Question: Mining hitrate drop off every x minutes for 2 minutes ?

R4tt3xx

I want to believe
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Alexis Sky Greenstar
Is it just me or is there a time where mining just dies for 2 minutes at a time ?
 
I drop 300ped per run preamped , 3ped drop, to me is similar case, on calypso only mining, there is always 10-20 misses in row in each run, hit rate is normaly very low , can go 6% on ores per run like on foma, no difference seems now , usual hit rate is now 25%, witch gives me 75%-80% return per run, claims like 11 dont exists in my mining runs, or it is global 70ped around, or is 75% return without global, just remembered had mining run 2 day ago in new swiss zero hits on ores for whole run, that is how bad is mining now
 
Thanks for that, so it does just go dead, then start back up again. Like a sawtooth wave ?
 
Who knows that is it sawtooth waves now, only MA can answer , but to me looks like there is not enough people droping bombs on servers so loot is bad
 
Who knows that is it sawtooth waves now, only MA can answer , but to me looks like there is not enough people droping bombs on servers so loot is bad

overmined area is a thing yap. What i found at rig mining pyrite and i think i put this in a post but fak it ill say again. There is cap when its on wave with other minerals, there was no cap on redulite when was open for instance when i mined 25000 peds with level 13's in 12 hours or so. Now back to pyrite, i hit few times that and what was crazy i was hitting from 5-6-7 pyrite claims per wave to 2 avg-medium and rest of claims were NRF , mining with dclass L30. After pyrite was depleted by other miners my hit rate was again normal caldo, belk (if any left , that was wave mineral too). I was getting 50-100 ped per hour pyrite back in the days and when this cap hit for me i had in 4-5 waves 80 peds pyrite :D i was going insane frustrated. So guess the key for me was to have a bit more mixed tt not only to focus on pyrite and stop after :D. Again this is very very rare occurrence that comes with wave mining.
 
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overmined area is a thing yap. What i found at rig mining pyrite and i think i put this in a post but fak it ill say again. There is cap when its on wave with other minerals, there was no cap on redulite when was open for instance when i mined 25000 peds with level 13's in 12 hours or so. Now back to pyrite, i hit few times that and what was crazy i was hitting from 5-6-7 pyrite claims per wave to 2 avg-medium and rest of claims were NRF , mining with dclass L30. After pyrite was depleted my other miners my hit rate was again normal caldo, belk (if any left , that was wave mineral too). I was getting 50-100 ped per hour pyrite back in the days and when this cap hit for me i had in 4-5 waves 80 peds pyrite :D i was going insane frustrated. So guess the key for me was to have a bit more mixed tt not only to focus on pyrite and stop after :D. Again this is very very rare occurrence that comes with wave mining.
I think I am going to go back to my good ole Rookie md1 finder, master it write up a little report with Excel sheets showing how I think the finder works with proof backing up my claims.

I am not going for any lack of the word, so please pardon my French "pussy-foot" around anymore. I understand that mining is a PVP activity with those that have a larger bank balance are most likely to win, but there is a certain amount of skill required to mine and I would like to demonstrate that.

Redacted - Too much work for a template that is going to have little to no impact.
 
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I think I am going to go back to my good ole Rookie md1 finder, master it write up a little report with Excel sheets showing how I think the finder works with proof backing up my claims.

I am not going for any lack of the word, so please pardon my French "pussy-foot" around anymore. I understand that mining is a PVP activity with those that have a larger bank balance are most likely to win, but there is a certain amount of skill required to mine and I would like to demonstrate that.

I am going to design a Template in Excel and I will place it on my Google Drive explaining what each parameter does. No more effing around.

im level 75 treasure for instance, return was same from day 1 to this level on triple mining :) there is nothing to find out
 
I see the little patch Mindark rolled out changed the density...
 
What I am expecting is that the stuff will eventually change when MA gets around to patching it. Like for example the server latency that does not work properly. or the inconsistent skill system. But I think thats the point.

I mean you can literally miss one minute and a meter away, trigger a global. It definitely does not follow it's own rules.
 
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Oh I found my answer, it's called the wave, when people that don't bother to figure stuff out, engage in the mining system.
 
also returns are so dynamic man its impossible imo to figure anything but go ahead prove it for yourself, i know my own shit :)
I think that it's related to the value of Peds in the loot pool.
 
I think I am not going to mine for a bit, recharge the ole brain... Let the ground stabilize, the Hitrate moves around too much...
 
I think I am not going to mine for a bit, recharge the ole brain... Let the ground stabilize, the Hitrate moves around too much...
And this is when you realize that you cannot find the theory that will always guarantee you a good result mining. In the end what is assured that in the long term you should get around 95%-100% tt returns of the tt cost of your runs. It might be a bit higher or lower, there can be questions whether auction fees or refiner decay is also calculated in it or not. However long term it should eventually go into that direction. And no matter in what pattern you drop probes, how much you overlap, as long as you don't drop all the probes standing in the same spot, you will most probably get the same results whether you cover the entire area with overlaps or you overlap like crazy. HR might be lwoer or higher depending what status mining is in currently, in the end tt will try to equalize to above numbers.
 
