For the Ubers out there: Do you think that loot pools are region based? Or maturity based?

silentkill234

Guardian
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Jan 17, 2011
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297
Getting into more detail:

I think we've all deduced that there is a "loot pool" and that you don't have that avatar luck that people say. (These are both things stated by MA and are facts...hopefully) so the next question...do you think that loot is correlated by region? Or by maturity+mob? For example, when Atrox Young were the most popular mob by far back in what, 2015? 2016? They globalled a shitton. I know some land areas had a very concentrated amount of the specific young version of Atrox due to it's popularity, but you can never really be sure that it was the area or the fact that it was so popular that made it global. I personally globalled off Atrox regardless of area, but I remember 2 years ago checking the HOF ticker and it would always be Atrox globals of a certain land area (that I don't remember currently).

So to people who are veteran hunters, i'm sure you have some educated guesses. Do you think loot pools are based off area or are global?
 
Definitely not an uber here, but my theory is that it all sort of acts like a real world casino, similar to the way 'progressive slot machines' work... at least as far as globals go, but that they are set to go off with more frequency than real world slots as there's usually at least a small global on an slightly longer than hourly basis -- speculation really on that since it really depends on how many folks are clicking, etc... the more folks that are adding to the progressive, the bigger the potential payout which is why you see bigger/more often that folks global during Mayhem then on an average day.

and I don't think it's really region based as the 'waves' usually hit several spots at once...

As far as maturity goes, the PPs and MA control the 'loot tables' for each mob/maturity up to a point... There's some old quote from Neverdie about this and the level of control that PPs have vs MA...

http://narfi-willem.blogspot.com/2011/05/may-2011-q-from-neverdie.html
19. Once and for all who determines items that drop in RT/NI loot is it MA or NDS (For example if you wanted to add A-3 punisher MKII to drop from Forum trolls is it you guys or MA who would add this)

We determine which Mobs drop which items, that is essential for game design, we don't control how or when, so we can't predict when something will drop

so each mob/maturity level has it's own loot tables, but the tables don't tell them exactly what the TT value is that's going to be coming out of those tables, which is where the randomness comes from...

(it would be a nice idea for the break down of the loot table to be given out in a future dev note... personally I think each table has a column/section for 'this maturity' an entry for 'this mob type' and another section that has access to the entire game's universal loot pool table, which is where the globals get fed in from, etc... so like each type of allophyl would have access to the 'this mob type' but those in Thule would only have access to the puny copy of 'this maturity' part, etc... so ain't no shopkeeper gonna drop from them... but allophyl skins, etc. will still drop there since it is a part of 'this mob type')

Some have theorized that certain areas are hotter than others at different times. It may be possible, but the 'right place' factor doesn't seem to be as important as the 'right time' factor imho. (all right maturity/place does is tell you the type of mobs (i.e. type of loot) you will get as that's determined by the tables the PPs/MA set up... not the TT value that will come out of that table... certain spots will have higher markup than others because of how the tables are set up, which is how PPs affect it, but MA controls the rest of it a bit more than the PPs)

TT in also affects TT out... somewhat... someone did some tests on this a long time ago by letting a mob regenerate over and over and tested what the return was on it. Problem with that type of thing, or hunting high health stuff is that the potential for no looters is still there, even on the highest maturity level, highest health mob in game... (really felt that the other day when I got a damn no looter on a beach crab for the first time right after someone else globaled on the same damn mob type a second or two before mine died - which is why I probably won't hit them too hard going forward, lol)...

no way to 'prove it' but I personally believe that no looters/misses, etc. account for where the peds are coming from on globals.

imho the maturity/mob types act as something like a real world casino where you have anything from penny slots on up to twenty five dollar slots... the multipliers all work essentially the same if you aren't on a progressive machine, i.e. 25x one penny is gonna be less than 25x one quarter, which will be less than 25x one dollar, which will be less than 25x 25 dollars...

(side note: about a half a year ago I worked in a real world casino for a couple of years. It was quite interesting to have that experience and be able to compare/contrast it to how Entropia really works)
 
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Afaik it's based off the server. Each portion of the game is split into 8x8 km area servers + instance servers. The pools are then allocated to mob types in that server.

So it would be entirely possible to have 2 atrox spawns in 1 server, but it wouldn't cross over servers.

