Shared Loot Changes

Naomi

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Naomi NP Polder
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[*]The loot calculation for creatures with shared loot is now based on each avatar’s input, rather than damage. Here[/url]


does this mean that FB and increase crit has become useless?

as I understand it, input = ammo + decay
dmg = damage dealt


I don't understand why MA would do this. It basically makes all scopes, rings and pills totally useless?
 
any decay taken on armor contribute now, rest still apply to your contribution.
 
does this mean that FB and increase crit has become useless?

as I understand it, input = ammo + decay
dmg = damage dealt


I don't understand why MA would do this. It basically makes all scopes, rings and pills totally useless?

It isn't useless, but it no longer gives any advantage over other players in shared loot by inflating DPP.
 
"The loot calculation for creatures with shared loot is now based on each avatar’s input, rather than damage. (Optimal loot is calculated based on the performance of all avatars involved in the creature kill)."

focused blow and crit dmg buffs help to achieve optimal loot..maybe.
 
ye,its epidemic...all must be equal at all costs,bloody gender neutral care bear snowflake shit

Best quote ever.
Why would MA do this? Political correctness I guess. They try to be "PC" :laugh:
 
Best quote ever.
Why would MA do this? Political correctness I guess. They try to be "PC" :laugh:

No, it is somewhat obvious. They did it so players can't leech loot at shared loot mobs. Make shared loot work within the Loot 2.0 framework alongside solo hunting.
 
It's the same the world over. The majority who are happy with things have no reason to speak up, so the vocal minority get what they want.
 
Fluske

if we both pay 10 peds to kill a mob (cost to kill 20 peds ) why should u receive more loot??
 
No, it is somewhat obvious. They did it so players can't leech loot at shared loot mobs. Make shared loot work within the Loot 2.0 framework alongside solo hunting.

Yeah, 'cause obviously it's the guys burning shit loads of peds that are doing the leeching :laugh:
 
It's the same the world over. The majority who are happy with things have no reason to speak up, so the vocal minority get what they want.

This was never about majority/minority, but about two groups of people. One group wants the remnant of pre-loot 2.0 to exist in some form inside the game, and the other group felt that such a remnant hurts the players and the game and is inconsistent with the current mechanics/balance of loot 2.0.
 
It isn't useless, but it no longer gives any advantage over other players in shared loot by inflating DPP.

So:
example 1: no buffs
input: 1000ped cost
1000 damage done
96% loot return = 960 ped loot

example 2: with 5% FB
input: 1000ped cost
1050 damage done (thanks to the buff)
96% loot return on input: 960 ped loot


This makes all rings, pills, scopes, sights, useless
What's even worse, if you pay for temporary buffs like pills, or have decay on scopes/sights, you are at disadvantage because you spend more ???
 
does this mean that FB and increase crit has become useless?

as I understand it, input = ammo + decay
dmg = damage dealt


I don't understand why MA would do this. It basically makes all scopes, rings and pills totally useless?

yup, the socialists won!

All shall be equal. no matter what.
 
So:
example 1: no buffs
input: 1000ped cost
1000 damage done
96% loot return = 960 ped loot

example 2: with 5% FB
input: 1000ped cost
1050 damage done (thanks to the buff)
96% loot return on input: 960 ped loot

This makes all rings, pills, scopes, sights, useless
What's even worse, if you pay for temporary buffs like pills, or have decay on scopes/sights, you are at disadvantage because you spend more ???

Yes this is basically right. Loot composition still depends dpp from what I understand, and it decreases your overall cost to hunt. And of course buffs are necessary to compete in mayhem.

Not useless, but not an oversized effect on other players.
 
Fluske

if we both pay 10 peds to kill a mob (cost to kill 20 peds ) why should u receive more loot??

player a spends 10ped and does 750 damage.

player b spends 10ped and does 1250 damage due to better skills, knowledge and equipment (some of which will be via markup items) so he should get a larger share.


Player A will now have more to complain about due to even less markup because player B is no longer buying their items for high markup.
 
player a spends 10ped and does 750 damage.

player b spends 10ped and does 1250 damage due to better skills, knowledge and equipment (some of which will be via markup items) so he should get a larger share.


Player A will now have more to complain about due to even less markup because player B is no longer buying their items for high markup.

In solo hunting, player a and player b would get the same tt loot back in the current system. So shared loot should not be different.
 
