Question: Most important issues to fix in Entropia for UE5?

Most important issues to fix in Entropia for UE5?

  • 1. Pull back a bit from the Pay-to-Win model

  • 2. Put more resources on Support ticket handling

  • 3. Fix and/or add Deposit options

  • 4. Less Grinding / More Fun

  • 5. More fun gameplay/content for lower levels/smaller budget

  • 6. More Linear Content (Lore, Storylines, Quests, ...)

  • 7. Take an official stance on Botting

  • 8. Remove Nanocubes from TT and/or EP4 from the game

  • 9. Do something about Loot waves (item drop, resource, globals, ...)

  • 10. Fulfill all past promises

  • 11. Fix PvP

  • 12. More tools and functionality to player Societies

  • 13. Give Planet Partners better event creation tools

  • 14. Revive side Professions (hairstyling, healing, taming, coloring, ...)

  • 15. Mac/Linux, Android/iOS and Console support for Entropia

  • 16. Make public the exact mechanics of taxes so players have more control

  • 17. Bring back dazzling visuals of alien landscapes and creatures to explore

  • 18. Make Mining/Crafting great again

  • 19. Make sure there are no bugs, broken content/missions this time!

  • 20. Other (please specify)


Results are only viewable after voting.
you disagree with the naming that’s fine but this system is in place and to deny that shows you don’t really play much

There is no conclusive evidence to support that, and anyone who has worked on in an industry that relies heavily on the law of large numbers is qualified tell you that would be excessive work for the same end result. Anyone who writes code will know that would be one of the most inefficient ways to create scarcity in the drops. There would be absolutely no good reason to go that route if you wanted to maintain the scarcity of a certain item.
 
Every player who has done less played mobs, either on Caly or lower populated other planets, can see the stats they get and can know absolutely that loot is injected at certain times as described above. THAT is what we call waves, and absolutely clear that they occur.
It is pretty much like saying there is no conclusive evidence to say the sun will rise tomorrow (assuming nothing major happens...).
 
There would be absolutely no good reason to go that route if you wanted to maintain the scarcity of a certain item.

This is quite possibly true. Although, it is far easier to control with these waves. An arbitrarily weighted random chance has its issues when you want to control for both minimum and maximum.

Also, there is a very strong likelyhood that "maintaining scarcity" is not the primary reason for the "wave system"
 
There is no conclusive evidence to support that, and anyone who has worked on in an industry that relies heavily on the law of large numbers is qualified tell you that would be excessive work for the same end result. Anyone who writes code will know that would be one of the most inefficient ways to create scarcity in the drops. There would be absolutely no good reason to go that route if you wanted to maintain the scarcity of a certain item.
It’s that way so they can claim loot is skill based and not gambling is my guess, but that system is in place as I described , regardless of the logic behind the action
 
My guess, and note that we don't know the whys and must thus speculate, is that this system is very flexible and only partially random, with the latter being a requirement for the 'not gambling' argument. The statistics on loot distribution need to consitently show a bias towards those players who use some kind of knowledge=skill to increase their chances of getting certain loot. I believe the waves are the oldest or amongst the oldest mechanisms. Nowadays we also have loot quality in the system, which also affects looting percentages, so perhaps MA could now remove the waves if they wanted to. On the other hand, my guess is that years ago, the waves were a major part of MA's 'convincing argument', and thus they may not be very willing to remove them.
My suggestion has been that MA should open up information on the periods of zero chance of looting x in some way, a bit like if a mob doesn't spawn, people can't hunt it, but refined by some semi-hidden factor. We will have to work out the connections within UE5, say MA. Maybe it will be their way of keeping waves, but differently...
- the voting shows we want something done, though (top response, 51% as of writing this), dear MA...
 
It’s that way so they can claim loot is skill based and not gambling is my guess, but that system is in place as I described , regardless of the logic behind the action

Its really not though, there are other reasons why the game is not gambling. I couldnt just create an account and do $3.75 bets fresh out thule like I could with a slot machine. When I go to a casino, I can convert my money to chips or credit 1:1. I don't have to buy additional items to play, I don't have to level up to increase my returns or develop items to increase my returns. I also couldnt go out onto the las vegas strip and sell my chips for mark up. Those reasons alone are enough to separate EU from gambling. Now people can try and use EU as a means of gambling, but its not even a good place to do it.