The evidence I have for this is that you do not see cross-server spawns (spawns on the very defined server boarders, straddling 2 servers), and a long long time ago MA used to have individual servers which would periodically go down, which means the looting server is independent to each server.
 
I highly doubt the loot pool has anything to do with the name or maturity of the mob. I don't have any hard evidence, but the fact that there are Calypso creatures on Rocktropia with different loot tables than the same mobs on Caly could be an indicator.

Server pools always seemed like the simplest answer, which is often the correct one. Unfortunately we have nothing beyond anecdotal evidence to support it.

Afaik there is still no general consensus. Some say avatar based, some say server based, some say planet based, or some combination.

This thread sort of begs the question, where does the miscellaneous decay go?

If you equip and un-equip your clothes/rings, if you repair your vehicle, if you use your portable TT... is this decay going straight into MA's pocket? Does 90% float into a universal "jackpot" pool and MA only keeps 10%?

I've always wondered... :scratch2:
 
Afaik it's based off the server. Each portion of the game is split into 8x8 km area servers + instance servers. The pools are then allocated to mob types in that server.

So it would be entirely possible to have 2 atrox spawns in 1 server, but it wouldn't cross over servers.

The evidence I have for this is that you do not see cross-server spawns (spawns on the very defined server boarders, straddling 2 servers), and a long long time ago MA used to have individual servers which would periodically go down, which means the looting server is independent to each server.

The servers are still like this. Don't log in for awhile and try and it'll tell you server is offline till you retry.
 
The servers are still like this. Don't log in for awhile and try and it'll tell you server is offline till you retry.

No, I know the servers are still separated, I mean we used to have several days of servers being offline while the game continued:



Note the time differences (3 days between case & reply).
 
Definitely not an uber here, but my theory is that it all sort of acts like a real world casino, similar to the way 'progressive slot machines' work... at least as far as globals go, but that they are set to go off with more frequency than real world slots as there's usually at least a small global on an slightly longer than hourly basis -- speculation really on that since it really depends on how many folks are clicking, etc... the more folks that are adding to the progressive, the bigger the potential payout which is why you see bigger/more often that folks global during Mayhem then on an average day.

and I don't think it's really region based as the 'waves' usually hit several spots at once...

As far as maturity goes, the PPs and MA control the 'loot tables' for each mob/maturity up to a point... There's some old quote from Neverdie about this and the level of control that PPs have vs MA...

http://narfi-willem.blogspot.com/2011/05/may-2011-q-from-neverdie.html


so each mob/maturity level has it's own loot tables, but the tables don't tell them exactly what the TT value is that's going to be coming out of those tables, which is where the randomness comes from...

(it would be a nice idea for the break down of the loot table to be given out in a future dev note... personally I think each table has a column/section for 'this maturity' an entry for 'this mob type' and another section that has access to the entire game's universal loot pool table, which is where the globals get fed in from, etc... so like each type of allophyl would have access to the 'this mob type' but those in Thule would only have access to the puny copy of 'this maturity' part, etc... so ain't no shopkeeper gonna drop from them... but allophyl skins, etc. will still drop there since it is a part of 'this mob type')

Some have theorized that certain areas are hotter than others at different times. It may be possible, but the 'right place' factor doesn't seem to be as important as the 'right time' factor imho. (all right maturity/place does is tell you the type of mobs (i.e. type of loot) you will get as that's determined by the tables the PPs/MA set up... not the TT value that will come out of that table... certain spots will have higher markup than others because of how the tables are set up, which is how PPs affect it, but MA controls the rest of it a bit more than the PPs)

TT in also affects TT out... somewhat... someone did some tests on this a long time ago by letting a mob regenerate over and over and tested what the return was on it. Problem with that type of thing, or hunting high health stuff is that the potential for no looters is still there, even on the highest maturity level, highest health mob in game... (really felt that the other day when I got a damn no looter on a beach crab for the first time right after someone else globaled on the same damn mob type a second or two before mine died - which is why I probably won't hit them too hard going forward, lol)...

no way to 'prove it' but I personally believe that no looters/misses, etc. account for where the peds are coming from on globals.

imho the maturity/mob types act as something like a real world casino where you have anything from penny slots on up to twenty five dollar slots... the multipliers all work essentially the same if you aren't on a progressive machine, i.e. 25x one penny is gonna be less than 25x one quarter, which will be less than 25x one dollar, which will be less than 25x 25 dollars...

