Developer Notes #16 - Buff Improvements & More

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A quick update on some of the adjustments and improvements that are currently in progress.

Buff Improvements
We are currently working on further adjustments to buff stacking logic which will address issues related to heal over time, buff renewal, unintended buff stacking, and more. One of the priorities of this effort is to restore previous functionality of healing tools with over-time effects.

The current plan is to refine and test these improvements over the next 10-14 days and implement them in a patch soon thereafter.

Success Rate / Volatility Improvements
Starting within the next couple of days, and planned to last for 7-14 days, our balancing team will be testing adjustments to the manufacturing and mining systems.

Manufacturing
Overall volatility will be reduced during the testing period, while the overall chance of success will be increased slightly. In addition, Near Success outcomes will return more of the initial input.

Mining
Overall volatility will be reduced during the testing period, by increasing the size of the smallest possible claims.

***NOTE*** Please keep in mind that these tests will incorporate macro-level changes to the manufacturing and mining systems and thus the results or experiences for individual avatars and/or for small sample sizes may not differ significantly from current settings. Also note that the overall (macro-level) expected return for these systems will be unaffected.

Team / Shared Hunting Loot Distribution
Our team is also investigating the distribution of hunting loot for teams and shared loot scenarios, with an eye toward implementing a more equitable, balanced, and engaging distribution of both stackable and non-stackable loot. We expect the improvements from this investigation to be implemented within the next 1-2 months, after a full review and testing phase are completed.

Looter Professions
Continuing with the improvements implemented in Loot 2.0, our design team is finalizing the details of an exciting new group of professions focused on specialized hunting loot acquisition. Three new professions will be added: Animal Looter, Mutant Looter and Robot Looter, along with several associated new skills (including unique unlockable skills for each profession). We expect the new professions to be implemented during the spring.


Originally Posted Here
 
wow :eyecrazy::yup:

Sounds quite interesting... please don't let us down MA. I know a lot of peoples faith is hanging by a thread right now.
 
Where is "gratz" button? ;)
 
looter professions better involve scanning...
 
wow :eyecrazy::yup:

Sounds quite interesting... please don't let us down MA. I know a lot of peoples faith is hanging by a thread right now.

Cheer up folks, never fear, Bertha is here! Bertha is making PE great again! :yay:







Please buy my stuff. :deal:
 
what about the people who are currently behind the expected return by a couple thousand ped? do we still have a chance to regain those?
 
Looter Professions
Continuing with the improvements implemented in Loot 2.0, our design team is finalizing the details of an exciting new group of professions focused on specialized hunting loot acquisition. Three new professions will be added: Animal Looter, Mutant Looter and Robot Looter, along with several associated new skills (including unique unlockable skills for each profession). We expect the new professions to be implemented during the spring.

more skills to unlock, that's cool :yay:
 
Hiring a Looter with a Sweden ip @ boxes :yay:

I'll be your first customer then, i only ask 2.42% looter loot (new team loot setting). :yay:
 
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what about the people who are currently behind the expected return by a couple thousand ped? do we still have a chance to regain those?

Only if you believe in personal lootpool (in which case you probably don't trust Dev Notes anyway). Otherwise your past actions don't affect your future results. Your problem is that you base your expectations on the global average data, which doesn't reflect individual experience, as they reiterated once again just now.
 
Looks promising, if they can deliver on these updates without too much slacking off EU will be in a much better place :thumbup:
 
Manufacturing
Overall volatility will be reduced during the testing period, while the overall chance of success will be increased slightly. In addition, Near Success outcomes will return more of the initial input.

Mining
Overall volatility will be reduced during the testing period, by increasing the size of the smallest possible claims.

Volatility

is really a word in fashion after 2.0.
I am no native speaker of english so I asked Google for a couple of possible meanings of this word.


  • unpredictability
  • excitability
  • excitableness
  • evanescence
  • instability
  • fickleness
  • variability
  • inconsistency
  • changeability
  • inconstancy
  • animation
  • liveliness
  • vivacity
  • alacrity
  • intensity

I really like the word fickleness. So, will we be slightly more or less fickled next 14 days?
 
Thanks for the update. Good news about the fixes. But could the other gazillion bugs not take precedence over new systems? Some things never change it seems.
 
