Locating Mining Claims

R4tt3xx

I want to believe
Joined
Apr 10, 2005
Posts
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South Africa
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High Tower
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Alexis Sky Greenstar
Assuming that mining claims are uniformly distributed, the gap between these claims can be expressed as the following GAP = ((1/(Hitrate %/100))**(1/2))*radius.

As most players have guessed, the game uses a pool of resources, when the pool is close to full the Hitrate is close to 100% which will make the GAP between claims less. As resources are removed from the pool, it's level drops which decreases the hitrate and increases the gap. These misses in turn add to the pool, increasing the hitrate by decreasing the gap. It is a constant back and forth ie a wave like pattern that produces variation in the loot pool.

Question is, is it worth it ?
 
I performed a few tests last night using a basic Sacks spiral using this formula to alter the header values. The concept works but the value of the resulting hit does not scale with the amount of work required to locate the claim

The system is as dynamic as the players that created it. There is no way to predict it accurately as no one knows what other miners are doing.
 
I do hope that Mindark comes up with something to stabilise the mining loot pool as I fear that it will just keep getting worse when miners leave the profession due to bad returns.
 
The system is as dynamic as the players that created it. There is no way to predict it accurately as no one knows what other miners are doing.
That's where your wrong as miners can be predictable in certain places and under certain conditions (taxed areas for example).
 
You do know there's actually nothing under the surface don't you? ;)
Ah, who says that... That's just your perception talking, and yes I do agree with you. This game messes with your head, it's vague on purpose. There are no set rules that apply in there.

Is the best mining array hexagonal ? Depends on who you talk to. I think that something off the wall and unconventional is required.

I am ranting too much sorry. Anyway, please disregard this idea as it no longer works and that is good.

This game is adaptive, it learns from it's players. I still think that the base algorithm that controls this game I don't want to say AI as I don't think that it is there yet, more like a predictive engine that learns from players actions and tries to predict them.
 
Yes and no in hunting you have a mob you see and get a value back , in mining the probe looks for the probablility of finding a mob(claim) with the decay on your finder and amp and then gives you a value back based on whether. It finds something if it doesn’t you get 0 value that adds to your return and long term you get stabile returns (not saying high returns just stable average )
 
Yes and no in hunting you have a mob you see and get a value back , in mining the probe looks for the probablility of finding a mob(claim) with the decay on your finder and amp and then gives you a value back based on whether. It finds something if it doesn’t you get 0 value that adds to your return and long term you get stabile returns (not saying high returns just stable average )
Someone in the community showed me something very similar to this.

Start with the fixed return of 95%. When you drop a probe, it rolls a dice (yes dice rolling sucks as there is no skill involved but it is what it is). If your return is above the 95%, your probability of returning a hit drops, if your return is below, the probability is increased. This can be seen over and over in the game.

Just keep on dropping what you can afford and make sure you get as much ped for your resources as possible. The system sucks, but thats the way players want it...
 
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