(side note: about a half a year ago I worked in a real world casino for a couple of years. It was quite interesting to have that experience and be able to compare/contrast it to how Entropia really works)


Cool post, but I think you spent more time writing it than testing hunting. You still have 4 globals and lots of theories on hunt. That is awkward.

Hunting has nothing to do with casinos. Maybe with looting uber rare and expensive items, which is more luck based, still, you need to hhunt a lo to increase your chances of a special loot. Wehn playing big you may get some of those but also loose loads of PEDs and then after a big period of time hit a huge hof... Other than that, turnover is key.
And I think ubers also agree on this :D
 
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Also further to my original point, think of this way...

If hunting loot was tied to the mob in any way... then what is mining loot tied to?

What about crafting loot?

It would make more sense to use the same system for all 3. So let's fly under that assumption.

A mob is no different than a mining node, the loot doesn't exist until you trigger it. Now, what creates the value of that loot? PED turnover.

Same for crafting. PED turnover is what fills the loot pool. So, where does that PED go? Where is the data stored? There is no mob or node pool for crafting. Could it be a blueprint pool?

So, in example 1, hunting loot would be tied to a mob pool, mining loot tied to a node pool, and crafting loot to a blueprint pool. Doesn't this seem unnecessarily complicated and extremely unlikely?

example 2, all loot is derived from server pools, which are cut into hunting/mining/crafting pools. This sounds much simpler ;)
 
Neither, Loot and its pool(s) live on their own server. Loot pools are profession based according to MA.
 
Neither, Loot and its pool(s) live on their own server. Loot pools are profession based according to MA.

MA only clarified that the 3 professions don't affect each other and that loot is not directly tied to your avatar.

So their words don't rule anything out except EP IV ATHs screwing hunters, and the existence of some MA employee assigned to screwing with your personal loot :laugh:

A strictly universal pool is possible. But we have no more evidence for it than we do server pools or planet pools.
 
I am follower of server pool theorie and that works for me!

Loot tables have absolutely nothing to do with globals, a loot table only rules what this specific mob could drop (items, stackables), the value of a loot comes from the server loot pool.
The more people hunt in the same area the more globals happen in that area, its so obvious without doing any math or tests, that I don´t want to go further in details.


Go hunt in events, wavespawns, teams and you will see it on your own.

To avoid huge loot swings (PED value), its better not to hunt in crowded areas, as you never can know who of that many hunters in one area is hitting the big one.

Much easyer to get to the magic 90% average TT return, if you are nearly alone.

If you prefer to hit the really big ones, it surely is better to try your luck at crowded servers, but here you also take higher risk of losing big, speak < 60% return if the hunter next to you empty the lootpool (you actually contributed to) with his huge UBER Loot :)

The more people in an area the more it is like an gamble.
 
Im prett certain that its not server or mobrelated or anything like that, maybe my ideas are false but I do have a good amount of tries and alot of friends with alot experience and added all that together Id say its gamewide whatever we want to call it loot pool or not.

//Linzey
 
Loot is location and timebased
 
IMO, pp decides how big the swings can be per mob.
ofc, this is effected by mob stats also...
 
It's totally random.

...except when its not.


Damn, sorry. Never mind. Reading comprehension fail. Please disregard. I am not an uber. I am just a noober. Carry on.
 
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Each professions has a different system in place which I believe work thusly...

MINING
Mining claims used to be "in the ground". This was provable back when you actually had to run and claim your deed after the detector found it because multiple avatars could find the same claim in the ground.

These days because there's so much vast space across a growing number of planets it's no longer feasible to handle mining this way so I believe claims are generated more on the fly when probes are dropped. Which is why you can just run in small 100m circles repeatedly dropping probes and hitting like 20 - 30 claims in a very small area.

Though I do think that there is an element of location that matters with this - not just for determining the types of resources found but the multipliers / SOTO's applied. Perhaps there are floating areas in the game which are set as "hot" areas that have a greater chance for success in finding something and possibly larger multipliers being applied. But whether this is intentional or just an anomaly as part of a RNG - we'll never know. I figure multipliers are handled in a similar fashion to hunting and crafting as outlined below.