There is NO evidence to support wave theory, also, what people describe as wave theory is inconsistent. Regardless, what you call wave theory, in order to prove would require a larger group of people killing the same mob, and having what you described happen to everyone. If one person loots it between these supposed dry periods, which they very much will... your theory is proven false. You can't even say that its on an individual basis because MA has already stated theres no such thing as personal loot pool.

I remember someone saying like "I've learned the wave so my loot is always good", when I asked if he was profiting, he said "No because sometimes the wave changes" lmao. No.

Also someone was bitching on the forum saying that the wave wasn't fair because in her timezone when she plays the wave is at a dip. Again no lmao.

I done killed a SHIT ton of the same mobs, I done looted a SHIT ton of mushrooms. I've done it consistently even if everyone's not busy doing mayhem or some other event. There is zero difference. I'm not getting any more just because everyone's off doing mayhem.

You can say its a thing all you want, thats fine you believe what you want. I'm going to say no, and hopefully someone who stumbles across this will know to spend their efforts soaking up info that will actually help them take full advantage of their ped, rather than waste it testing baseless theories.
 
My guess, and note that we don't know the whys and must thus speculate,

The ped you spend on a mob, your looter level, your efficiency are factored into an equation with a random number and it spits out your loot value (TT). The mob you killed announces loot above 50 PED. So if the loot is >= 50 then play the trumpets play the swirls. If loot >= 50 AND > than lowest hof listed then play bigger swirls and enter it to the hall of fame.

Then that number is divided into random items totaling the total TT. Your dpp influences this. Thats it.

Its simple. As to why anyone would try and convince themselves otherwise is beyond me. You have full control over most of those inputs. You play with what you have, gather data on what you get with different animals and you see how you can make that work for you. If you invest in a better gun, and level up you increase your options. Especially if you are keeping up with the demands of the market. Theres no good reason to be obsessing over the part you have no control over. The random part.
 
Then that number is divided into random items totaling the total TT. Your dpp influences this. Thats it.

This right here is the only part that is relevant for the current ongoing discussion.

You are claiming that the item allocation is completely random, presumably with weights, without any evidence.

We are (or at least i am) claiming that it is "somewhat random" with the caveat that some of the items can't always be looted, also without evidence.

It seems the discussion has met its end.
 
We are (or at least i am) claiming that it is "somewhat random" with the caveat that some of the items can't always be looted, also without evidence.

What you are claiming is that MA intentionally over complicated a design for the same result.

Id like to see a large group of people coming together to try and prove that theory. Preferably on Calypso to increase the dividends. Good luck 😂
 
What you are claiming is that MA intentionally over complicated a design for the same result.

Can you show me a random weighting that allows you to control both minimum and maximum supply of something.

Given lets say 1<n<1000 actors. Show me a random weighting for a probability that allows for exactly X pieces of an "item" to drop over any time period.

When you are able to do that I will agree that it is overcomplicated for the same result.

Until then, I will consider "loot injection" the easiest way to implement "full control".
 
There are situations which require a larger number of players, and others where the player is fine on their own. Not all mobs are the same in terms of wave loot. I can kill thousands upon thousands of various mobs and not have any smoking gun in the drop patterns (that I can be sure of quickly). On other mobs with their individual settings, I can statistically 'know' to odds against of many millions to one against pretty quickly and then repeat it and repeat it to reach a 'proof'.
I see big flaws and small flaws. Some small ones are on our side in my opinion, but in the clarity of the phrasing. For example, "a probability that allows for exactly X pieces of an "item" to drop over any time period." could maybe be better understood by saying ..to drop well within a desired time period (with a dry period leading to the end of that time period for the absolute control of at least whole time blocks). But that is semantics a bit, and is also slightly wrong actually and has been mentioned by someone else right here even.

I've never met a flat-earther, but now I've exchanged chat with an apparent 'no-waver'. This particular discussion has reached an end, I think.
 
