Arm
Dominant
- Joined
- Dec 30, 2019
- Posts
- 421
- Location
- Calypso
- Society
- Starfleet Command
This post is to ask Entropia people for ideas for a better loot system which works better for us and MA together and makes the game more fun and attracts many new players by transforming the high loss (and boring/frustrating) gamble table inherent in the present loot system (my opinion), to a more fun and more fair-play loot system (perhaps with a wise safety belt!).
Starting with one idea myself:
I have paid in about 6k dollars, have cycled about 250k peds, given even 90 percent return there should be about 25k peds remaining, but there is few hundred peds (plus several k peds of skills and gun which would probably go as other peds had gone, if shooted/bombed as other peds during hunting/mining)!
My loot 3.0 idea:
Should the game swallow everything? There should be a personal factor keeping one's balance at some reasonable point such that - for example in my situation - going below 20k-30k is significantly slowed down.
Such that it works for MA as well, the paid in amount which has experienced significant loss and is "kept" alive should have less chance for big loots.
This should specially be the case when the player keeps paying in (and would buy new items with "kept alive" peds and hunt with newly paid-in peds to have a chance for big wins, this way rather than disappointment arising from bankruptcy, one sees progress in items owned).
MindArk should avoid the gambling ideology and invent a Loot 3.0 which keeps hope alive and works for both parties.
There should be a system which works for both MA and players.
By the way, cost per hour for a boring game with repeated bankruptcies is meaningless, but it is meaningful when there is a safe margin for "kept" peds (which have gone through significant loss, let's say 50%) which can bring progress via buying new items.
Logic: the newer the ped, the higher the chance of win/loss (both), return converges to REAL and non-volatile 100% (minus skills/tier factor) after 50% loss. People keep paying in for progress (new items, lands, ...) and have a chance to win big at the beginning of paying in. Together with good graphics and new caves/castles/etc. it can justify cost per hour and the users can hopefully become ten-fold if not more.
Important: when somebody pays in say 100 dollars, taking the first 25 dollars in long run is justified for gaming fun and costs, taking the next 25 is painful and not good, taking the next 50 dollars is quite toxic for MA and makes the user much unhappy.
Starting with one idea myself:
I have paid in about 6k dollars, have cycled about 250k peds, given even 90 percent return there should be about 25k peds remaining, but there is few hundred peds (plus several k peds of skills and gun which would probably go as other peds had gone, if shooted/bombed as other peds during hunting/mining)!
My loot 3.0 idea:
Should the game swallow everything? There should be a personal factor keeping one's balance at some reasonable point such that - for example in my situation - going below 20k-30k is significantly slowed down.
Such that it works for MA as well, the paid in amount which has experienced significant loss and is "kept" alive should have less chance for big loots.
This should specially be the case when the player keeps paying in (and would buy new items with "kept alive" peds and hunt with newly paid-in peds to have a chance for big wins, this way rather than disappointment arising from bankruptcy, one sees progress in items owned).
MindArk should avoid the gambling ideology and invent a Loot 3.0 which keeps hope alive and works for both parties.
There should be a system which works for both MA and players.
By the way, cost per hour for a boring game with repeated bankruptcies is meaningless, but it is meaningful when there is a safe margin for "kept" peds (which have gone through significant loss, let's say 50%) which can bring progress via buying new items.
Logic: the newer the ped, the higher the chance of win/loss (both), return converges to REAL and non-volatile 100% (minus skills/tier factor) after 50% loss. People keep paying in for progress (new items, lands, ...) and have a chance to win big at the beginning of paying in. Together with good graphics and new caves/castles/etc. it can justify cost per hour and the users can hopefully become ten-fold if not more.
Important: when somebody pays in say 100 dollars, taking the first 25 dollars in long run is justified for gaming fun and costs, taking the next 25 is painful and not good, taking the next 50 dollars is quite toxic for MA and makes the user much unhappy.
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