current losses and upcoming crafting/mining changes

So based on the law of large numbers, a single player should experience nearly the same result as the whole community.


nearly, yes nearly
 
Alukat, what you get wrong is that you're looking at the return considering your balance. It does not work like this. How it works, is a chance for each individual attempt. Here's a simplistic example of how to look at it: 1 run of 100 peds tt cost which gave back 50 peds tt. That would make a loss of 50 tt or a return of 50% for that run. If the next 1000 runs of 100 tt would return each of them 99tt, you will end up with an overall expense of 100,100tt and a return of 99050 with an overal return of 98,95%ttwise without actually recovering your initial 50tt, actually losing even more 900tt. Every past loss, even if is last 5 seconds, is lost for good and every past gain is likewise gained for good. What is important is your bankroll to sustain enough attempts (thousands if not tens of thousands) and the expected MU gain to bring some profit. (Btw if in my example your bankroll would have been 1k ped and MU trend would be null or negative, you will end up broke, and that is the game style of the vast majority of EU players).

Surely this means that certain activities are bound to be gambly because an adequate bankroll would tend to hundreds of thousands or because MU trend is negative or both. Clicking ep4 on condition, hunting proterons, feffox high maturities, mining with lvl13 etc
 
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