CRAFTING
Crafting I believe has nothing to do with location and everything to do with the timestamp of the successful crafting attempt.

Each click goes through a specific process of checks and adjustments to determine the payout. For starters it calculates whether you're going to succeed of fail based on your skill level, your % of success with that BP and where your condition slider is. If it's a fail the process stops right there. If it's a "success" if then goes to the server for a multiplier.

One thing to mention is "near successes" ARE successes. They are just multipliers less than 1.0 and only multipliers higher than 1.0 will result in the item actually being created. This is why you will NEVER see a success for less than the TT cost to make something and you will NEVER see a near success with a value greater than the TT cost to craft something.

Anyways, the system feeds out multipliers in order whenever someone has a success (or near success). The multiplier is about about 0.05 - 1300x of TT value to craft which can then be multiplier more (up to 7.69x) based on where your condition slider is (to a max of about 10,000), of course this also affects if you will even have a success to begin with. I'm not 100% sure on the min and max multipliers but I've never seen a near success lower than 5% of the TT value or a max higher than 10,000x the TT value. Also, should the payout be less than 1 pec the system will round down and count it as a fail. This is why EP lvl 1's have horrible returns on QTY. Because not only do you need to pass the "success" check you also need the system to issue a multiplier of at least 0.5 to even get a loot.

This multiplier is issued is generally random but has waves of adjustments to keep the payout % the same over time much like a slot machine or like when shooting a gun.

With the example of the gun, try tracking your miss(evade) rate. In general it likes to float around 90% hit rate. And you'll see that you never really get more than a couple % above or below that line before the system tries to adjust.

If you've got a hit rate of 92% all of a sudden you'll start getting back to back to back evades for a while till it evens out your hit rate back to 90%. Or if you're down to 88% you'll start not missing for a long time.

So when you see someone HoF 3 seconds before you're crafting attempt finishes just think that would have been your hof if the crafting attempt finished first and was a "success".

Finally I believe that the average multipliers issued by the server are also affected by checks and balances to ensure there is a certain number of various things in game. IE If there is a short supple of available mining amps in world, the average multiplier for those items will be much closer to 1.0 for a period of time to allow more frequent success to allow those items to be created more easier and keep a balance of the available items in game. This also works the other way in trying to stifle production. Like with Mod Evil's... I imagine the average multiplier is lowered after each success for a number of days/weeks/months to keep the flow of new mod evils to a specific level over time.

I was working on a basic formula of how this works the other day using coding logic and came up with something like this:
Code:
[FONT=Calibri]// Set Success Rate[/FONT]
  [FONT=Calibri]SuccessRate = BlueprintSuccessRate / SliderScale[/FONT]
  
  
  [FONT=Calibri]// Determine Success Or Failure[/FONT]
  
  [FONT=Calibri]SuccessFailure = rnd(1, 100);[/FONT]
  [FONT=Calibri]if SuccessFailure > SuccessRate {[/FONT]
  [FONT=Calibri]Attempt = "Failure";[/FONT]
  [FONT=Calibri]} else {[/FONT]
  [FONT=Calibri]Attempt = "Success";[/FONT]
  [FONT=Calibri]}[/FONT]
  
  [FONT=Calibri]if (Attempt == "Success") {[/FONT]
  [FONT=Calibri]// Determine Multiplier:[/FONT]
  
  [FONT=Calibri]BaseMultiplier = GetBaseMultiplier(0.05 - 1300);[/FONT]
  [FONT=Calibri]FinalMultiplier = BaseMultiplier * SliderScale(1.0 - 7.69);[/FONT]
  
  
  [FONT=Calibri]// Determine Result Type[/FONT]
  
  [FONT=Calibri]if (BaseMultiplier < 1) {[/FONT]
  [FONT=Calibri]ResultType = "Near Success";[/FONT]
  [FONT=Calibri]else {[/FONT]
  [FONT=Calibri]ResultType = "Success";[/FONT]
  [FONT=Calibri]}[/FONT]
  
  [FONT=Calibri]Payout ();[/FONT]
 
  [FONT=Calibri]}[/FONT]


HUNTING
Hunting I'm still trying to nail down my exact beliefs for how it works. But as of lately my belief centers around that the multiplier is in the mob itself.

