Loot pool explained-

Not to add fuel to this but...

We all have our own stats made up by the amount of time we spend doing one thing or another.

If you never shot a hand gun you would not have stats in this.
We all have many stats. To each his own stats.
Its already built into the game.

What would keep MA from having a sucker stat of their own.
We know that MA workers visit the game.
You need only go to the start area and see them welcome us.
Is it not true that they could also visit our avatars and determine our loot return based on our spending habits. Or even our friendliness to others?
Our type of play or even our posts in the forums.

I guess I did not want an answer to the question of the thread. I guess I was only thinking that I should not insult MA to much or I could end up not enjoying the game as much. 101011100111000

In short be friendly to all.
Watch what you say and do to others even here in the forums.
 
Not to add fuel to this but...

We all have our own stats made up by the amount of time we spend doing one thing or another.

If you never shot a hand gun you would not have stats in this.
We all have many stats. To each his own stats.
Its already built into the game.

What would keep MA from having a sucker stat of their own.
We know that MA workers visit the game.
You need only go to the start area and see them welcome us.
Is it not true that they could also visit our avatars and determine our loot return based on our spending habits. Or even our friendliness to others?
Our type of play or even our posts in the forums.

I guess I did not want an answer to the question of the thread. I guess I was only thinking that I should not insult MA to much or I could end up not enjoying the game as much. 101011100111000

In short be friendly to all.
Watch what you say and do to others even here in the forums.

i find that bolded part to be a little bit amusing, as i was trying to help a new player the other day at PA u were being rather rude, a player was looking for a mentor and i was explaining that the mentor system isnt up and running yet but that there are many older players that are willing to help new players...

the "we know what u want out of this" comment was uncalled for, especially from someone who has been here maybe a few mths at most. I help alot of new players when i can, and ask nothing in return, and as u know there is no mentor system in place again yet, so i must ask, what is it that u "think" I wanted? :scratch2:

Calypso isnt WOW, and most players are alot more mature and happy to assist others...
 
That kind of goes back to what I mentioned about wasteful spending. I tend to believe that MA has determined what it should cost to kill each mob. The average loots almost seem to reflect this. If you are hunting as efficiently as possible, the typical loot that comes back seems to be right around the cost to kill that mob. So the closer you can get to that cost (no armor, no fap, no overkill, eco weapons) the better your returns are going to be overall. It kind of seems this way with crafting as well, where the average success seems to be right around the cost of the TT value of the click. In both cases, some times it's more, some times it's less, but on average, it's about the same cost.

This is just a guess (and I invite you to try it :)) that you can take any mob out there, divide it's health by 3 and that will be the average size of the typical loot from that mob (in pec). Could explain why people say a MM is profit machine since you're able to come in at over 3 dmg/pec, even more amped.

actually the way you describe it is how i think it should work....an average return and those with better skills/gears come close to that return then those who have less skills/gear

last mayhem people counted globals in tracker to see how they were doing in the competition,falkao(a statistican or mathematican) gave us numbers of expected globals based on kills done by individuals

our( cause my wife participated and i was her pretagger/shooter) number was way lower then the number he posted,

so i thought the reason for that had to be my pretagging/shooting(we were not in team but i shot say 45% and she 55% so she could loot it ) and that my ammo/decay somehow vanished without returns

so falkao suggested we did some shootingtests and he would analyze them,
my wife and i did couple days testing between normal teaming/and the way we teamed at mayhem

falkao did some excellent analyzing including graphs and the outcome ws indeed that main average loot was lower when we were hunting in mayhem/killsteal way

if you are interested..at this page we got the discussion going

https://www.planetcalypsoforum.com/forums/merry-mayhem/137924-merry-mayhem-scoreboard-25.html

and at this page we started the actual testing and analyzing

https://www.planetcalypsoforum.com/forums/merry-mayhem/137924-merry-mayhem-scoreboard-30.html
 
I don't subscribe to any particular loot theory, as everyone I've seen is based on more speculation than facts. (Not saying it's not good for you to speculate.. go ahead, just don't act like its definitely true)

One thing I'd like to say though is this. When stating your average return rate, or any other average, STOP using the mode (most common).

E.G the MODE return of a crafting sucess is a product with equal TT value to the cost per click. The MEAN AVERAGE is actually quite a bit higher, since as those BIG clicks really do drag an average up.