In solo hunting, player a and player b would get the same tt loot back in the current system. So shared loot should not be different.

your statement is not correct. Player a and player be would NOT get the same tt loot back, because faster killing often results in a different loot.
 
your statement is not correct. Player a and player be would NOT get the same tt loot back, because faster killing often results in a different loot.

EDIT: Okay I think I see what you mean.

Yes, lower cost mean quicker time to average over time. But average tt value will be same for large samples of mobs killed, assuming efficiency parameter is the same.
 
Fluske

if we both pay 10 peds to kill a mob (cost to kill 20 peds ) why should u receive more loot??

It's not 10 peds each, it's 10 ped ammo + 10 ped opalo vs 10 ped ammo + 100k ped imk2 in some situations. But it is what it is. It's dynamic :yay:
 
Shared loot is different. Everyone gets the chance to hunt big mobs and loot special items no matter what their level.

Let's see how well those level 10 players get on if the level 100+ players decide not to hunt the big shared mobs.
 
I'm sorry, I do not understand what you mean by this.

I mean tt loot, not loot composition.

if you kill a mob utterly slow you will
- spend more through regen
- loose your loot momentum and get
a) exceptionally high loot
b) much lower loot
depending

typically you will loose more when u kill a mob slower then xx time.

however, that is off-topic
 
so this means

when doing shared, you better unequip your rings, scopes etc, since they have no effect anyways, and the gun attachements still decay?
 
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if you kill a mob utterly slow you will
- spend more through regen
- loose your loot momentum and get
a) exceptionally high loot
b) much lower loot
depending

typically you will loose more when u kill a mob slower then xx time.

however, that is off-topic

Sorry edited my original post...not sure what 'loot momentum' is...
 
It's not 10 peds each, it's 10 ped ammo + 10 ped opalo vs 10 ped ammo + 100k ped imk2 in some situations. But it is what it is. It's dynamic :yay:
Maybe i should have used "input" instead of "pay" ;my bad.
 
Fluske

if we both pay 10 peds to kill a mob (cost to kill 20 peds ) why should u receive more loot??

maybe because people(not me btw,i use limited shit) invested in expensive gear and should have an advantage ?
or maybe cause people skilled hard to be able to use better gear and should be rewarded for that ?

if there is no incentive why skill or invest ?
 
So:
example 1: no buffs
input: 1000ped cost
1000 damage done
96% loot return = 960 ped loot

example 2: with 5% FB
input: 1000ped cost
1050 damage done (thanks to the buff)
96% loot return on input: 960 ped loot


This makes all rings, pills, scopes, sights, useless
What's even worse, if you pay for temporary buffs like pills, or have decay on scopes/sights, you are at disadvantage because you spend more ???

with scope/sight you got higher decay and therefor higher input or do they not decay?
 
with scope/sight you got higher decay and therefor higher input or do they not decay?

well, if u wish, u can use pills or rings in the math, those don't decay

also, extremely uneco scopes give more decay than THE best scopes in game. the game is not to produce as much decay as you can, but actually get a good setup
 
well, if u wish, u can use pills or rings in the math, those don't decay

also, extremely uneco scopes give more decay than THE best scopes in game. the game is not to produce as much decay as you can, but actually get a good setup

Since it's about scopes/sights being useless, i do not want to include pills or rings.

So your statement that the scopes/sights are useless is false, since those decay and therefor increase input.
the best scopes still matter when it comes to loot composition. Granted, you can use extremely uneco scopes, if you down to mainly looting shrapnell and barely anything else...
but if you're in for the full TT ESI, then you better use the extremely high efficiency scope/sight...
 
maybe because people(not me btw,i use limited shit) invested in expensive gear and should have an advantage ?
or maybe cause people skilled hard to be able to use better gear and should be rewarded for that ?

if there is no incentive why skill or invest ?


Incentive #1: Higher hit/dmg level unlocks weapons with higher efficiency = higher tt return
Incentive #2: Expensive amps are expensive because of higher efficiency
Incentive #3: Grinding 24/7 = higher looting skills = higher tt return
Incentive #4: High DPS is necessary to achieve Optimal Loot on big game

It's just ridiculous that a dozen people with ancient weapons that doesn't drop any more can dominate/profit on all and every shared loot instance. The high markup on such items were always a risk to pay - MA could change the game at any time - and MA don't set the MU price, players do. Paying $10000 in MU for an eyeful of pixels is either 1) very very dumb or 2) a calculated risk. Those few individuals that did so cannot and should not decide how the game should be developed.
 
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