how do i lose on a miss and how do we know???? its all about ped spend now
[h=2]Developer Notes #11 - Loot 2.0[/h]
[*]A special hunting bonus pool will be implemented that will distribute funds from various sources, including skill misses, PVP, marketing and special events, which will improve overall loot returns for all participants.
You should read 2.0 notes...
A skill miss does not interact directly with the mob and thus does not increase the amount of TT in it's loot.
This thread has at least taught me most people don't even understand the mechanics of the game they're playing.
how do i lose on a miss and how do we know???? its all about ped spend now
Misses due to lack of skill ("you missed") do not count towards "input".
some say now with loot 2.0, as long as you have spent your ammo/decay, it does count towards your input
correct, except for skill misses. (unmaxed HA)
How can you say that?? Id say thats untrue, I think spendings is all thats relevant and efficiency??
Did MA kill leeching?
I think not
MA reversed leeching!
If you team today, your efficiency is 80%, and your teammate's is 50%, then your team loot composition will be 65%. So you are loosing your efficiency, and your teammate is leeching efficiency from you.
Just FYI
Tested in Lahar, fired 1 shot in robot, it dodged, i waited and after it got killed i got 0.12 ped shrap.
It fired me twice though but i think armor decay is a lot less than that.
Not necessarily, if they did it right then loot is split by cost after efficiency, not just cost, though we would need to have them clarify they set it up this way, since it would be good to know.
How can you say that?? Id say thats untrue, I think spendings is all thats relevant and efficiency??
[h=2]Developer Notes #11 - Loot 2.0[/h]
Loot Changes
..- A special hunting bonus pool will be implemented that will distribute funds from various sources, including skill misses, PVP, marketing and special events, which will improve overall loot returns for all participants.
...
Yeah, this is what I've kinda been asking throughout both threads. I think that the changes to shared loot, bring them in line with how Loot 2.0 was designed to work, which is a good thing for consistency across the community and understanding how loot is distributed. I think just a little more additional information would be beneficial to the community in regards to Shared Loot and Team Hunting.If you team today, your efficiency is 80%, and your teammate's is 50%, then your team loot composition will be 65%. So you are loosing your efficiency, and your teammate is leeching efficiency from you.
New Features
=
- Added functionality for missions to track individual contribution upon killing a target.
- 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).
[h=2]Developer Notes #11 - Loot 2.0[/h]
[*]Loot calculations will be optimized and improved to better factor in the various costs associated with hunting activity, including: healing, ammo consumption, buffs, tool and armor deterioration, attachments, and more.
[*]A new Economy rating parameter will be introduced, on a scale of 1-100, that indicates the efficiency of a tool and which influences loot calculations.
[*]Avatar skills will play a role in loot calculations and this role will be expanded in future Version Updates. Imagine new professions that offer hunting specialization opportunities and a way to incrementally increase net loot returns for dedicated and active hunters.
[*]Loot value calculations and the composition of the items in loot will be affected by properly matching avatar skills and gear to the creature being hunted, rewarding efficient kills with more interesting loot. For optimal loot, it will be important to avoid inefficiencies such as low damage output compared to creature health, excessive time and cost to kill, overkill damage, unmaxed weapons and other factors. This system is intended to reward game knowledge, which has traditionally been an important and unique aspect of success in Entropia Universe, and to provide opportunities for participants to improve their loot returns via experimentation, optimization and specialization.
Originally Posted Here
[h=2]Developer Notes #12 - Loot 2.0 Follow-Up[/h] This installment of Developer Notes attempts to clear up some of the questions and misconceptions related to the Version Update 15.15.0 - Loot 2.0.