MODE averages are useless for what your discussing. Also, the MEAN of of many MEANS, is not the true MEAN (ie, i do two hunts, one gives me 20% TTreturn, one gives me 60%, there fore my total average mean TTreturn is 40%.... FALSE).

This is false because you may have used more TT in either of those hunts in many different ways, ie fap decay, ammo looted or just more in the first place, armor decay etc etc. The true mean % would be the total TT loot divided by the total TT spent.

The guy who was whining earlier about losing 10k a month etc and saying he does a quick calculation after each days hunt and "most times its 60%" doesn't factor the fact that SOMETIMES he WILL get 200% or even 300%+ returns. Therefore, he has NO real idea of his MEAN returns..

Sorry if that seemed like a rant, but after reading some posts on this forum, I feel that a lot of the playerbase have an issue with the distinction between different ways of reading basic stats, resulting in a lot of conflict in analysis threads.
 
I think you lose more and that.I yhink you will first start to get normal loot when you have lvl 100 in your profession...Yes you also lose money to get the skills so you can get the magic lvl 100 and all lvl higher then lvl 100 you get better loot and the we have the lucky factor who you dont need skills for only MA:s blessing.
 
Your number do look a little less then the normal on tracker but relative close
2112 globals on tracker, 6 peak loots, 1 in ever 352 globals but its also missing your oculus hof so add that in and its 7 peak loots in 2112 or 1 in 301 globals which almost matches every other top 100 hunter. Are any other ubers missing from tracker?

My estimate of 1 in 30K loots is based on my assumption of 1 global ber 100 killed on average for 2-5 peds per kill mobs. If you think you avg more then 1 global per 100 kills then your hit your uber peaks even more often. it may be a bit more then 30K. I know in mining if I only do mining ill hit the uber loots every 30-40K drops or so.

Also I stated that the 500 or so times peaks (more like the 400-600 times loots) happen 1 in 30K kills or so and the uber uber ones happen about 1 in 5 of those so far int he past 2 years on tracker your numbers fully match that. 1 in 7 of your uber peak loots was the uber uber one so my best advice hang in there somewhere in your next 3 uber loots shoudl be an uber uber one.

Loots were
Longu Prowler 9-1-09 1297 peds 406 times mulplier
Longu Guardian 9-1-09 1369 peds 616 times multplier
Sumina Guardian 7-6-09 2643 peds 442 times multiplier
Fefoid Guard 1-29-09 1078 peds 451 times multiplier
Occulus Guardian 11-6-08 8936 2092 times multiplier
Sumina Young 11-2-08 1946 peds 386 time multiplier
Argonaught Hunter 10-26-08 1156 peds 475 times multiplier

To sum it up its averages im talking about, alot of the times the ubers clump together and the dry spells run for months.

Also tt return I do believe is based on perfect eco weapon and is reduced as your eco drops. Mod merc users should be way closer to tt break even then unlimited sib gun users.

CB24+ dante is 2.836 eco
Mod Merc + a204 is 3.061 eco

CB24+dante is 92.649% as eco as the mod merc combo so if a mod merc owner can get 97% tt return on weapon costs (again I don't think armor and fap decay gets returned to you) then id expect a cb24 + dante user to only be able to get 89.69% tt relatively. Throw in 5-10% armor and fap decay and its gonna be really hard to get a decent TT return.


i very much doubt it works that way,last month ive been fairly inactive but the year before that i had an average of 10-20 globals per day
so every month orso i should have ubered you state...while i think i have had 3 ubers in maybe 3-4 years(im level 77 blpsniper natural and ive had maybe 5 1k+ huntingloots since i started playing)

1 uber of 9k,rest around 2k i think
and that is just when i hunt solo,i team a lot with my wife and same story,lots of globals but no hofs

I checked tracker couple months ago and i had lowest average pedamount per global of all hunters in top100
im convinced loot is not avatarbased regarding output

+ if there is such an thing as an personal lootpool and you get % back of ammo/gun/melee decay spent wat would be the point of ecoweaponry ?
if i would hunt with maddox or impmk2..the outcome would be the same(barring less decay armour/fap cause more range/dam of impmk2)
 
...yeah and where is my 200k+??

And i don't lose any peds in markup since i play with MKVME (lvl 80/75) and keeps getting 60%ish return month after month, im down 19k peds this month, a little more than usual since i really wanted to loot an SGA item - i didn't get any however (big surprise lol) .. 10-15k ped loss per month is my regular with that gear, that is no 90-95% return there..

