There are some interesting ideas in here.
Dual System, both RNG as well as loot-pool.
The chances for all that stuff would be set to grant about 95% tt-return (desired return for loot-pool) for 1000 clicks/kills, while an additional 2% would be kept missing to leave room for very big multipliers (times 100, 200, 500 or 1000).
So your wanting a 95% return on 1000 clicks/kills?? .... you will be out of ped just as quick as it is now, maybe even quicker....especially if you craft.
In essence, if I were to program how loot works, I'd hire more data crunchers, study more things both in game and in related to the game websites, forums, etc., in the community, and ultimately assign managers to actually manage more, and in essence, get this whole cluster sorted out in some good ways.
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as far as loot itself goes, I'd say it should be roughly how it is, with what seems to be small waves vs the bigger waves people grumbled about in the past, but also there should be a sort of 'progressive jackpot' going on in the background... not just in events but overall in how the system itself works.
Sorry but this post was really long and most of it was just complaining about things that haven't been fixed or needed change in this game...that's not what I was asking...we all know what needs to be fixed in this game. Granted if those things are fixed there would be less complaining about things, but loot will still be one of the major ones as this is an RCE, it wouldn't matter if this had great story content if your running out of peds at a fast rate. I have picked out the part I think is most relevant.
First part about study...we all know that is important, but who is to say MA don't do that? They also need to gather large data over long time frames to get a better idea since this game isn't based on short time frames. So they may gather data from 1,2,6,12 months and then compare how the trends are, numbers up/down overall and per month, etc, etc (include many other factors here). Then they would make a decision on how they think they should change it. Spend time coding, release a patch, and then go back to gathering data over the same time period to see if it worked out the way they wanted...oh look its over 2 1/2 years for a change....seems about the right pace of MA. Then rinse and repeat.
The second part on loot says your happy with loot 2.0?? other than the fact things are missing in loot tables...but your fine with the return %? Your fine with how it is based?
I would add a different type of bonus on the players deposit.
For example 20% first deposit bonus, 10% weekly reload bonus, free craft attempts, ammo and probes.
With a reasonable cycling requirement of course.
That's just a casino....if they did that they would also do the "you cannot withdraw until you cycle 40x times your deposit" part as well....think of all the threads with that
Are you asking us as players or what would we actually did being MA employees?
It would be fine-tailored for your bankroll and depo/play style, trying to milk you at the rate which is best for your case. That would be my job after all.
As a player I would just want the pre-2.0 loot back. It wasn't a loot paradise, but it never could have been.
I'm asking how you think it should work to give a good balance to both sides.
If you fine-tailored to the player, that would mean a lot of manual interation. Sure you can code things like if they have played less hours then x and have spent less than y, then change return % to z, etc, but it will still need to be monitored to ensure nothing has gone wrong quite regularly. Even with a small player base that can be quite time consuming and you would need to change the % return to account for this person(s) salary as well.
Loot 1.0 had enough people complaining about it wanting change...MA changed it and now people are wanting it back....maybe they should have stayed silent in the first place??? However no matter what, there will be people complaining about loot.....you could give them a swirl every 100 kills and someone will say they are sick of seeing them. Like now, people say they don't like the high HOFs going to small mobs, but then when only big mobs had high HOFs they complained that you couldn't get them on argos like the old days.
90% return would work out that if I deposit $100 in the beginning of the month then at the end of the month. I would have $90.
Not quite sure how you expect things to go with this....I mean should you always stay at 90% of your deposits for your whole time in this game? If you deposit $100 and then you just stay at 90% of that, then there is no need for you to ever deposit again. So i'm guessing your meaning month to month? so that you only loose 90% over that whole month? Then it resets based on your current balance? or would it reset based on your overall TT value of items? Seems like it could be easily exploited depending on how its based. To have a subscription, you can just deposit $10 each month and go hunt punies...but i get that's not what you want to do. Could you elaborate more?
loot based for 50% on cost, 50% dpp.
Basically what i want is an advantage with eco play and more globals actions. Not more 5 ped globals but decent ones.
Sounds to me that you want something inbetween loot 1.0 and loot 2.0. Well i guess loot 2.0 does something similar with efficiency rating accounting for up to 7% of loot return, so you would want it to be closer to 50% dependant? That means a gun with 50% efficiency means you end up with only 75% returns overall??? no thanks.
Loot 1.0 was based on eco advantage, look how that turned out...people who invested large sums could get a consistant TT profit and those who didn't have large sums to invest lost out....or essentially gave their PEDs to these lucky few.
I would introduce fixed dependable elements to loot, at least 60% of a mobs return should be known in advance and then introduce a random element on top of this.
Good hide and damaged hide would have different TT values and should make different qualities of clothing creating a market for both.
At level 100, I should be able to recover at least 60% of the cost per kill from this dependable known loot.
On top of this I might get some oils or shrapnel which drop in the current random fashion, to give a total long term average of around 95%.
This is an interesting prospect, currently you can expect around what 80% shrapnel if not higher in most mobs?..so your saying to flip it, have majority of loot as well loot and then the filler to be shrapnel. The downside to this that mats become very common (except for a small % that will be hard to get im guessing), so if mats are common then mu is non-existant. So how would we make it so that items still have MU if they drop alot?
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Enjoying the responses keep them coming, maybe we can figure something out that MA haven't thought of!