Its really not though, there are other reasons why the game is not gambling. I couldnt just create an account and do $3.75 bets fresh out thule like I could with a slot machine. When I go to a casino, I can convert my money to chips or credit 1:1. I don't have to buy additional items to play, I don't have to level up to increase my returns or develop items to increase my returns. I also couldnt go out onto the las vegas strip and sell my chips for mark up. Those reasons alone are enough to separate EU from gambling. Now people can try and use EU as a means of gambling, but its not even a good place to do it.

There is NO evidence to support wave theory, also, what people describe as wave theory is inconsistent. Regardless, what you call wave theory, in order to prove would require a larger group of people killing the same mob, and having what you described happen to everyone. If one person loots it between these supposed dry periods, which they very much will... your theory is proven false. You can't even say that its on an individual basis because MA has already stated theres no such thing as personal loot pool.

I remember someone saying like "I've learned the wave so my loot is always good", when I asked if he was profiting, he said "No because sometimes the wave changes" lmao. No.

Also someone was bitching on the forum saying that the wave wasn't fair because in her timezone when she plays the wave is at a dip. Again no lmao.

I done killed a SHIT ton of the same mobs, I done looted a SHIT ton of mushrooms. I've done it consistently even if everyone's not busy doing mayhem or some other event. There is zero difference. I'm not getting any more just because everyone's off doing mayhem.

You can say its a thing all you want, thats fine you believe what you want. I'm going to say no, and hopefully someone who stumbles across this will know to spend their efforts soaking up info that will actually help them take full advantage of their ped, rather than waste it testing baseless theories.
Didn’t read any of this but there is infinite evidence to support the wave system. You clearly never hunt.

every single person has told you waves exist and how to see them, you deny them because “too complicated” yet not one person has agreed with you.

your now being compared to flat earthers. Open your eyes mate.
 
Wouldn't the extra coding effort required to implement loot waves amount to multiplying the waveless loot formula by, i.e., a * cos(b * t) + 1, where a and b are parameters chosen by MA and t is time?
 
You clearly never hunt.
Just to be fair to the other side, I think that is quite possibly a false statement, and would be a reason for the other side to not try harder to understand our side if we can make such wrong statements (as they stand).
As I wrote above, it can depend on the mob and its settings. I don't hunt on Caly much, and cannot think of a Caly mob I personally have experience of with clear loot wave behaviour, so I don't directly see on Caly what I know from other people and easy-to-hunt mobs on other planets. You also have to have your eyes somewhat open even then to notice details others might not see (but are there and not imagined patterns).
You clearly don't hunt the right mobs with your "eyes open" - is possibly much closer to being accurate, but I don't really wish to engage any further.

On having a pure formula instead of time-based caps, I reckon it is easier to build a loot table with fixed inputs that regulary cap out than having to sum the areas under the curves. It is also far easier to rebalance if desired and has other advantages as mentioned too. I still wish for a system that allows partial flagging of various conditions to the players, though, which I think is implementable without giving 'the whole game away', as they say ;)!
 
Can you show me a random weighting that allows you to control both minimum and maximum supply of something.

Again you are assuming there is such a thing in place. MA has, with one of the most recent example of unreal tokens, limited the supply of an item. But even then there is no wave as described. The drop rate of the item itself is enough to ensure they are distributed throughout a period of time relative to the amount of people actively playing.

You clearly never hunt.

You can research more into that. I clearly don't spend my time on the forums dwelling on baseless theories. I clearly didn't get my combat levels up by doing that either. I don't chip in either... so umm... yeah enough said there.

Wouldn't the extra coding effort required to implement loot waves amount to multiplying the waveless loot formula by, i.e., a * cos(b * t) + 1, where a and b are parameters chosen by MA and t is time?

...And define those parameters for each and every item in question. Also going back to ferial insisting they want to implement a "full control", how would that fit in with the fluctuations of our active player base? Are they going through the extra work to adjust those parameters? Or would base drop rates be enough to naturally control the influx of items as it relates to the amount of players in the game? Again it is all just unnecessary work that will only create more unnecessary work later down the line.