When i log off for the day i usually do some calculations and "evaluate" the day and most of the time the tt return lands between 50 and 70%.
Most of my 500 ped ammo hunts ends without globals and not rarely also without any "minis" and when i've had 4-5 of those trips i usually get 2-3 globals in one trip and then it starts over.
And everyone who has hunted mobs that are bigger than
snablesnots knows that without minis, esi's or globals you are bound to get like 50-60% tt return at best.

(Before i had my mkvme i was hunting mainly with korss 400 and P5, the return was NOT any better.)

However, my GF is playing this game also, and she get's tt return like the one you are talking about, 90-95% (she has never deposited btw), and with tt return like that it is really easy to profit.

It go in my sens of perception of how work the loot. In this picture we see the interaction of a player's sinus and the profession sinus. Now, let say when economie ingame is bad (when nobody online), that the sinus of professions is changed. Let say that his frequency in time is far more low than usual: The down time (loot pool regen) is so far more long, no mater how much ped is burned on an individual basis.

Now FPC have the choice. Cause im sure they set many things on this. The first thing they set is the income for them. Im sure it already happened >> they were obliged to fire one or more employes to support the ingame economie equilibrium. The entropie is not only a reaction between us, the players, but between many more things and ofc MA/FPC.

They have another choice too. In this picture let say that in hard time like now, to attract new comers, the favorize the first sinus :) (who will have a good impact on the economie if it bring more players).

Its a gamble on the future, as well for FPC as for us.
 
That's kind of what I'm getting at there. In the short term, there may be many large up and down swings, but in the long term, the loot seems to average out to a particular percentage. If you have a large enough ped card, you can cycle a lot of peds to realize whatever that percentage is on each cycle.

Yes, the point however is that you don't need a personal loot pool for this. The LLN 'guarantees' this also happens with a global loot pool and random loots

I'm curious as to how you would go about testing this theory. I remember some experiment that was performed awhile back that was something along the lines of shooting 100 mobs and not looting them and then shooting 100 and looting them to see if the ones looted provided better than normal returns. The conclusion was that it didn't.

My only explanation to that (if avatar based loot exists) would be that perhaps on looting the mob it gives you a ticket. After so many "no loot" tickets, the system will kick out a better than average loot to adjust for the losses. But if the mob is not looted, it is not counted. This could explain why hunting very efficiently works better than using uneconomical gear. Wasteful spending doesn't get accounted for. Only that spending that was needed to generate the loot opportunity and you acknowledge that money spent by looting the mob. It's also just a theory though...

But I'm curious if there would be some other way to test this...

For example use a weapon with very low eco. The extra money is then spend on killing the mob. Alternatively you can drop a million bombs in 1 spot.

I think that if both test yield bad results its safe to say personal loot pool does not exists.
 
That kind of goes back to what I mentioned about wasteful spending. I tend to believe that MA has determined what it should cost to kill each mob. The average loots almost seem to reflect this. If you are hunting as efficiently as possible, the typical loot that comes back seems to be right around the cost to kill that mob. So the closer you can get to that cost (no armor, no fap, no overkill, eco weapons) the better your returns are going to be overall. It kind of seems this way with crafting as well, where the average success seems to be right around the cost of the TT value of the click. In both cases, some times it's more, some times it's less, but on average, it's about the same cost.

This is just a guess (and I invite you to try it :)) that you can take any mob out there, divide it's health by 3 and that will be the average size of the typical loot from that mob (in pec). Could explain why people say a MM is profit machine since you're able to come in at over 3 dmg/pec, even more amped.

It can be argued that this typical cost to kill a mob is the loot pool, just formulated differently. By keeping track of all incoming and outgoing money, or by keeping track of average cost to kill a mob, essentially the same goal is reached. Difference is that one keeps an exact balance while the other uses the LLN. Net result is the same.
 
I believe the game is pretty much like a slot machine....

My thoughts on that:

Jimmy, I'm guessing you've read the book Bringing Down the House.

I read the book a few years ago and it's being made into a movie starring Kevin Spacey.

The focus of the book is on how a group of MIT students defeat the casinos by playing the odds in blackjack. It is also an interesting read on group dynamics.

In the past I thought PE was like a slot machine. Looting each mob was like pulling the arm on slot.

But the more I played PE I thought more and more about a poker metaphor. With the game being basically a redistribution of wealth with the casino taking a rake for their trouble. In PE, decay equals the rake.

