Petition: Fix Wave-Based Loot

Avon AJ Jerrix

I don't sign petitions, but go ahead and add me to this one. Loot waves are becoming a threat to the game's continued existence. Just making extra-rare loot drops would be better, but non-randomness might be one of the things stopping EU from being considered a casino. Perhaps randomize the length of waves (short to ultra-short?) and length of time between waves?
 
Publicly announcing when the wave is about to start is probably the best way to get it changed.
 
Publicly announcing when the wave is about to start is probably the best way to get it changed.

It would give everyone the same chance. But some few ppl maybe don't want share this info.
 
Publicly announcing when the wave is about to start is probably the best way to get it changed.

K moving to marcimex now. I'll broadcast in trade chat when shrooms start dropping (botters come out).
 
Every hour plus minus 10 minutes. Black paint is the trigger that it is going to or has dropped.
 
Signed. The only reason I haven't been negatively affected by it is I haven't done much grinding yet on the mobs where it is relevant. And reluctant to do so until it is fixed.
 
Filip f3f18 Andersson

This has been bugging me for years, imo its just plain fucking retarded, the loot system should be alot less predictable.
 
If there's any chance this petition might help getting the loot waves removed I'm all in for it. In my opinion it's the worst thing existing in the game.

Sign me up.
 
Ark Cybe Nor
 
K sign me up but only after the next loot wave - tnx - non pc strikes again :smoke:
 
Every hour plus minus 10 minutes. Black paint is the trigger that it is going to or has dropped.

Correct. And more dps applied right before shroom will drop cause that it is taken by the most dps man on the field. Not tested correlation between eco and the shroom but it might be that when you are lowering yours eco you can get more shrooms.
 
This issue it's so old... but got more visibility with the introductions of "rare" messages.

Loot balancing is one of the reason I reduced next to none my activity.

I vote for a change but I also bet it wont happen anytime soon.
 
deactivated
 
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Correct. And more dps applied right before shroom will drop cause that it is taken by the most dps man on the field. Not tested correlation between eco and the shroom but it might be that when you are lowering yours eco you can get more shrooms.

Yes, lower eco does have some advantages...
 
Sign me up too.

I think they should let go of strict loot tables and introduce for relevant items a radiant system where any mob with activity higher than x has a chance to drop them. With caution tho, so if someone :rolleyes: goes and hunts dragons alot won't loot all items ingame (but fairly more than someone hunting argo young, of course).

Shrooms are 100% something which should be droppable by all mobs ingame, even from punies. With due consideration of rarity, of course. And not timing based ffs, how dumb is that. But we are missing alot the ESIs dropping from everything, some 50ish ped in MU is golden for a newb and would be something to look forward to instead of 30 levels of skilling before something mildly interesting.
 
Sign me up too.

I think they should let go of strict loot tables and introduce for relevant items a radiant system where any mob with activity higher than x has a chance to drop them. With caution tho, so if someone :rolleyes: goes and hunts dragons alot won't loot all items ingame (but fairly more than someone hunting argo young, of course).

Shrooms are 100% something which should be droppable by all mobs ingame, even from punies. With due consideration of rarity, of course. And not timing based ffs, how dumb is that. But we are missing alot the ESIs dropping from everything, some 50ish ped in MU is golden for a newb and would be something to look forward to instead of 30 levels of skilling before something mildly interesting.

There has to be a reason to hunt high dmg, high HP mobs too. There has to be an incentive at all levels.

If you allow all mobs to drop all items, then people will find a mob which they can have zero defensive costs (such as young armax + imk2) and camp them forever.

We do not want a return to the "old days" of everyone grinding longu, armax, warriors with imk2, and totally avoiding anything dangerous.

There's nothing wrong with having certain mobs dropping certain things, it broadens people's range of hunting. Wave hunting is not as simple as it's made out here, the actual system is fairly elegant, it just is too predictable. Rather than having a timing loop for the server and drops based off that, they need to create mob-based timing loops and randomise the order.
 
There has to be a reason to hunt high dmg, high HP mobs too. There has to be an incentive at all levels.

Absolutely. The problem is that currently incentives to hunt mobs lower than lvl25 (25 in my xp being the lowest I saw ESI) are 0. Ok, not 0, but exaggerated. ESI, components, shrooms literally everything is on mobs which are inaccessible to hunters under say lvl 30 (and I am being wildly optimistic with this).

Sure one can find a way with a bit of luck and lots of effort, but shouldn't be like now. Short stinktree on bristle? MU crashed from 2500% to 900% in few days, now is even lower. That's why shrooms or ESIs I see as a perfect vechicle for some "democracy" in access to loot. Is an atomic market, always demand etc. Not too democratic, because any MU can crash with too much access, of course.
 
Absolutely. The problem is that currently incentives to hunt mobs lower than lvl25 (25 in my xp being the lowest I saw ESI) are 0. Ok, not 0, but exaggerated. ESI, components, shrooms literally everything is on mobs which are inaccessible to hunters under say lvl 30 (and I am being wildly optimistic with this).