I lot goes into calculating the payout from a mob... It's not just HP but also damage the creature does. The best example/hint we have towards this is the poptropia shop. You can actually see the HP, damage and loot potential of each of the mobs available for purchase for instances:
http://poptropia.com/mobs.html

Note that it's not just the mob with the highest HP that have the best loot potential. In some cases even the higher maturity with 30% more HP has the same loot potential as lower maturity.

As was mentioned, in terms of what the loot actually is there are lots of checks an balances in place that affect drop rate of items. Obviously, every mob has it's own loot table of rare things it can loot. And the bigger and badder the maturity in general the better your chances at that rare loot it seems. Assuming there is a big different in HP and damage done with the higher maturity.

But if you're just talking about TT value of loots - I think it's similar to crafting where the system generates the multiplier when the creatures are spawned (0.05 - 1300x cost to kill). Note that I believe they have a specific formula for determining the average of a creatures "cost to kill" which is applied as a general rule and not per avatar.

I don't believe that the payout is calculated on the fly based on YOUR personal cost to kill something. Otherwise that could easily be exploited by shooting a mob down to almost no HP, then letting it regen, shooting it down again. Over and over and over till you've put in 100x what the cost to kill that thing should be in the hopes of gaming the system to giving you bigger loot.

Anyways, the reason why I feel the multiplier is in the mob is because of what I've seen. I've seen groups where people at one end of a spawn are hitting back to back globals while people at the other end are hitting nothing. And I've also had it happen a good number of time where I've seen two new spawns of something appear in front of me and both have been globals. Whether killed back to back or with kills in between.

Most recently I had back to back hofs on crabs. And both these mobs spawned on my at the same time. Killed them back to back and got 2 hofs over 500 ped on both.

In terms of the mobs and maturities... I don't think it's so much that some mobs are "hot" and some are not. I think it's a matter of what's being cycled. Or rather what's having a steady flow of kills and new mobs spawned. The system will only spawn new mobs of the same type to what's been killed. IE you kill 100 atrox here don't expect 100 bery's to spawn somewhere else. And with those new spawns bring new multipliers based on checks and balances to ensure the proper payout %. Of course this can be varied too based on item drop frequency... if some ESI's need to drop then mobs that drop ESI's regularly will start dropping them.

I think maturity can act similar to the condition slider in crafting. Where as your loots with swing wildly but you've got the chance to get a much bigger loot hunting the larger maturity. However, the larger multipliers are not guaranteed. I think it's more like MA spawns higher multipliers when they want. And as new mobs spawn it's random as to if they are going to spawn a young or mature and with that it's also random whether that spawn will have a higher multiplier. If it's determined by their system that it's time to drop a higher multiplier the range of that multiplier will be affected by the maturity they are spawning.

In other words... a young might only have a max multiplier of 1000, mature = 2000, old = 3000...etc.

Anyways a long winded read but this is basically what I believe after 10 years of playing. Though I wouldn't consider myself an "uber".
 
Each spawn should be looked at individually rather than assuming one mob type or maturity is hot at any one time, that could lead people to think that it's server based but rather it's just rotating around each spawn of a mob.

With enough people the pattern could be worked out, it could just be as simple as a bell curve set against the list of spawns that progresses down it during the day. So as one spawns loot is increasing another is maxing out and another is falling, it could be a spawn of young is maxed out but its loot is limited by the maturity.

Each time it moves the loot available is refreshed, this could account for the sudden burst of higher loots at certain intervals. And want certain spawns to have move loot during an event just adjust it's multiplier so that it's always at a certain level while not affecting other spawns of the same mob elsewhere.

That would allow those hunting for a long periods to increase their chances of hitting the curve at the right time especially if the mob spawns in an area happen to be close together in the list.
 
What I think is that for many, "Loot theories" are like a religion.


They will believe what they want to believe and you may as well talk to a rock to try and change their ways.
 
By far the most skilled, and highest turnover person to post here so far is Linzey. And Linzey probably gave the vaguest response as well. Coincidence? I think not. ;)

BTW Linzey I am not criticizing - I just think that is a good example of how things usually go around here. It's a good thing honestly, because if everyone starts turning a profit, the game will inevitably crash and burn.
 
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By far the most skilled, and highest turnover person to post here so far is Linzey. And Linzey probably gave the vaguest response as well. Coincidence? I think not. ;)

BTW Linzey I am not criticizing - I just think that is a good example of how things usually go around here. It's a good thing honestly, because if everyone starts turning a profit, the game will inevitably crash and burn.