But your statement above has me thinking. Maybe PE is like a giant blackjack game with each individual playing against the house. Perhaps the loot pool (pot in a poker game) doesn't exist. Perhaps our deposits go into the house's account and MA sets up the game so we win a bit but over time we lose more than we win.

Maybe I should be worrying less about 'playing tight' and worrying more about whether the server is hot.
 
My thoughts on that:

I do think it is indeed more like poker, except the losses/wins are more balanced. I am curious about Jimmy's statement though.
 
Many confuse the in-game TT return with markup return. The player 'share' would be around 100% considering MA income from adverts etc.

Your deposit has nothing to do with your return, nor has it anything to do with your markup or any overall loot pool.

From the 100% you subtract ATHs etc. Again no MU counted. The in-game economy is separate when considering markups etc. Most people will lose a little, many will gain a little, a few will gain a lot.

Many clicks at the casino means a bigger chance at some major loot. 100 000 killed chickens means 100 000 chances at big loot. However, the chickens will not drop the best stuff nor do they seem to ath at all (but they DO drop well) so killing chickens will not be a viable option for long. Your evade will not gain points after a while etc.
 
u guys are saying that loot is personal well i know an old saying that is : the noobs pay for the ubers?
 
u guys are saying that loot is personal well i know an old saying that is : the noobs pay for the ubers?

Without depositing, as a baby character freshly made you get fewer shots at big loot. Fewer pulls at the lever = less chance at loot. I saw a nub 2-3 days old in the game get an oil tower 15k just south of a town, way too close to be considered by non-nubb drillers. That means you still have a chance regardless, just fewer chances - a casino.

You get to tweak the chances by buying eco gear so you can feed more coins into the slot cheaper. You gain skills that make your base input of coins even cheaper still.
 
I saw a nub 2-3 days old in the game get an oil tower 15k just south of a town, way too close to be considered by non-nubb drillers. That means you still have a chance regardless, just fewer chances - a casino.

so as u are already saying here their is no personal loot pool..
because how could u explain here that "nub" could have an 15k pedder then?
Its hard to let me believe that that "nub" putted in 17,5k ped in mining in 2-3 days ( 35000 probes?!)
 
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so as u are already saying here their is no personal loot pool..
because how could u explain here that "nub" could have an 15k pedder then?
Its hard to let me believe that that "nub" putted in 17,5k ped in mining in 2-3 days ( 35000 probes?!)

I agree this is convincing evidence against a personal loot pool, but it is not proof. The system could account for your fortune and compensate with low payout in the future. Although this does not seem very plausible to me, as this would mean that you should start a new avatar. Doesn't look like sound game mechanics, both functionally as psychologically.
 
I have been thinking that every mob and maturity has a loot pool of its own..

we see alot of big hofs on small atrox for example and not so many on bigger atrox, my guess is that we kill alot more small atrox than big.. so the loot pool for small atrox fills up faster..

this is just something I have noticed in the 4 years I have been playing and I know that we cant know anything for sure when it comes to how it works. it just seems like when lots of ppl spend money on a specific mob and specific maturity it is usually that mob and maturity that will give a big hof after a while.
 
I have been thinking that every mob and maturity has a loot pool of its own..

we see alot of big hofs on small atrox for example and not so many on bigger atrox, my guess is that we kill alot more small atrox than big.. so the loot pool for small atrox fills up faster..

this is just something I have noticed in the 4 years I have been playing and I know that we cant know anything for sure when it comes to how it works. it just seems like when lots of ppl spend money on a specific mob and specific maturity it is usually that mob and maturity that will give a big hof after a while.

I like this theory, because it makes it worthwhile to kill (hard) mobs as efficient as possible. Although I like the idea that every spawn has it own loot pool (or typical payout based on historical kill cost data) more. It encourages to skill up, do research to use the right gear, hunt the right spawn and use inventive techniques to hunt. And that makes the game much more fun. The no matter what you do your payout is the same idea really kills a large part of the fun for me, even though you still have markup. I have been playing by this theory for years now. And I haven't deposited for years either ;).
 
I'm not really sure what terminology to use, but here goes:

How does the maximum loot value multiplier vary by mob? My experience is limited so far, but I'll explain by example. So far, in my 6-month life in EU (during the first couple of months of which I was a non-depositor, so didn't hunt much) I have had three globals; two on argos (56 and 115 PED) and one on berycled young (only just a global, 51 PED). Now, the thing is that the cost to kill a small argo is maybe around 0.75 PED counting in ammo and decay, and the cost for a bery young is a few pec - I don't know precisely how much, because I don't know the decay per swing on the knife I was using, the TT one. (Using that because my personal project is now to max all the TT weapons.) But probably about 20 pec.

