Doer
Marauder
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- David "Doer" Falkayn
Didn't see the thread until it was trollbombed or whatever but for those who were earnestly trying to understand the general concept of "bioritma" (biorhythm) it's here in the post linked in my signature for years: Luck.
Note that i didn't claim any specific knowledge of how to affect the rhythm (unlike the OP of closed thread from what i could see in the aftermath), but the half dozen years since I made that post haven't really dissuaded me from thinking it's a possible loot mechanic. The mechanisms affecting specific item drops have become more clear, and I don't necessarily think that "bioritma" is connected with specific item drops, per se. Anyway, this mechanism meets several requirements:

(Posted in The Developer Notes 2 thread to illustrate the idea. The idea is that the numbers created with your avatar are the cofactors and possibly divisors of the different sines, thus creating interacting waves of different length and magnitude. As long as the overall sum is normalized, this will result in "fair" "luck", but may mean some avatars experience high/low extremes in loot for long times if they are (un)lucky.
The idea is that your avatar is generated with a series (1+) of numbers that are used to calculate a single "loot factor" that varies over time (where "time" can be and probably is looting events rather than seconds/minutes/hours/days) and determine your avatar loot. There could also be a "server factor" or a "mob factor" that's combined with the "bioritma" and input into each looting event to determine tt.Me said:The thing is, many people aren't calling the unknown-parameter(s)-that-affect-outcome "luck", and will even (and have been) arguing that there isn't controlled luck. It's a matter of semantics. There's really no way not to have "luck" involved in EU, unless you make it purely (pseudo)random, and i think everyone who has spent time observing the system will agree that that's one thing it is not. If everything was stochastic, only luck would matter, but because it's at least partly deterministic, "luck" matters, whether you call it that or not. The question is how much MA tweaks those factors and how "fairly" they are distributed.
One possible way of implementing that "luck" that i described there is as interacting sine waves. Not only does MA have a huge penchant for sines (they figure in prominently in the skill level to skill volume function, for example), but this is an easy to control and easy to calculate method that doesn't require storing a lot of data, and explains the very common phenomenon of clustered drops--be it of items in loots, HOFs for an avatar, etc.
Note that i didn't claim any specific knowledge of how to affect the rhythm (unlike the OP of closed thread from what i could see in the aftermath), but the half dozen years since I made that post haven't really dissuaded me from thinking it's a possible loot mechanic. The mechanisms affecting specific item drops have become more clear, and I don't necessarily think that "bioritma" is connected with specific item drops, per se. Anyway, this mechanism meets several requirements:
- Doesn't depend on a "personal loot pool" (the dev notes a couple years ago made it "clear" (lol) there isn't a personal loot pool
- Accounts for the runs of globals/high loots that an avatar can have while those around him are having "normal luck"
- Provides for a "fair" "luck" system in that at sufficiently long "time" (again, or number of looting events), if all avatars hunt the same size mob with the same gear (dpp/dps), they will all end up with the same loot. This is where he was saying in the other thread that if you hunt something big while your cycle ("bioritma") is low and then switch to something small just as you hit a peak, you'll lose big. As long as there's no way to predict when "your luck will change", you can't use the existence of a "bioritma" to game the system...
- Wouldn't generally be predictable and hence not gameable. However, it's MA so who knows.
- Couple more i forget now

(Posted in The Developer Notes 2 thread to illustrate the idea. The idea is that the numbers created with your avatar are the cofactors and possibly divisors of the different sines, thus creating interacting waves of different length and magnitude. As long as the overall sum is normalized, this will result in "fair" "luck", but may mean some avatars experience high/low extremes in loot for long times if they are (un)lucky.
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