I dont, but I'll tell you there doesn't have to be any pool involved.
To build a system like this, IMO at least few criterias have to be met:
- It has to be safe from statistical anomalities. (random is out...)
- ...but it still has to look unpredictable. ("plain loot curve" is out)
- Out distribution has to be attached to in distribution at every moment. (decay is for the house, loot pool is out #1)
- Developers of system cant make themselves or other ppl rich by ingame actions (timers are out, even complicated set because they can be simulated. loot pool is out #2. manually placing "sponsored ATH's is out").
- more no loot pool stories to come
Few observations (very easy to verify by yourself. Just dont judge this as shit after 2 kills but within a few long camping session
):
- Smaller the number of your skill or attribute you gain during killing a mob, smaller will the loot be (compared to current area/phase potential). Check 3 groups; attribute (you will get no loot on average area/phase), supporting combat skill like aim, weapons handling etc. (you will get /2 loot in average area/phase) and "primaries" like rifle, hg and so (you'll get loot of CoK compared to area/phase potential).
Maybe this means, that:
1. You "buy" skills during resource-out (killing) process and subtract half or quarter of the seed loot (ie. this is how "avatar partially affects the loot" quote by Marco), or
2. skillgains are attach to the area/phase/mob.
I'd say its #1, however this is where auction money kicks in. This is the point where extra income is recycled back into loot. They are used to eliminate those fees of skill. That way it wouldn't actually interfere with the core of loot distribution, which i think has been untouched from the beginning. This model would explain why skilling back then (by statements of beta folk) varied from vu to vu. Less extra, less skills.
Same with uber items. At beta stage they were first "wave" of playesrs, who were somewhat equally skilled compared to current situation: 99% of current players' skill totals are less than 50% of last remaining 1%. Every uber item dropped. If system is build so (which i think it is) that "top n% skilled players are worth of imk2", we will wait next drop for some time XD.
- Higher your skills are, slower the cycle of good times vs bad times are. Tho, your bad times will slowly be less bad. I think this as HA in every action you make -- min dmg. You really think MA introduced HA only for killing mobs or rather revealed some aspects of system to ease the forthcoming pain of introducing L weapons? Newbs DID lose too much to make more deposits.
- You frequently get special loots (loot higher than expected) worth exactly resource in (loot tt total) minus decay. Meaning you lose just decay. Sometimes system supports you a little. Markup of generic leather, molisk and foul easily carries you over this one.
- More hunters with mob/area (miners, crafters), faster cycles are. Now, think about overlapping peaks of combined hp of mobs/area and resources used in that location. CP? Aurlis? Kreltings? TI? Hogglos? ATH's? Is that done by timer or loot pool?
I have hunted "unefficiently" with unmaxed gear from HA <2 or so to current HA 6.4 without many uberloots or any deposits, generally opalizing (those were the days) low hp stuff only from 50ped to 300ped on pedcard to get almost minimum starting capital for hunt with real gear (when i didn't want to sell stuff). This is done just by following minor loot peaks @any place rather than rushing after globies of popular places. I know this is not a success story -- but not a rich over night story either.
Oh, got little carried away
Just watch your skillgains when pondering if area is worth trying or not. They'll help you. And most important XXXXX XXXXX because XXXX XXX XXXXXX XXXXX, thus reduce empty kills significantly!
P.S.: If my use of parentheses or quotes in this post caused you OD and you vomitted on your Boss/Armani, you can send laundry bill to following address:
Kalanen Consulting
Jarntorget 8
SE 413 04 Gothenburg
Sweden