You clearly don't hunt the right mobs with your "eyes open" - is possibly much closer to being accurate, but I don't really wish to engage any further.

This statement doesn't do anything for your theory. So now your argument is you are likely more correct than I am because 1) I'm not hunting the 'right' mobs and if I am then 2), I'm just not paying attention. You see this rabbit hole your going down into? This is what you need to understand. Anyone who claims there is mountains of evidence for wave theory have run into situations that disprove it, but they instead decide to patch up their theory with additional baseless theories and excuses.

You probably spent so much time believing that, I know your idea is not going to change. That's fine. Its your money. But again I will state the fundamental flaws in whatever evidence is provided (if any), and the fundamental flaws regarding the logic of implementing an overcomplicated design for the same result.

I lurked the forums for some time before actually playing and quickly realized I had to trash the advice of many 10+ year veterans who turned out to be like level 60. To this day. The highest vote was Do something about loot waves (item drop, resource, globals,...). Its fucked up how people make themselves out to be a victim of make believe. Yes i've gotten milked, but I also get globals and hofs. The items I get are consistent. I've never found it to be an issue.
 
One of my options was #20 Other.

I'd like to see the blueprint ingredients and the loot tables tidied up. There is far too much loot with no effective use and too many blueprints with items that no longer drop. This will be the perfect opportunity to sort this mess out.

That would be awesome, lets use all this BPs in Weapons Book 2 again.
 
...And define those parameters for each and every item in question. Also going back to ferial insisting they want to implement a "full control", how would that fit in with the fluctuations of our active player base? Are they going through the extra work to adjust those parameters? Or would base drop rates be enough to naturally control the influx of items as it relates to the amount of players in the game? Again it is all just unnecessary work that will only create more unnecessary work later down the line.
In my opinion this would be a tiny amount of code which a first or second semester Computer Science undergraduate could write. The actual wave behavior is one line of code, and the parameters (my a and b, and one more parameter for phase shift if desired) could be either manually or randomly chosen. Even using randomly chosen parameters could provide a more dynamic character to loot than just omitting the wave factor altogether, so if that's the result they wanted, I doubt ease of implementation would be a huge consideration.
 
Astonishing levels of self-deception are required in whichever side is wrong. One of the best bits of Star Trek Next Gen saw Data demand that the shields be dropped at a crucial moment - good awareness Data! It's only a storyline, a metaphor, in a similiar vein to the rabbit hole and mirrors, but 'reflects' RL pretty well!
What, how, why: to be asked about the happenings, or what, why, how, but yes, observation of what is indeed a major first step before leaving the path of the lusional. Sometimes the most important fix needs to be changing out the brain, the common denominator in all the what problems that need to be tackled. Could be an indicator for MA there, but is unlikely to be taken up.
If that last paragraph sounds a bit like 'easles' and other notorious crazies, sometimes you need to be able to enter crazy worlds in a similar way to the crazies. There is sometimes method in the madness, but often madness in the method. Both should be regarded. Some, such as Asaam, are even on your side sometimes...
Note: posterity checker activated

Also, what we describe as a wave is not so much sin/cos, but a layman's influx which is repeated: a layman's wave if you like. In some ways it is not as clever or elegant as it could be, but in other ways it enables a wonderful cascade waterfall environment, where the fish can be plucked by the bears almost by timing alone ;)! Do bears get enough recognition in our cultural references, or is too much given to the rabbits?!
 
Imo, I think the entire game is a wave machine. :D Skill value, what skill in gains and all slowdowns related to it, this we do
know for sure they excist. Basic loot and bonus loot in all professions are other things that comes in waves.
In the follow up statement about Loot 2.0 they mention they will look in to the issue with loot waves, but quite vague proof that
they excist but on the other hand they don't deny it either.

When it comes to see patterns I see several, some that are quite predictable, seen them since 2006. Others are more vague even
if they do pop up more often than not. All its about are features that are repeated, nothing magical. Afterall all it's about is to
create a value with balanced set up that match the target we interact with.
Its the players job to figure out the set up so it match the target to get best possible outcome, even though we aren't garantueed
anything, all we can do is to increase the probability to get it. Think of it as a progressbar, if you don't create best value you will
never fill it up for when its time for the good loot to pay out.

