Acro
Self-requested Deactivation
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Or the actual question:
is each loot (corpse looting, probe dropping, craft attempt) a seperate case, not influenced by previeous cases of the avatar; or do loot values in the past determine the outcome of future loot in a direct certain way?
For example
if Lucky mcDuck gambles with his friends, they throw coins. Ducky is lucky and gets the right answer 40 times in a row. His chances of doing so are 1 in 2 tot the power 40, which is a ridiculous high number. Still it is a finite number and each subsequent throw has a 1/2 chance of either being heads or tails; no matter how many times it already has been thrown.
So, if a coin has landed heads up 39 times; there is still a 1/2 chance it will come up heads. The question is, is the same true for loot in entropia?
MA stated that there is no personal loot pool. But this answer is misleading; since the availability of a "pool" would mean a lottery system, not a gambling system. In a pool system your outcome is tied to win a certain amount of that available pool. A gambling system makes you lose money over time since you get less than 1/2 chance.
Also, a pool system would make you get higher results, the more numbers you play. for the first you may have 1/1000 chance, second time 1/999, third 1/998... And when you got the pool, your chances are again 1/1000, but the pool might be smaller, till you fill it again.
*note* the actual principle may be made more complicated, but these are the two bases to start from.
If the first case is true; then it is possible to gain ped. Although not likely, it is always possible to come up on top. It's just in the hands of fortuna.
If the second is true, no matter how hard you try; no matter how lucky you are, you will always lose.
I don't know which one is true; I only know that one of those two is exclusively true. I know MA will never reveal this. They will say there is no personal loot pool. So that must mean that the first one is true. But it is all in the phrasing. There doesn't have to be a physical pool to get to that principle. With a sliding variable you can approach the same result as a pool. Although this wouldn't hold up in (science) court, since it can be simplified to a pool. And thus loot is capped, both in high and low numbers.
Now, while the second case; loot has a similar outcome in most cases, there is the possibility of very high diversity.
If an infinite loot simulation would be run in both scenario's; lucky mcDuck would be able to get a billion ped profit after spending 10M ped. although chances are so slim; mcDuck might have played the lottery instead.
In the second case mcDuck would never be able to make a billion ped; no matter how many iterations, even ad infinitum.
I know this sounds very theoretical; but it has some implications.
Problem is, I'm staring into the dark. So any one of you got a torch to lit this up?
is each loot (corpse looting, probe dropping, craft attempt) a seperate case, not influenced by previeous cases of the avatar; or do loot values in the past determine the outcome of future loot in a direct certain way?
For example
if Lucky mcDuck gambles with his friends, they throw coins. Ducky is lucky and gets the right answer 40 times in a row. His chances of doing so are 1 in 2 tot the power 40, which is a ridiculous high number. Still it is a finite number and each subsequent throw has a 1/2 chance of either being heads or tails; no matter how many times it already has been thrown.
So, if a coin has landed heads up 39 times; there is still a 1/2 chance it will come up heads. The question is, is the same true for loot in entropia?
MA stated that there is no personal loot pool. But this answer is misleading; since the availability of a "pool" would mean a lottery system, not a gambling system. In a pool system your outcome is tied to win a certain amount of that available pool. A gambling system makes you lose money over time since you get less than 1/2 chance.
Also, a pool system would make you get higher results, the more numbers you play. for the first you may have 1/1000 chance, second time 1/999, third 1/998... And when you got the pool, your chances are again 1/1000, but the pool might be smaller, till you fill it again.
*note* the actual principle may be made more complicated, but these are the two bases to start from.
If the first case is true; then it is possible to gain ped. Although not likely, it is always possible to come up on top. It's just in the hands of fortuna.
If the second is true, no matter how hard you try; no matter how lucky you are, you will always lose.
I don't know which one is true; I only know that one of those two is exclusively true. I know MA will never reveal this. They will say there is no personal loot pool. So that must mean that the first one is true. But it is all in the phrasing. There doesn't have to be a physical pool to get to that principle. With a sliding variable you can approach the same result as a pool. Although this wouldn't hold up in (science) court, since it can be simplified to a pool. And thus loot is capped, both in high and low numbers.
Now, while the second case; loot has a similar outcome in most cases, there is the possibility of very high diversity.
If an infinite loot simulation would be run in both scenario's; lucky mcDuck would be able to get a billion ped profit after spending 10M ped. although chances are so slim; mcDuck might have played the lottery instead.
In the second case mcDuck would never be able to make a billion ped; no matter how many iterations, even ad infinitum.
I know this sounds very theoretical; but it has some implications.
Problem is, I'm staring into the dark. So any one of you got a torch to lit this up?