Well ofc, some ppl refuse the simple and logical answer and decide instead to build a complicated conspiracy theory in their heads and work with that.
The game WILL inevitably crash and burn if at least a part of the player base aren't using their hairy ball between their ears when reading topics like this. If you start with a 'fail' mentality, consider yourself a looser from the start, you will not get past puny stage.
 
By far the most skilled, and highest turnover person to post here so far is Linzey. And Linzey probably gave the vaguest response as well. Coincidence? I think not. ;)

It is best to be vague, never know who is reading the forum RobBuona. :whistle:
 
Cool post, but I think you spent more time writing it than testing hunting. You still have 4 globals and lots of theories on hunt. That is awkward.
Why the hell is it awkward?... And why the hell does everyone on this damn forum always look at tracker every time anyone posts any god damned thing here? That thing is inaccurate as hell. On some planets it doesn't even track at globals at all. Besides that, it almost borders on a violation of eula in how it works since Mindark doesn't support third party apps, etc.

It's funny but when tracker said I had no globals (which was wrong at the time) people always said on here "well you have no globals so bleh bleh bleh"

No that it says 4 folks say "well you only have 4 so bleh bleh bleh"

Hell, I bet if it said 4 million, people would still come in here and say "well it only says 4 million, not 45 million so bleh bleh bleh..."

Just because one avatar likes to deposit more and go after higher health mobs than another doesn't mean much, except that perhaps one has a more disposable income than the other and/or a higher credit card bill... or that one just perhaps has no real life outside of this game and spends way too much time in game instead of going out in the real world to see the light of day, spend times with real world friends a family, have social interactions with those outside of the area 10 feet from their computer, etc. from time to time.

We got everyone in game from those that are Lawyers and Doctors to those that don't deposit a dime... We got folks in game that do nothing but trade and never hunt, mine, or craft... there's a wide variety of ways people play this game. Some hunt puny forever so likely will never global over a certain amount. Some simply sweat forever so will never be on tracker... the list goes on and on...

Trying to Invalidate someone's idea(s) just because a tracker says whatever is silly, but folks do it here in the forum all the damn time... and honestly I believe that sort of mentality pushes a lot of folks that might deposit more often away on a regular basis...

"well you can't deposit 500 dollars a month so you opinion doesn't count"... isn't exactly the way to be open and embracing of new blood in the game... and then when we see how few new folks there are or that quit after a week everyone starts scratching their head and going "why aren't there more people here...???"
 
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Why the hell is it awkward?... And why the hell does everyone on this damn forum always look at tracker every time anyone posts any god damned thing here? That thing is inaccurate as hell. On some planets it doesn't even track at globals at all. Besides that, it almost borders on a violation of eula in how it works since Mindark doesn't support third party apps, etc.

It's funny but when tracker said I had no globals (which was wrong at the time) people always said on here "well you have no globals so bleh bleh bleh"

No that it says 4 folks say "well you only have 4 so bleh bleh bleh"

Hell, I bet if it said 4 million, people would still come in here and say "well it only says 4 million, not 45 million so bleh bleh bleh..."

Just because one avatar likes to deposit more and go after higher health mobs than another doesn't mean much, except that perhaps one has a more disposable income than the other and/or a higher credit card bill... or that one just perhaps has no real life outside of this game and spends way too much time in game instead of going out in the real world to see the light of day, spend times with real world friends a family, have social interactions with those outside of the area 10 feet from their computer, etc. from time to time.

We got everyone in game from those that are Lawyers and Doctors to those that don't deposit a dime... We got folks in game that do nothing but trade and never hunt, mine, or craft... there's a wide variety of ways people play this game. Some hunt puny forever so likely will never global over a certain amount. Some simply sweat forever so will never be on tracker... the list goes on and on...

Trying to Invalidate someone's idea(s) just because a tracker says whatever is silly, but folks do it here in the forum all the damn time... and honestly I believe that sort of mentality pushes a lot of folks that might deposit more often away on a regular basis...

"well you can't deposit 500 dollars a month so you opinion doesn't count"... isn't exactly the way to be open and embracing of new blood in the game... and then when we see how few new folks there are or that quit after a week everyone starts scratching their head and going "why aren't there more people here...???"