Looter Professions
Continuing with the improvements implemented in Loot 2.0, our design team is finalizing the details of an exciting new group of professions focused on specialized hunting loot acquisition. Three new professions will be added: Animal Looter, Mutant Looter and Robot Looter, along with several associated new skills (including unique unlockable skills for each profession). We expect the new professions to be implemented during the spring.

Does this mean we're finally going to have Loot? :confused:
 
+rep to MA for posting the current status of the recognized issue regarding FAPs and laying out a plan to have it fixed.

What a nice post to read today!

MA, thank you.
 
Does this mean we're finally going to have Loot? :confused:

Maybe the higher your loot profession the more items you get....allows you to influence your loot away from shrapnel.

Or could be like an auto loot thing, instead of taking a pill you have a range to auto loot that increases with level.

Or like most skills it wont really affect much....who knows.
 
Will be interesting to see how teams impose regulations on who is allowed to use a lootpill if you have members with different loot 'specialisation' in team ;)
 
Mining
Overall volatility will be reduced during the testing period, by increasing the size of the smallest possible claims.

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.
 
is really a word in fashion after 2.0.
I am no native speaker of english so I asked Google for a couple of possible meanings of this word.




I really like the word fickleness. So, will we be slightly more or less fickled next 14 days?

Volatility, put simply, determines on average how quickly you will achieve the expected value of something, in this case the expected average loot return %.

Low volatility will achieve this average value more quickly than if volatility is large, for a particular sample.
 
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Rocket, you know how this game functions mate. You know that 1.5 year turnaround time is almost immediate action in the grand scheme of things. I'd say hats off to you that they listened.

Overall these look like very promising changes. Thank you MindArk for communicating with us that you are doing something.
 
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Hmm buff improvements sounds quite fishy to me. My spider tingles are sensing some sort of nerf, maybe rings will finally get decay implemented? #tinfoilhat on, #skyisfalling #allyourringsarebelongtolootius
 
Hmm buff improvements sounds quite fishy to me. My spider tingles are sensing some sort of nerf, maybe rings will finally get decay implemented? #tinfoilhat on, #skyisfalling #allyourringsarebelongtolootius

You know... the last time they used the whole "improvements" hype... Loot 2.0 happened.
 
Volatility, put simply, determines on average how quickly you will achieve the expected value of something, in this case the expected average loot return %.

Low volatility will achieve this average value more quickly than if volatility is large, for a particular sample.

Thanks Jhereg. That makes it much more understandable. It will be interesting to see if one gets the feeling that the average loot return on a regular mining run actually feels better with a lower volatility. It's been rather low latelly.
 
You know... the last time they used the whole "improvements" hype... Loot 2.0 happened.

Reminds me of the joke people tell about the when you get a knock on the door and you open it up and a guy at the door says, "Hi, I'm from the government, I'm here to help you." You know you are about to get bent over. In this case, the government is MA.

That joke is so funny I forget to laugh.
 
Looter Professions
Continuing with the improvements implemented in Loot 2.0, our design team is finalizing the details of an exciting new group of professions focused on specialized hunting loot acquisition. Three new professions will be added: Animal Looter, Mutant Looter and Robot Looter, along with several associated new skills (including unique unlockable skills for each profession). We expect the new professions to be implemented during the spring.

Wow Looter Professions, guess we will have to hire looter same as healer in team.

-AvalonRychmon.
 
You know... the last time they used the whole "improvements" hype... Loot 2.0 happened.

Loot 2.0 isn't as bad as it first appeared. You have to adapt your methods and try new things. Eco was king before, it isn't today. It actually opens a lot of doors, as there are a plethora of weapons available which were almost totally impractical before, and now are very useful and affordable. Not to mention armor is now worth using for people at all levels of play.
 
who do you want to loose? Noobs, Mid players or Ubers?
The answer is none
Every mob killed should get a fair chance for good loot. The more u hunt, the more chances you have, period
no incentives



P.S. ofc I would love an incentive for myself one day, everybody does! But it's unfair.
 
I still claim to love this game... but seriously
F_CK off Bertha.
Sounds like bunch of garbage to me. What the hell does any of that even mean?
New loot professions? For what? Oh so I can be a lvl 20 looter and get 2 peds from a 5 ped mob per normal.
 
One of the priorities of this effort is to restore previous functionality of healing tools with over-time effects.

The current plan is to refine and test these improvements over the next 10-14 days and implement them in a patch soon thereafter.

That is 15-19 days too late, for such a significant bug that affects so many people (almost all active hunters nowadays, I would guess) every day.
 
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