On the face of it, then, with the rather small sample (so far, maybe about 1k PED cycled) the multiplier is bigger for small mobs. (I've had 15 PED or so off a daikiba young, too.) Is this actually the case?

One thing that becomes obvious is that it is possible to almost break even on hunting, but only if using equipment suitable for the task. Which means armour no tougher than needed - no using Ghost to hunt daikiba young, for example - and an SIB weapon that you've maxed at least to hit and preferably damage as well - and don't hunt mobs that regenerate too fast in relation to your damage output or even ones that damage you too much in the time it takes to kill them. (I can hunt molisk adults with my current gear, but it takes too damn long to kill one so I get hit for loads of armour decay, fap decay and ammo burn). Using a suitable amp, as big as your gun can take but no bigger, also helps - the classic opalo/A101 combo is the prime example of this.

I am now convinced that if you hunt mobs that drop loot with a half-decent markup and in reasonable amounts and never sell anything to tt if you can possibly help it, you can make a profit, long-term - off other players. You need a fair-sized bankroll to keep the loot until it's worth it, though.

Examples - argos (iron) and faucervix (muscle oil and hides).

Another tip that works reasonably well for me; use your hides and basic leather extractors - both with very poor MU - to craft generic leather texture. The texture itself is fairly poor for MU, but a fair amount of metal residue comes off this process as well. And that means free skills.
 
i find that bolded part to be a little bit amusing, as i was trying to help a new player the other day at PA u were being rather rude, a player was looking for a mentor and i was explaining that the mentor system isnt up and running yet but that there are many older players that are willing to help new players...

the "we know what u want out of this" comment was uncalled for, especially from someone who has been here maybe a few mths at most. I help alot of new players when i can, and ask nothing in return, and as u know there is no mentor system in place again yet, so i must ask, what is it that u "think" I wanted? :scratch2:

Calypso isnt WOW, and most players are alot more mature and happy to assist others...

You have no idea how long Ive played here in this game.
This is not my first account.
That player you were helping....Im sry I did not know you were helping him. I heard him ask about a society not a mentor. I then took him out and we went hunting as a team. I disbanded the team and set me character to follow and heal for no loot as I ate my dinner.
Then I said: "Have fun" and I logged out.
Im sry If i stepped on your toes. I did not know what you wanted with him.
He did have fun and it cost me nothing but a little faps.
Besides he knows more then he let on. Awhile after I left he started to use a stronger weapon as I was healing for free.


"Have fun"
 
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Without depositing, as a baby character freshly made you get fewer shots at big loot. Fewer pulls at the lever = less chance at loot. I saw a nub 2-3 days old in the game get an oil tower 15k just south of a town, way too close to be considered by non-nubb drillers. That means you still have a chance regardless, just fewer chances - a casino.

You get to tweak the chances by buying eco gear so you can feed more coins into the slot cheaper. You gain skills that make your base input of coins even cheaper still.
-----------
 
Or let say I pizz off MA. Would/could they enter ## into my algorithm and I lose out??:scratch2:

frankly i don't know and i hope not, sucker stat haha i like this funny term however the fact to manually give the best hofs and nice items to a selected few could be seen as the same thing ;)
 
Your number do look a little less then the normal on tracker but relative close
2112 globals on tracker, 6 peak loots, 1 in ever 352 globals but its also missing your oculus hof so add that in and its 7 peak loots in 2112 or 1 in 301 globals which almost matches every other top 100 hunter. Are any other ubers missing from tracker?

My estimate of 1 in 30K loots is based on my assumption of 1 global ber 100 killed on average for 2-5 peds per kill mobs. If you think you avg more then 1 global per 100 kills then your hit your uber peaks even more often. it may be a bit more then 30K. I know in mining if I only do mining ill hit the uber loots every 30-40K drops or so.

Also I stated that the 500 or so times peaks (more like the 400-600 times loots) happen 1 in 30K kills or so and the uber uber ones happen about 1 in 5 of those so far int he past 2 years on tracker your numbers fully match that. 1 in 7 of your uber peak loots was the uber uber one so my best advice hang in there somewhere in your next 3 uber loots shoudl be an uber uber one.