No point to use RNG when we have several tools already that can be used; skills and professions, and more exactly the progress
of those.
 
In my opinion this would be a tiny amount of code which a first or second semester Computer Science undergraduate could write. The actual wave behavior is one line of code, and the parameters (my a and b, and one more parameter for phase shift if desired) could be either manually or randomly chosen. Even using randomly chosen parameters could provide a more dynamic character to loot than just omitting the wave factor altogether, so if that's the result they wanted, I doubt ease of implementation would be a huge consideration.

Maybe. No and no. It is entirely illogical and will open the door to having to do more work later down the line. You're not looking beyond that.

Lets say caperons dropped 10 mushrooms every hour max within the entire game. Now lets say the active player base doubles. All of a sudden 10 mushrooms every hour isn't enough for the players. You can 1) leave it as is and give people another thing to bitch about, or 2) go back and adjust that. Lets say they go with option 2. Now half the population has moved on, and all of a sudden 20 mushrooms is too much, our mod faps become worthless, everyone starts bitching again blaming MA for losing money, you know the usual. So now they have to adjust it... again. Why on earth??

When all you need to do is the simpler method that will take care of all that for you. Lets assume there are 1000 concurrent players at any given moment. And of them 5 of them are hunting caperon. The people who loot them are happy, the people that want them are buying them. Ok now assume we go from 1000 players to 2000 players. You can expect double the amount of people hunting caperons, you can expect double the mushrooms, and you can expect more people needing the mushrooms anyway.

If you killed 500 mobs, and didnt loot 1 of an item... then on the next 100 you looted 7 of the mfers... All it means is you looted 7 in 600 mobs. That is always a possibility when we use random. And no one has conclusive data that will prove such wave theory. Despite the infinite data people claim is available on the subject. All I see is "Everyone who hunts consistently sees it" and some of those people being at most 1/3 of the level I am. No one has collaborated in large scale and produced definitive evidence to prove that. And if they tried, I promise you it wont pan out the way they thought it would. And later they will patch up their theory with more and more complications, more excuses, and more bs. Its a rabbit hole.

I don't grind mayhem, I don't grind migration, I don't grind events. While all that shit is going you can find me doing what I usually do. And I've never observed any indication of wave theory. I'm not getting any more just because everyone else is out doing the same thing and I got the field to myself. But I guess I'm hunting the wrong mobs, or I guess I just don't hunt, and I guess I'm just not noticing. Yeah right.
 
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That's quite a discussion about waves and I'm surprised to see someone who doesn't believe these actually exist :eek:

I really don't think there's any way that anyone turning over ped in EU can credibly deny their existence. I would like to invite Crabby to go click Gizmo 8 for a few hours (4-5) and tell me how much you lost. Most times it's a loss of more than 500 ped and BP drops are crappy and don't make up for it.

Yet, lots of people still do it, why? Simply put, they are hoping to catch a wave of good BP drops and/or multis, cause they know that these can be quite good and make up for most of the long-term losses. And it's basically the same for the Hunting profession.

There are some very dry periods in EU, very dry. So bad that people will go on a prolonged break from EU or even quit.

So if there are dry periods, then there are periods of high returns where nice multis are more abundant and high value items will drop more. It has always worked this way though these waves have been made a bit more tame since Loot 2.0

I think the reason MA is keeping this system in place is simple, what would be the point to even play if returns were totally flat? There has to be something in place that randomizes results so that people will think there is a way to "outsmart" the game and get ahead.

If returns and drop rates are totally predictable, what's the point in even playing? We're all just here losing 3% of the PED we turnover, what's the point of that?

I know Crabby that you're not here for monetary gains but a lot of us are. I may not have initially joined for profits but it certainly is the reason I'm still here.

So, although this Poll shows that half of people have an issue with these waves, they will never be removed completely unless they are replaced by something else that randomizes results and gives people a bit of hope that they can get ahead.
 
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Maybe. No and no. It is entirely illogical and will open the door to having to do more work later down the line. You're not looking beyond that.