Economy Parameter (soon to be renamed Efficiency)
One of the most misunderstood features of Loot 2.0 was the introduction of the Economy parameter and its effect on loot calculations. Based on feedback received via support cases and our monitoring of forum discussions, it appears that one cause of confusion is the use of the term ‘Economy’ for this parameter. As such, the Economy parameter will be renamed to Efficiency in the upcoming patch, which more accurately captures the effect of this parameter. Also in the upcoming patch, the tooltip text for the Efficiency parameter will be changed to the following:
Efficiency indicates the cost-effectiveness of a weapon (or weapon attachment) in creating damage. Efficiency values range from 1-100, and higher values indicate better efficiency. Efficiency is an inherent property of an item, and thus is not affected by avatar skills. Weapons that have scopes, lasers or amplifiers attached will display a modified Efficiency value (in orange).
A few additional points about Efficiency parameter will hopefully clear up many of the questions and dispel some of the more common misconceptions that we have noticed:
- The Efficiency parameter is not affected by avatar skills.
- The largest components by far in loot value calculations are costs, such as weapon deterioration, ammo consumption, armor deterioration, healing costs, etc.
- The Efficiency parameter is a relatively small component in loot calculations (no more than 7% of total loot value).
- The displayed Efficiency parameter for a given weapon does not correspond to expected overall loot return.
Optimal Loot
Another feature of Loot 2.0 that has sparked lots of discussion and speculation is Optimal Loot.
It is important to note that Optimal Loot only affects loot composition (what you loot), not the loot value (how much you loot). There is no Optimal Loot penalty for hunting creatures that are well below your avatar’s level; in fact most such kills will meet the requirements for Optimal Loot composition.
To best achieve Optimal Loot:
In general, the lower the cost to kill a creature, the higher the proportion of loot composition will be Optimal Loot. There is no inherent “kill timer” for each creature; Optimal Loot is calculated based on costs, not on time.
- Be sure to have the Hit Ability and Damage profession requirements maxed (10.0/10.0) on the weapon your avatar is using.
- Avoid over-amping (using a weapon amplifier that adds more than 50% of the maximum damage of the weapon to which it is equipped).
- Minimize healing costs and the need to interrupt damage dealing to heal.
Originally Posted Here
and how much did your shot cost?
How can you say that?? Id say thats untrue, I think spendings is all thats relevant and efficiency??
Healing Tools = No Interaction (No compensation). MA stated that healing's somehow compensated.
Wrong!
Tested and healing yourself is compensated.
It's not compensated if you heal others, no loot generated by healing others!
To add further to shared mobs, I strongly believe that anything that does not interact with the mob at any level does not get returned back to you and if it does, at a lower rate of compensation.
The efficiency of the tools you use increases quality, i.e. the chance of getting something other than shraps.
Charlie MindArk Official 09-29-2017, 14:26
DPP affects loot composition and critical hit/damage etc affect the DPP.
Efficiency directly affects average TT return by 0-7%.
Re-read what I said, I probably didnt elaborate property on my statement. I meant the enhancer itself does not interact, but for dmg enhs they of course inflate ammo burn/decay etc. I am talking about when enhancers break. What part of their breakage gets compensated? Because it does not directly but indirectly interact with mobs, their TT value being returned is questionable at best. The inflated base stats from said enhs will of course be returned 100% so they do increase input, absolutely agree with you there.I do like your explanation Rufen, but it is not completely true since damage enhancers do increase your ammo consumed, and raise your input, which is compensated in loot.
I think that does sound about right...As far as we know today
input equals loot (= Loot quantity))
Largest part
gun, amp, damage enhancers, reload buffs (they raise your input, which is ammo AND decay)
limited compensation
fap, armour, scope decay,... (they raise your input, which is decay)
Contributing 7%
Weapon efficiency, it could be linear like
efficiency 0 = +0%, efficiency 100 = +7%
DPP equals MU (= loot quality)
FB, CDI, Killspeed, gun DPP give a higher CHANCE on my loot, it does not state that you actually get it.
MA's release notes:
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).
Does this mean that when I hunt in the ffa shared mulmun instance, my optimal loot calculation is lowered to the average of all players in the shared mulmun instances?