gambling is pure chance, but as MA has stated this is not the case, so it must be pseudo-RNG,
the only plausible method of simulating a chance but in fact is not, is by the use of SEEDs.
which when given a particular SEED INPUT the resulting OUTPUT is always the same. (cryptography for example)
by using seeds you generate an expected outcome each time. (thus making it NOT a chance)
my guess is the multiplier portion uses this, a generated pseudo-random lists of numbers
either each account is tied to 1 list or more lists,
or the fact that everyone shares a set of rotating lists (this can very well explain why loot waves occur)
when you rotate back to a particular set of numbers after a certain amount of time, those same multipliers/numbers recur,
this list could be billions of numbers long as it should be to avoid exploitation.
the final effect is similar to chance, but really its not. because it is deterministic, and deterministic is NOT CHANCE. period.
i believe this applies to KENO as well. KENO is not lottery. lottery uses random numbers usually generated by physically grabbing balls from a gadget of sorts with a bucket of balls , supervised by people. KENO uses digital systems.
and with payout, deep coded conditions must apply true, before you get a "global", "hof" , "ath"
you can see this effect after long runs and you will notice some sort of pattern.
the problem to trying to "catch" this pattern is difficult
based on my previous post regarding the part about checking whether the pot has enough to pay out,
this portion causes the "payout" to be shifted by the number of inputs (people depositing, or spending peds, this ties in neatly with hunting, mining and crafting.) and that why is hard to "catch" the pattern, because you cant "know" when people start spending and how it affected the rotated lists,
generally, total input minus ma fees/taxes whatever you want to call it (conditions) = output pool (shared by every one). one for each category, hunt , mine, craft ,
then rolls a number (kill / loot , drop a probe, click constructs) , your turns comes, lookup your turn via a table to a seed number from the list,
then apply payout algorithms,
if conditions dont matach, norminal loot or fail or no res found.
if conditions matches, "JACKPOT"
i also believe this is similar to slot machines.
for slots , the RNG portion is USED to generate combinations of wins or lose combinations (not payout amount),
then there is a second part that limits the payout portion, if the system "pool" does not meet the payout conditions.
then nothing will pay. this mean the combination that you rolled, will be altered. this can be done before or after the conditions are tested.
i believe when ma say there is no personal loot pool, but i believe it is not in the form of a pool but rather in the form of a stop loss / limit loss.
if you lose enough, you will get something back but usually not more than what you put in.
however, this does not explain how one would , play day 1, get some skills, 1 month later craft recycle 2, and withdraw a profit of 5000 times the costs.
perhaps its a combination, because it is not a chance, losing is not definite either, so when u lose enough, you get a "guaranteed win" but when this comes will depends on the seed. and there after, if all conditions are met promptly, then you hit that ultra prize. this is the only logical way that makes sense when chance is not involved.
i also believe there is an expiry time to this limit loss. if you don't try hard enough within the period, accumulated losses are forfeited out of the calculation cycle.
someone also mentioned about loot drops above...
the believe is that, there are categories for all drops / loot tables / like that of mobile games.
common drops no limit but rare drops like unique rings/ weapons / rare materials / rare blueprints has a finite circulation
if the system allows for 100 bps to be distributed , then only 100 blueprints will drop over time (applies to all rare / limited loot / materials )
if someone used up some mats or sold the BP to the TT, the system count drops, and the "loot" is re-introduced back into circulation awaiting for the next lucky person to score it.
this applies to unreal tokens and deed tokens that used to drop for CLD exchanges,
this applies to materials , BPs, and weapons
we dont know the limit MA set for this
if you want to test this theory it is possible, find out what what item is unique, and only ever one of, chuck it in the TT and wait for someone to get it.
if it does not re-circulate, it could be a very unique item that will ever drop only 1 copy of ever ,
but if it does, you know my theory is true.
then send in a report and ask ma to revert the accidental sale of the item, this will give them a head ache lol
good luck trying this out LMFAO