Lets say caperons dropped 10 mushrooms every hour max within the entire game. Now lets say the active player base doubles. All of a sudden 10 mushrooms every hour isn't enough for the players. You can 1) leave it as is and give people another thing to bitch about, or 2) go back and adjust that. Lets say they go with option 2. Now half the population has moved on, and all of a sudden 20 mushrooms is too much, our mod faps become worthless, everyone starts bitching again blaming MA for losing money, you know the usual. So now they have to adjust it... again. Why on earth??

When all you need to do is the simpler method that will take care of all that for you. Lets assume there are 1000 concurrent players at any given moment. And of them 5 of them are hunting caperon. The people who loot them are happy, the people that want them are buying them. Ok now assume we go from 1000 players to 2000 players. You can expect double the amount of people hunting caperons, you can expect double the mushrooms, and you can expect more people needing the mushrooms anyway.

If you killed 500 mobs, and didnt loot 1 of an item... then on the next 100 you looted 7 of the mfers... All it means is you looted 7 in 600 mobs. That is always a possibility when we use random. And no one has conclusive data that will prove such wave theory. Despite the infinite data people claim is available on the subject. All I see is "Everyone who hunts consistently sees it" and some of those people being at most 1/3 of the level I am. No one has collaborated in large scale and produced definitive evidence to prove that. And if they tried, I promise you it wont pan out the way they thought it would. And later they will patch up their theory with more and more complications, more excuses, and more bs. Its a rabbit hole.

I don't grind mayhem, I don't grind migration, I don't grind events. While all that shit is going you can find me doing what I usually do. And I've never observed any indication of wave theory. I'm not getting any more just because everyone else is out doing the same thing and I got the field to myself. But I guess I'm hunting the wrong mobs, or I guess I just don't hunt, and I guess I'm just not noticing. Yeah right.
Do us a favor, go hunt molochs for a few days and then say confidently that loot waves for specific items don't exist. There is zero explanation for not looting tier components for hours on end and then magically for the next 5 minutes, EVERY MOB drops 1-3 tier components with 100% drop rate. Debating whether or not rare UL items drop in waves is another debate but any serious hunter understands tier components are the most obvious indicator that a wave system exists.
 
Wouldn't the extra coding effort required to implement loot waves amount to multiplying the waveless loot formula by, i.e., a * cos(b * t) + 1, where a and b are parameters chosen by MA and t is time?

Pretty much. But this is not what we have. If you would like to know more, go hunt a creature in which you can easily identify these "waves". Preferably one that is sparsley hunted. Note results. Bring a couple of friends to do the same. Again note results. Compare results.

Ideally, if you could get your friends to note their results as well, you might find something interesting when comparing your initial result with the results of the entire group.
 
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When all you need to do is the simpler method that will take care of all that for you. Lets assume there are 1000 concurrent players at any given moment. And of them 5 of them are hunting caperon. The people who loot them are happy, the people that want them are buying them. Ok now assume we go from 1000 players to 2000 players. You can expect double the amount of people hunting caperons, you can expect double the mushrooms, and you can expect more people needing the mushrooms anyway.
Linear scaling is not an alternative method to loot waves; the two are quite compatible. For example, my earlier hint to multiply the waveless loot formula by, i.e., a * cos(b * t) + 1 preserves this property, up to partial periods of the wave.
 
That's quite a discussion about waves and I'm surprised to see someone who doesn't believe these actually exist :eek:

I really don't think there's any way that anyone turning over ped in EU can credibly deny their existence.
truely shocking, he must hunt exclusively non wave mobs his whole time playing or just not look at his incoming loot
 
Do us a favor, go hunt molochs for a few days and then say confidently that loot waves for specific items don't exist. There is zero explanation for not looting tier components for hours on end and then magically for the next 5 minutes, EVERY MOB drops 1-3 tier components with 100% drop rate. Debating whether or not rare UL items drop in waves is another debate but any serious hunter understands tier components are the most obvious indicator that a wave system exists.

Do yourself a favor and confidently say, and prove, no one else looted a tier component while you were going dry. You can't and you wont. This is another nutcase idea people want to use to say MA is acting maliciously. AKA its their fault you're not getting what you want, that is in essence what you want to believe.