Loots were
Longu Prowler 9-1-09 1297 peds 406 times mulplier
Longu Guardian 9-1-09 1369 peds 616 times multplier
Sumina Guardian 7-6-09 2643 peds 442 times multiplier
Fefoid Guard 1-29-09 1078 peds 451 times multiplier
Occulus Guardian 11-6-08 8936 2092 times multiplier
Sumina Young 11-2-08 1946 peds 386 time multiplier
Argonaught Hunter 10-26-08 1156 peds 475 times multiplier

To sum it up its averages im talking about, alot of the times the ubers clump together and the dry spells run for months.

Also tt return I do believe is based on perfect eco weapon and is reduced as your eco drops. Mod merc users should be way closer to tt break even then unlimited sib gun users.

CB24+ dante is 2.836 eco
Mod Merc + a204 is 3.061 eco

CB24+dante is 92.649% as eco as the mod merc combo so if a mod merc owner can get 97% tt return on weapon costs (again I don't think armor and fap decay gets returned to you) then id expect a cb24 + dante user to only be able to get 89.69% tt relatively. Throw in 5-10% armor and fap decay and its gonna be really hard to get a decent TT return.

thanks for the input,i must be suffering from an subjective memory cause i completely forgot the ubers on argonaut and longus,and longus were even notlong ago :)

i did also have an ath(21k) in mining about 2 years ago,so if that counts then im ahead even(2 uberuber in 8 ubers)
 
Im glad you see your numbers following the pattern now :) Hang in there your next Uber Uber one is seems to be just around the corner, just need to cycle through a handful more of the smaller ones then poof your turn again :)


thanks for the input,i must be suffering from an subjective memory cause i completely forgot the ubers on argonaut and longus,and longus were even notlong ago :)

i did also have an ath(21k) in mining about 2 years ago,so if that counts then im ahead even(2 uberuber in 8 ubers)
 
For example use a weapon with very low eco. The extra money is then spend on killing the mob. Alternatively you can drop a million bombs in 1 spot.

I think that if both test yield bad results its safe to say personal loot pool does not exists.

I think both of those tests however would fall under the idea I mentioned that wasteful spending is not accounted for, and those tests would indeed fail.

If MA has determined the amount it should cost to kill a mob (guessing ~3 dmg/pec) then any weapon doing damage under that amount would get less in returns since you end up spending more than needed to kill that mob. This also to me satisfies the reasoning behind MA introducing higher regen mobs. The regen means you end up having to spend more to kill the mob then the amount strictly based on the mobs health. Another test could be to drain a mobs health down, letting it regen over and over and then finally killing it. However I don't believe this would affect your loot either, as I don't believe it's about what you've shot into the mob, but what MA has determined it should take to kill it.

As far as mining goes, I think that a lot of it depends on finding actual claims, and that the claim spots are spawned like mobs. But there isn't a set amount in each claim. Perhaps the resource is already determined, but the amount found is avatar based. So standing in one spot dropping bombs over and over would result in little to no finds unless a claim happens to spawn in your area in that time.

I realize I'm kind of twisting a lot to fit my own beliefs, but I think that's kind of necessary for everyone to do so that you have your own picture of how things work. If something comes along that contradicts what I believe, then I'll either find a way to incorporate it, or change something up. For right now, I feel like it works. But that's why I like threads like this :)
 
I agree this is convincing evidence against a personal loot pool, but it is not proof. The system could account for your fortune and compensate with low payout in the future. Although this does not seem very plausible to me, as this would mean that you should start a new avatar. Doesn't look like sound game mechanics, both functionally as psychologically.

well I don't think that MA is really giong to give a lower payout because probably other players already have payed for this HOF because MA is simply not giong to risk that they are giving away 15000 ped (~$1500) dollars , because the guy could withdraw his money or he could quit etc.

It's more believeable that u don't have a personal loot pool because MA can't risk the fact that they loose money as mentioned above.
 
+ it would kinda be an pain in the ass to make an system for personal loot pool for in team , as u will be depending on 2 diff factors then
 
It's been said by Marco himself that MA makes their money from decay only (well off the players). That would mean that auction fee's, items purchased from MA itself, deposit fee's - would all be transferred back into the games loot pool (I assume)


Ok, I can not find the post Marco made that statement in, I remember seeing someone else qouting that post several months back. Anyone have an idea of where it is?
 
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