad, disapear just like my peds..

I'm planning of moving to China or North Korea, you think its ok with Entropia there?
They can keep their monologue if they want..

See you..
 
It's difficult for people to accept the possibility that EU is not a perfect/fair place. Accepting the fact that they have been investing so heavily in a game that is slightly "rigged" (to "encourage" deposits from new players & returning players) is not easy for some people, myself included.

We desperately want to believe EU is a 100% fair place to justify the sheer amount of time and/or money we have thrown at the game in past years. But we should not let confirmation bias and stubbornness overtake logic. It's time to take the red pill and have an intelligent discussion on what is "possible and/or probable" in today's world.

My takeaways from this thread:

  1. The purpose of a business is to make profit.
  2. There is very little chance that any government authority will see the source code unless they are conducting a criminal investigation.
  3. MindArk could easily "tweak" the code/loot variables in favor of encouraging deposits from new/returning players. Something like this could easily be attributed to "random luck" by the rest of the playerbase, most likely eliminating any suspicion of foul play.
  4. Low risk, high reward = good for MA's business.
  5. As far as I know, MindArk has never officially confirmed or denied this. They have only said they don't personally monitor individual returns, which does NOT speak towards the intricacies of their overall loot formula which could be based on parameters such as transaction history and account activity/inactivity.
  6. "Luck on creation" seems unlikely and very counterproductive from a business perspective.
  7. We will never know exactly how loot works, so theorizing about specifics is not productive.
 
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Well anyways, the thread was derailed off topic quite a bit. I was mostly looking for experiences of other players but no other factual experience was given. The poll shows what I actually expected.

This. These types of threads lack any intelligence in software development <removed>.

Please do explain the lack of intelligence?

I know you do something in IT, and I can agree that I may lack intelligence in software development eventough I finished Uni of IT and only have 3 years of experience in IT.

BUT

My cousin works in the IT for 8 years now. Worked for godaddy, got offered top positions in LinkedIN and Amazon. Makes 500K a year. And he says it certainly is possible. He doesnt think they would do it, but says, that it certainly is not "unintelligent" to question such things.

It's difficult for people to accept the possibility that EU is not a perfect/fair place. Accepting the fact that they have been investing so heavily in a game that is slightly "rigged" (to "encourage" deposits from new players & returning players) is not easy for some people, myself included.

We desperately want to believe EU is a 100% fair place to justify the sheer amount of time and/or money we have thrown at the game in past years. But we should not let confirmation bias and stubbornness overtake logic. It's time to take the red pill and have an intelligent discussion on what is "possible and/or probable" in today's world.

My takeaways from this thread:

  1. The purpose of a business is to make profit.
  2. There is very little chance that any government authority will see the source code unless they are conducting a criminal investigation.
  3. MindArk could easily "tweak" the code/loot variables in favor of encouraging deposits from new/returning players. Something like this could easily be attributed to "random luck" by the rest of the playerbase, most likely eliminating any suspicion of foul play.
  4. Low risk, high reward = good for MA's business.
  5. As far as I know, MindArk has never officially confirmed or denied this. They have only said they don't personally monitor individual returns, which does NOT speak towards the intricacies of their overall loot formula which could be based on parameters such as transaction history and account activity/inactivity.
  6. "Luck on creation" seems unlikely and very counterproductive from a business perspective.
  7. We will never know exactly how loot works, so theorizing about specifics is not productive.

Not a bad post.
 
Maybe F ava are just more lucky :D I just had 2 hof's and a global on the same mining run and my disciple, also a F ava, got a global on her second mining run a couple of days ago and she's only lvl 1 miner prof.

Hell NO to THAT! :laugh: And I totally think the luck variable factor is possible. Furthermore, I would surmise the poll percentages might actually reflect this; i.e. those who voted "No" experience a more or less typical chance of "luck", while those who voted "Yes" represent the relative minority who have observed far too much statistically impossible "luck" (or bad "luck").
 
EU is definitely not a fair place, and it's definitely random.. So random that one avatar could loot 3 Halloween rings in 20 boxes and one could buy 10000 boxes and not find a single thing worth any true value.

That's just the nature of the game. You could flip a coin 900 times and have it be heads every single time. As ZPF said its about what is possible/probable. If there was fairness then nothing would be dynamic and no one would play EU.

My personal experience: I decided to take a break from mining last night and hunt on ark, I wanted skill pills so I bought my first and only 20 strong boxes. Looted a hermetic augmented ring off of the very first box opened, after having previously made a total profit of about 2300 ped after markup mining that very same morning.

I've been at a TT profit for a month now, after almost 10k drops mining without a single hof over 900 ped.

This game is very dynamic, so dynamic that I just got 167nrf in the ark underground with lvl5 amps (ores only).. I'm fully prepared for a train wreck to happen at any occurrence, but then again I might tower and accomplish my long-sought goal of doing so.

It's a beauty of a game. And as I've always said... Time and place is what matters, avatar luck at creation? Not so much, and something like that would place an extreme weight on server stability and calculations of the thousands of players at any given point on any given server hunting/mining any given object/resource. It's a lot..

There's undoubtedly a simpler explaination, we just try to find ways to justify noobs getting huge hofs while long-time depositors get shit on for years before an ATH.
 
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