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  1. #1

    remove / change the item cap system

    Okay MA. You said loot 2.0 is here to make loot fairer for everyone. Regarding this my question is straight, short and simple:

    Are you going to remove / change the item cap system, that is in place now, which is the MAIN course for unfairness in hunting in this game?

    Just yesterday you decided to raise the cap on the lacerating attack nanochip by 5 and then they all dropped in the next hour. so if someone is not lucky enough to hunt while you decide the change the cap the hunters chances of looting said item are basically zero.

    this artificial rarity, released by you on your own decisions for certain occasions (this time migration) is total bullshit and has no place in a real RCE. A healthy market needs to regulate itself by supply and demand depending on the drop chance of certain items. for the market to stabilize it needs a fixed drop chance on longterm and not a drop chance of 0% and then suddenly 10% for an hour and after that 0% again.
    The drop chance for items needs to stay fixed longterm and needs to have NO cap.
    now people might think that the market would get flooded with imk2. thats not the case if the drop chance is low enough. Best example for this is the Diablo game series that shows that % based drop chanced work VERY well even with very low drop chances. then there is no need for a cap at all.

    this would also be usable in mining regarding caps on dianthus and other ressources.

    this is the only way you can achieve 100% fairness for every hunter no matter what time of day he hunts or for how long.

    my question again: is this going to be changed to be fair for everyone or does it stay like this?

    if the system stays like this then my hunting skills will be up for sale.

    and on a side note: if the gambling discussions is coming up: dont forget that ep4 is the equivalent of a slot mashine. fair hunting drop chances are NOT gambling.

  2. #2
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    Quote Originally Posted by Me Really Never View Post
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    The drop chance for items needs to stay fixed longterm and needs to have NO cap.
    now people might think that the market would get flooded with imk2. thats not the case if the drop chance is low enough. Best example for this is the Diablo game series that shows that % based drop chanced work VERY well even with very low drop chances.
    Diablo has it's own version of Loot 2.0 and MF, Magic Find, not to be confused with Mind Force in Entropia Universe, as well as GF, or Gold Find. GF allows you to find more gold in Diablo. MF allows you to find more 'rare items' in Diablo. GF is similar to 'finding more mining resources or shrapnel' in EU sort of. MF is similar to finding more 'enhanced loot' in EU, if it means finding more " 'rare items' other than shrapnel."

    GF and MF were in D2 as well as 3. (think they were even in D1, but it's been so many years since I played that I can't remember all of the details on that)

    Not trying to derail the discussion, just pointing this out since that could make this thread a bit confusing as you mentioned that game in OP.

    If item drop rate in EU Loot 2.0 or later turns out to be similar to Diablo MF, item combos that several threads here has hinted out, could be something 'real' instead of something theorized... Not sure that would be a good idea for EU since it would allow certain items, or a new item buff type similar to MF, or certain actions, similar to the action of constantly hunting Mephisto over and over and over in D2 as many did back then since he was the easiest boss to get to if you had certain actions or items in your inventory, to actually exist in EU.... i.e. it'd make certain item combos of items or actions, similar to Diablo game combos, or 'cheats', or 'shortcuts' if you will, to exist... i.e. if you 'knew' that something dropped from a certain loot table, with some large percentage of possibility, with some certain combo, either due to testing it out, or due to some 'insider info' it'd basically allow you to use that 'insider info' to 'cheat the system'... which imho opinion would not be a good thing for Entropia... since it'd lead to stuff like 'scanner gate' happening all over again.

    If it was true random number stuff, that's one thing, but following Diablo's example the exact way they did it in that game may not be such a great idea.

    For years Mindark has said that it's possible to loot any item in game at any time, but we all know that's never been a reality. Would be nice if it was.

    In a 'real world' casino I worked for a couple of years ago, one guy that one a car could not claim the actual prize at the end of the event that the car was given away in because it turned out that his brother-in-law was an employee... that type of stuff is regulated in real world casinos, not so much in Entropia, at least not yet, even though Mindark wants us to be believe otherwise.

    Bad enough that we got Diablo style 'rune and gem slots' in game called tiers, don't need items with mf percentages added too.
    Last edited by mastermesh; 07-08-2017 at 07:05.

  3. #3
    i just pointed out diablo because the item drops worked flawlessly. magic find is another story that shouldnt exist in EU. those are 2 different things.
    and to be honest, the "optimal loot", as MA calls it, is basically achieved by anyone who uses a maxed weapon. so there is no real difference in before loot 2.0 and after loot 2.0. and to clear it up: optimal loot only describes the composition of loot and not its actual tt value.

  4. #4
    Stalker ZPF's Avatar
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    Just a thought...

    If literally the entire universe wasn't hunting Eomon/LT at the same time I'm sure the chips wouldn't have dropped so rapidly. Migration is sort of a special case... Not sure if they should be designing loot mechanics around it.

  5. #5
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    Quote Originally Posted by ZPF View Post
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    If literally the entire universe wasn't hunting Eomon/LT at the same time I'm sure the chips wouldn't have dropped so rapidly. Migration is sort of a special case... Not sure if they should be designing loot mechanics around it.
    No, it happens every single time MA raise the cap on something. If they added one more available item to any mob in the game, it would be looted within an hour.

    It's an absolutely insane system to stop overfarming of items such as imk2, mod fap, etc. It plainly doesn't work; it means hunting 99% of the time is fucking pointless because the golden items aren't available. It's basically long-term wave hunting.

    I seriously doubt they'd change it though as the item cap system has been around since 2003 (gold).

  6. #6
    NeoPsion Kinetic Amplifier III Gaina Messi91 Cristi Sat, 08 Jul 2017 07:42:04
    NeoPsion Kinetic Amplifier II Dr namn Mugg Sat, 08 Jul 2017 07:22:55

    another prime example of MA slowly releasing the items into the wild. yesterday the mf 1 amp and now the 2 and 3. guess tomorrow about noon will be 4 and 5 released into the wild. so its kinda pointless to hunt at all with this biased bullshit system

  7. #7
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    /mod note/

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    . thread moved to Suggestions/Wishlist section
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  8. #8
    I remember when the same person looted 2x gazunga lr37 TEN edition in 16 minutes...

    50-60k total value ped at the time

  9. #9
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    Yeah clearly they goofed something up imo, there were 3 Pegasus harness male UL that dropped in the span of 1 hour on ark other day as well.

    This is not in anyway related to migration, this is a loot distribution issue.

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  10. #10
    One of the most common problems in MMOs is inflation. Unlike the real world, gold and items literally come from nowhere. Games have to make gold sinks, like player owned housing to get rid of some of it. In the real world scarcity puts limits on production. Making resources effectively limitless by removing caps would decouple the EU economy from any kind of stability.

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