LuisArkadov
Old Alpha
- Joined
- May 11, 2014
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- Chenghis LuisArkadov Pandoran
What could possibly go wrong?
Wow Looter Professions, guess we will have to hire looter same as healer in team.
-AvalonRychmon.
Less volatility almost certainly means a higher hit %. We see this already with indoor vs. planetside. Really not sure what makes you think otherwise.Which would likely mean decreased hit %.
Of course, they could skim a percent or two of the top of the distribution, but there's too little to take there to make a visible change.
Nice so Loot 2.0 for mining and crafting in other words.
As long as there is MU i will be happy for this change/adjustment
Not exactly. Loot 2.0 shifted the long term average returns from 95% to 98%, and they have expressed that long term returns for mining and crafting will stay the same (90%).
Where have they said that? :O
I'm very certain that i've had something around 95% return in the loot 1.0 days (300k clicks EP I)
After giving it a it more thought these things come to mind...
For the looter professions...
1. I'd have to assume that it will primarily be affected by existing skills so once it's implemented everyone will already have a rank in it and possible even high enough rank to have achieved the unlocks for it too.
2. The purpose of the looter professions I think are tied to the statement they made back with 2.0 of how skills will play a more active role in determining loot. I don't think this means TT value of loot but more over what is IN the loot. IE higher professional standing + Higher eco gun (using their new scale) = better chances to get items (and rare items) in loots rather than just shrapnel.
For the success rate for crafting....
1. As they said this is on the macro-level. Meaning that the numbers they are playing with are going to be a global average. I don't think this is going to improve the success rate much but rather just reduce the amount of times you do a 100 click run on guns and barely get 17% success rate. I imagine it will still happen but it will be slightly less often and teamed with the other side of this improvement it can help overall.
2. The other side of this is returning more materials with near successes which is going to have the biggest impact on return for the individual player and markup of crafted items I think especially as far as crafting items that are comprised of materials with crazy markup.
Personally I think they should just make it so 95% success rate means 95% success rate and just reduce the minimum TT value of successes to cover their cut and fund their balancing. But hey, that's just me.
For the success rate for mining....
1. Again, macro-level change which means most players won't notice a big difference if they are doing smaller runs. But I'm guessing that by "success rate" they are referring to actually finding a claim when dropping a probe. I'm wondering how this will affect indoor mining - will it still be possible to drop 100 probes and hit nothing at FOMA (or 30 probes planet-size)? Perhaps this is something they are trying to correct.
2. I'm wondering what they really mean by increasing the size of the smallest possible claim. That can be taken multiple ways. Does it mean a chain reaction to increase all the deposit sizes or will it mean simply redefining each size (entropia wiki will need an update lol)? Will it just mean that the smallest claim you can find will increase from II to III? Much like when the minimal size was dropped (and returned when rookie gear was introduced)? Will this also affect indoor mining's minimum claim size? If the min size you can find is III does that mean that II's just won't exist anymore? Or will the only be hit as part of amped mining? Speaking of which how will this affect amped mining? ...so many questions.
A very interesting post that hints toward some interesting changes in EU. I know some are complaining about having them finish other things and bug fixes first but at least they are finishing (or at least evolving) the loot 2.0 system they started. If they can at least see this through till the end it will be a great accomplishment.
Why hasn't heal over time been fixed yet?
My guess... this is how it played out:
- Community bitches about buff exploits and start quitting and/or stop spending money
- MA higher ups go "oh shit - we better do something about this people are getting pissed and it's costing us money. Dev's fix this as fast and cheap as possible".
- MA dev's go in and comment out a few lines and slap in some jimmy-rigged code that seem to solve the base problem. At least that's what it appears after 10 minutes of testing. Update published.
- Community discovers all the bugs caused by their "fix" and bitches.
- MA higher ups go "oh shit... WTH guys you said this was fixed. How much longer till it's fixed we're losing money!"
- MA dev's add the task to their every growing shitlist of stuff to do. Then reply to the time frame question with something along the lines of "iunno, the code is pretty much spaghetti string everywhere. We've gotta redo a whole bunch of code for the buff system to fix this properly so it's probably gonna be a couple weeks easily. Especially if you also want us working on X, X and X at the same time."
- MA higher ups say "ok well do it in half that time cause that's how long we're going to tell people it will take. And NO OVERTIME, we're not running a soup kitchen for devs here".
- MA dev's under pressure to get it done fast end up solving the problem but creating others to be discovered by the community next patch (rinse and repeat)
Other people: "Why isn't MA communicating more?"Why would you tell people about the loot change ahead of time. Now your test will not work because people are going to greatly increase there activity in those professions to test it out and screw up your test results.
yeah I've heard mostly crafters/miners say their long term avg is 95%, hunting seems to be the one where you can have some control over your return rate with your skills and gear but of course in most cases the potential for MU is a bit lower as a result
What about hunt loot volatility?
That one is about dubbled since 2.0 on most mobs.
One can enjoy down too 50% runs just to pay for next ridiculus 100hp big hof.
I dont want to deal in dumb luck, i want another dimension too it, were all factors in.