I think the point was, it's pretty hard to come up with any theory, when you miss both first hand experience and data.
 
I think the point was, it's pretty hard to come up with any theory, when you miss both first hand experience and data.

But I think 5 globals on tracker is enough to have a valid point on forums.Seems legit to me.
 
No Uber here either, but I will give you my p.o.v.
First off, as mentioned with Linzeys post, it seemed vague.
I do use same approach, even though I might give more clues of my theories, I rarely
say anything of what I really know for sure, I might give hints in a way that it looks
like ideas and theories though.

On each server you have spawn controllers, where you set up mob and maturity.
These controllers spawn mobs in clusters, either by area or fixed points.
(When they spawn in area, it could be a sh**load of points, if MA haven't created
a system which can handle "random" spawns per area.)
These controllers get "hot" at a certain time period, this is when they give out
multipliers for loot.
Areas can have several controllers to make it harder to figure out which spawn controll
that is "hot".
LAs also use this system for mob spawns.

Imo there are several layers that control loot, one is avatar based, another is the
set up we use (to simplify calculations, dynamic coding is used to get some few
values that are used in our interaction with targets), another is system based.
To be as efficient as possible, you need to max values in all layers.
Layers we can control (more or less) are avatar and gear.
Layers we can learn to see when they are better are time in system layer
and on what target.
With a system like this you can never ever predict when you gonna get a really
good loot, but you can figure out what to use and when to have the chance for
a better loot.
With a system like this MA can never see what we should have got in loot, if issues
and problems occurs.
With a system like this even noobs can get a really good loot.
With a system like this, certain gear will be better than others for certain mobs, and
some gear will be really good in general.
 
Why the hell is it awkward?... And why the hell does everyone on this damn forum always look at tracker every time anyone posts any god damned thing here? That thing is inaccurate as hell. On some planets it doesn't even track at globals at all. Besides that, it almost borders on a violation of eula in how it works since Mindark doesn't support third party apps, etc.

It's funny but when tracker said I had no globals (which was wrong at the time) people always said on here "well you have no globals so bleh bleh bleh"

No that it says 4 folks say "well you only have 4 so bleh bleh bleh"

Hell, I bet if it said 4 million, people would still come in here and say "well it only says 4 million, not 45 million so bleh bleh bleh..."

Just because one avatar likes to deposit more and go after higher health mobs than another doesn't mean much, except that perhaps one has a more disposable income than the other and/or a higher credit card bill... or that one just perhaps has no real life outside of this game and spends way too much time in game instead of going out in the real world to see the light of day, spend times with real world friends a family, have social interactions with those outside of the area 10 feet from their computer, etc. from time to time.

We got everyone in game from those that are Lawyers and Doctors to those that don't deposit a dime... We got folks in game that do nothing but trade and never hunt, mine, or craft... there's a wide variety of ways people play this game. Some hunt puny forever so likely will never global over a certain amount. Some simply sweat forever so will never be on tracker... the list goes on and on...

Trying to Invalidate someone's idea(s) just because a tracker says whatever is silly, but folks do it here in the forum all the damn time... and honestly I believe that sort of mentality pushes a lot of folks that might deposit more often away on a regular basis...

"well you can't deposit 500 dollars a month so you opinion doesn't count"... isn't exactly the way to be open and embracing of new blood in the game... and then when we see how few new folks there are or that quit after a week everyone starts scratching their head and going "why aren't there more people here...???"

Listen - I posted this specifically to ubers because the only way to figure out a pattern is by seeing it. Not making theories. Only the most experienced in hunting can develop a well thought educated guess on how loot pools work. I enjoy the opinion, but I didn't come here asking for vague answers or tin hat theories. I'm trying to use deductive reasoning to understand more and more on the loot system.

YOU DO NOT KNOW THE FORMULA TO HOW LOOT WORKS. Plain and simple. But, we can create information on certain patterns that the formula creates. And these patterns are only seen from experience.
 
why do you need to be uber to see that? just cos some uber kills 1k mobs a day with 6500 hp it doesnt say they know how everythign works. but someone who thoughtfully kills 5k berycled a day may recognize patterns that the uber doesnt. so pretty much bullshit to ask only ubers. ask the guys who dont depo at all and still have shitton of peds.
 
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