One example, I spent a month straight on toulan targeting a mob for its tier comps, among a couple other items. Everything was consistent within a tight margin. But ofcourse I'm killing the wrong mobs. Or maybe its only the mobs you kill?? Right? Or no no no, maybe. Just maybe that mob had 20 second waves. Lmao no. Again you have to dive deeper into your delusion to support your case. I just thought I'd say that since you felt the need to insinuate the mushroom I used an example wasnt a clear enough indicator. The explanation is the word 'random', that explains your situation very well. But then you wouldn't be able to blame MA so i guess that is not good enough for you. :)
 
truely shocking, he must hunt exclusively non wave mobs his whole time playing or just not look at his incoming loot
Just noticed he doesn't even hunt so no point trying to talk to a brick wall. He made up his mind and refuses to acknowledge other possibilities.

Do yourself a favor and confidently say, and prove, no one else looted a tier component while you were going dry. You can't and you wont. This is another nutcase idea people want to use to say MA is acting maliciously. AKA its their fault you're not getting what you want, that is in essence what you want to believe.

One example, I spent a month straight on toulan targeting a mob for its tier comps, among a couple other items. Everything was consistent within a tight margin. But ofcourse I'm killing the wrong mobs. Or maybe its only the mobs you kill?? Right? Or no no no, maybe. Just maybe that mob had 20 second waves. Lmao no. Again you have to dive deeper into your delusion to support your case. I just thought I'd say that since you felt the need to insinuate the mushroom I used an example wasnt a clear enough indicator. The explanation is the word 'random', that explains your situation very well. But then you wouldn't be able to blame MA so i guess that is not good enough for you. :)
I never stated whether loot waves were a good or bad thing, I stated that they exist plain as day when hunting certain mobs for example Molochs. Your refusal to acknowledge that and assume that I am somehow saying you kill the wrong mobs is a personal problem. Looting not 1 but 2-3 tier components on every single loot event for 5 minutes straight and then going dry for hours and then repeating the same exact pattern multiple times a day is anything but random.
 
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@Crabby I would love for you to tell me the drop timestamps of these tier components is "random" because I have about 3600 more chat.log lines of these tier components dropping in this same exact behavior that I can upload for you to look at if you still want to tell me loot waves don't exist. Without fail tier components will not drop for over an hour and then magically they have a 100% drop rate for 5+ minutes at a time.
 
I see a gap of under one hour leading up to 17:02, but overall I agree with what you present as evidence (edit: but not about 1 hour), although am not used to components as proof (don't do molochs). edit: also, were you not alone in there, as I am used to pretty fixed totals per wave unless others are hunting the same? I believe variable caps settings/ unreached caps (affected by crafting) can affect injections, which is also why low-populations of players make things much clearer most of the time.

I've come across cases where both people arguing can be right under certain conditions, but people don't usually even try to consider whether both sides can be right simultaneously: the presence of an overlap.
Here, however, we have one side in the no waves at all camp. Falsification of that is to find a wave that can be ridden again and again and again (without itself being falsified). Some I can ride without any statistical help at all from others, so the waves exist for me for sure, but I also see wave hunters on some mobs stopping in alignment with my waves drying up, so it's one indicator, not proof, that the waves are there for everybody.
 
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I see a gap of under one hour leading up to 17:02, but overall I agree with what you present as evidense, although am not used to components as proof (don't do molochs)

I've come across cases where both people arguing can be right under certain conditions, but people don't usually even try to consider whether both sides can be right simultaneously: the presence of an overlap.
Here, however, we have one side in the no waves at all camp. Falsification of that is to find a wave that can be ridden again and again and again (without itself being falsified). Some I can ride without any statistical help at all from others.
Yeah that's why I suggested Molochs, because not every mob has noticeable loot waves hence why he is hardstuck on constantly bringing up mushrooms as that's a mob he constantly hunts. I don't doubt that he doesn't notice any loot waves being apparent on that mob because I don't notice it happening on fleshrippers either which is a common mob I hunt, but denying loot waves exist by thinking that every mob operates in the same exact way is just being stubborn on purpose.
 
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