The amount of turnover isn't very relevant to the average return or volatility in return for any individual player. To reach a stable average return it's really the amount of loot instances or creatures killed that matters. As an example, if a player kills 2 Sand Kings spending about 5000 PED to do so the expected loot returned on those 2 kills can vary greatly. If instead killing 200,000 Punies also about 5000 PED the expected loot return is going to be very close to the expected average of 96%+ seen in the 2017 group. A more realistic example of this is perhaps spending 300 PED hunting Proterons vs spending 300 PED hunting small Argonauts where the Argonaut hunt will usually yield similar results and the Proteron hunt results can be all over the place since the loot events are so few.
As mentioned in a previous answer, the most important part for stable returns is the amount of kills or loot events not the amount of turnover. Most new players have very low turnover but hunt mobs like punies and therefore kill a large amount of mobs, like 1000 as you mentioned. This does produce results pretty close to the average for most new players.
Nothing restarts, it's a continuous process. It evens out to 95%+ due to the law of large numbers, not due to some magic or hidden mechanics. The "95%+" is the average value for the whole population though, not your personal "guaranteed", but the more you cycle personally the closer you get to the average.And "chat knowledge" says cycle restarts every 10k or 100k ped ?
Such things just tell you what is a meaningful amount of kills for this particular mob to start seeing better results. Because say 10k ped cycled on exarosaurs (100hp), atrox (1000hp) and warlocks (10000hp) are 3 massively different things with a different outcome.Then things like "you need to cycle 10k mobX eg. atrox" are similiar misunderstandings ?
So, looks like there are no cycles. At least nothing like name sugests.
Thanks everyone.
Regrds,
Net
I think he was asking if personal loot pool exists that automatically returns all peds paid out if you wait long enough. That doesn't work, but if you are lucky it could if you get ahead and stop, just like any other casino.... However if you are like most gamblers and gamers if you get ahead in the black you'll be red before long.To which cycle are you referring ?
A pattern
A revolution
A rhythm
A series , sequence or a succession
A bicycle
I think a more clear understanding on the expectation for which you are looking , would help the discussion find your answer.
I found the answers given very informative.
The underlying knowledge that it is based on loot instances is confirmed by Mindark themselves, as can be seen in the quotes below. As far as an actual number of recommended kills, that comes from players actually testing it and interpreting the numbers.
So, looks like there are no cycles. At least nothing like name sugests.
Thanks everyone.
Regrds,
Net
So, looks like there are no cycles.
"1k ped ammo, cycle 10 times, return 95%".
Be it cycle = c
c1 1k 95% 950
c2 950 95% 902,5
c3 902,5 95% 857,4
c4 857,4 95% 814,5
c5 814,5 95% 773,8
c6 773,8 95% 735,1
c7 735,1 95% 698,3
c8 698,3 95% 663,3
c9 663,3 95% 630,1
c10 630,1 95% 598,6
So: end of c10 vs start of c1 you would have actually 59.86% So in order to break even, you'd need along the way 400sih markup to cover losses.
You might look around for atomicstorm's thread about bankroll management.
That being said, the numbers given by MindArk in 2017 are not true anymore, they are indeed lower a few good % (in my experience, about 3%), which might be needed for the increased hofs we're seeing.
That's not at all how it works, if your returns are stable 95% you need 105,26% average markup to breakeven regardless of how many times you cycle your peds... but do not realised it is so much fun - 400% MU to break even
RoR is quite literally everything. Live by what is said in that thread and keep shooting.Re-reading this atm. However can't find anything usefull - for me it's just says: you need to loose slower Becouse, as you pointed, after 10 cycles
it is guaranteed to have just 60% of starting amount. [Personal note: exacly this happens to me few time - exactly on cycle no 2...]
Maybe it have more sense in insurance. Or maybe RoR is not a whole picture. It for sure can have huge meaning if there are periodical returns
in loot - "just keep shoting and your loses will return !". But existence of such automatic mechanism in game was disproved in this thread.
Anyway, "bankroll" is big topic for separate thread.
That being said, the numbers given by MindArk in 2017 are not true anymore, they are indeed lower a few good % (in my experience, about 3%), which might be needed for the increased hofs we're seeing.
The idea is that you lose slowly enough to be able to sustain through the "rough" periods so that you can afford to keep cycling until the numbers are more in your favor.
Bankroll has a lot to do with your original post. Perhaps I'm misinterpreting, or perhaps you are not asking the questions you want answered?
focus on the right skills, focus on the right mobs at the right level, focus on what's on the hood and not under it. Build the right habits
The game would not be playable if what you said was true. Luckily it isn't. That was an average. People will be below or above that line, not ON that line.
Turnover is very important.
"just keep shoting and your loses will return !"
according to wiki cells +decay you shot 25.8 x second max reload = 60 * 1.15 = 69 shot per min 1068 ped per hour
losing 64 ped per hour = 640 x day or 19.000 ped per month? (10 jhours fight per day)
seems really not sustainable paying 2000 USD per month to hunt
do you confirm those numbers?
each BC55 has 7900 shots or you use 4 per day that is 60 ped per day or 1800 ped per month "wasted" compared to a UL wep