Sure one can find a way with a bit of luck and lots of effort, but shouldn't be like now. Short stinktree on bristle? MU crashed from 2500% to 900% in few days, now is even lower. That's why shrooms or ESIs I see as a perfect vechicle for some "democracy" in access to loot. Is an atomic market, always demand etc. Not too democratic, because any MU can crash with too much access, of course.

Markup is fragile. Players are their worst enemies. I can crash any markup with little effort in entropia. Once crashed, it takes a lot of effort to inflate.

However, there is only a supply market at the moment. They eliminated demand. When they introduced explosives, they constrained supply by adding shrapnel to reduce impact of overfarming. But they also eliminated demand which ultimately nullified constraining supply. They also added buffs, particularly fast reload.. which increases... supply/overfarming.

Whomever is managing this economy either failed economics or is one of those types that is anti-supply and demand (which is the only type of working economics model).

Upgrade quests to take huge chunks of resources out of the game is not renewable demand and these quests crashes markup of other items (which needed to crash anyway).

Only reason why esis are what they are is those that are in the places to farm it, hoard the esis and sell them in batches. Not entirely for bad reasons because it is also because auction fees blow.

If you truly want change, you force the hand. Publish the wave hunting methods.. show how to take advantage of it. Eventually mindark will do something about it or the game blows up.
 
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Short stinktree on bristle? MU crashed from 2500% to 900% in few days, now is even lower.

Exactly my point - high-ped cyclers instantly jumped into the bristle cave and farmed the hell out of them, until the market demand was no longer there (colonist snug constructions ended).

Also exactly my point as to why MA should not switch from waves to "chance to loot" systems - anyone under the illusion that this will improve markup is sorely mistaken.

Waves is a fair system being unfairly exploited, because it's too easy to predict. You don't have to be a high-cycling player to have a chance of looting an item, you just have to be in the right place at the right time but the exact time to be there should not be predictable down to a 10-minute window.

I would prefer a more hint-driven looting system, where you notice subtle changes to mob density, maturity, composition of loot alongside dynamic ebb-and-flow depending on market demand (rather than a cap-system).

It's more difficult to code, but more "dynamic". Yes, new players could also be rewarded accordingly with this system (because it would negate overfarming by "ubers").
 
Correct. And more dps applied right before shroom will drop cause that it is taken by the most dps man on the field. Not tested correlation between eco and the shroom but it might be that when you are lowering yours eco you can get more shrooms.

I camped small marcimex last night and missed the first two shrooms @ 65 dps.. enhanced up to 88 dps and i looted two in the next 3 hours. I was killing mobs almost twice as fast as other players down there.

so dps makes some difference
 
Last mob i hunted was i think Tirak which i did to as a wave theory test when i had a little game time. Every 10pd/ish test hunt i did i globaled (mini's).

Also seemed to me that rings from boxes were looted more often during certain times. Felt like cheating so i left it at the Tiraks (havent hunted since) and no more boxes. I pvp for peds cause it's fun, but this hunting business knowing when i can get nice loot isnt a challenge or any fun at all.
 
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Ares Rings consistently loot at 10:00 MA and 20:00 MA +/- 30 minutes

so there's another one so that everyone can buy boxes and spam-open them at this time and ruin markups further.
 
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Why not coding it like this:

1. make a stack with lootables items, per creature typ.
2. add a randomly chance to the loot algorithm, to loot a such item. (if number X = (Random(1000))
3. If you have the luck to hit to loot a rondomly item, then it first mix the ltem loot stack, and you get one of the items.

This way a wave of such items is no longer possible.
 
Why not coding it like this:

1. make a stack with lootables items, per creature typ.
2. add a randomly chance to the loot algorithm, to loot a such item. (if number X = (Random(1000))
3. If you have the luck to hit to loot a rondomly item, then it first mix the ltem loot stack, and you get one of the items.

This way a wave of such items is no longer possible.

There needs to be some sort of cap.. but... if the cap was ranged over the course of a week/month instead of "X per hour" then we wouldn't have this problem.

I'm contemplating starting another thread listing & explaining any known loot-wave exploits for players to read, contribute, and comment on.

If everyone does it MA has to do something right? Or if not then botters will have so much competition it won't be worth it anymore.
 
I know that I promised myself I wouldnt complete that Bone-In Meat mission on Cyrene till they fixed that stupid "loot none for 55 minutes then 5 mins of looting the damn things"

Presume that means that I sign this petition. It certainly needs looking at.
 
There needs to be some sort of cap.. but...

If Number X = (random 1000) You also could make it random 100000 or whatever. This is cap enough. Try to hit randomly 1 number of 1000 or 10 000 0r 100 000.

At least, would be much more fair as make item wave loot at 13.30 MA time, then 19.20 Ma time and so on.
 
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