And this is when you realize that you cannot find the theory that will always guarantee you a good result mining. In the end what is assured that in the long term you should get around 95%-100% tt returns of the tt cost of your runs. It might be a bit higher or lower, there can be questions whether auction fees or refiner decay is also calculated in it or not. However long term it should eventually go into that direction. And no matter in what pattern you drop probes, how much you overlap, as long as you don't drop all the probes standing in the same spot, you will most probably get the same results whether you cover the entire area with overlaps or you overlap like crazy. HR might be lwoer or higher depending what status mining is in currently, in the end tt will try to equalize to above numbers.
OK, So I have a method that works, provided I know what the current hitrate is... It's a variable, just like radius, number of probes, etc, and it can be placed into an equation that shows where all the mining claims are. The only issue is that when it's unstable like it is now, the hitrate numbers fluctuate PER DROP. It's like a random number generator changing the seed every time you do something, it's really not fun and makes the system completely random.

A chaotic system can be mapped provided the initial conditions are known, this game works like that. If the HR is known, it can be plotted, what I think is happening is that the loot pool is so low, that it cannot sustain a base minimum density so it moves around in order to compensate. I will wait for the system to stabilize and for there to at least be a stable loot pool to draw from.
 
I understand what everyone is getting at. Roll a d100 dice, if it lands less than hr, you hit. Simple. The wave just increases the value of HR, so as soon as it hits, probes in ground..
 
I understand what everyone is getting at. Roll a d100 dice, if it lands less than hr, you hit. Simple. The wave just increases the value of HR, so as soon as it hits, probes in ground..
In short tem yes, but long term no.
It the game was designed to be random and out of control, you would not have consistent numbers like the ones below:

They are taken pr year and the change from 95-98% was due to implmenting higher hit rate with smaller claims, compared to before with lower hit rate and higher outcome, hence why we had so frequent towers and ATH compared to now.

In the end, you will get same result as how the game is designed. Remember MA monitor the system(s) and adjust with or without notice, specially mining.
 
In short tem yes, but long term no.
It the game was designed to be random and out of control, you would not have consistent numbers like the ones below:

They are taken pr year and the change from 95-98% was due to implmenting higher hit rate with smaller claims, compared to before with lower hit rate and higher outcome, hence why we had so frequent towers and ATH compared to now.

In the end, you will get same result as how the game is designed. Remember MA monitor the system(s) and adjust with or without notice, specially mining.
Well explained. 👍
 
It is very out of control. Hitrate% = how much stuff / how much area. *100. Ie how densely an area is packed. And we can do math on this.

Evidence suggests that the hitrate swings randomly and is not consistent.

An obvious reason for this are the players, if there are no Peds going into the system, there's no resources coming out... And how are those resources distributed ?

This is supposed to be a skill based game, but I just don't see it anymore and I just don't think anyone cares.
 
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In the end, you will get same result as how the game is designed. Remember MA monitor the system(s) and adjust with or without notice, specially mining.

Spot on !!!

And this is what makes bad/good mining runs, economy, ...

Mining for 100 ped/day or 1K ped/day will not change that, in the end, the result is the same (TT wise) and the profit is made by your sales %.
 
It is very out of control. Hitrate% = how much stuff / how much area. *100. Ie how densely an area is packed. And we can do math on this.

Evidence suggests that the hitrate swings randomly and is not consistent.

An obvious reason for this are the players, if there are no Peds going into the system, there's no resources coming out... And how are those resources distributed ?

This is supposed to be a skill based game, but I just don't see it anymore and I just don't think anyone cares.
3 miners in same area. 100 drops place. One with big skills and a so called "good finder" hit very bad. First run was able to hit some " x ore good MU". After that nothing.
Miner 2 and 3 same same finder but different depths. Each runs hit X ore good MU. Miner 2 was able to hit X and Y ore good stuff. Miner 3 only X ore good stuff.
After some time miner 1 changed his complet mining gear to something better. Was able to hit back X good ore stuff.

All 3 miners made this runs in same area in same time.
What you use and how is more important that skills I see

Miner 1 was the biggest in skill.
Miner 2 was the second in skill
Miner 3 was way lower in skill that the other
 
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3 miners in same area. 100 drops place. One with big skills and a so called "good finder" hit very bad. First run was able to hit some " x ore good MU". After that nothing.
Miner 2 and 3 same same finder but different depths. Each runs hit X ore good MU. Miner 2 was able to hit X and Y ore good stuff. Miner 3 only X ore good stuff.
After some time miner 1 changed his complet mining gear to something better. Was able to hit back X good ore stuff.

All 3 miners made this runs in same area in same time.
What you use and how is more important that skills I see

Miner 1 was the biggest in skill.
Miner 2 was the second in skill
Miner 3 was way lower in skill that the other
OK yes, this makes sense, those that are willing to invest ingame should be rewarded. But what about those that are willing to invest out of game. Like improve their math statistics skills for example, those of us that are looking for patterns, should we also not be rewarded.

Its a case of brains vs brawn. Brawn have a large wallet, brians well, are trying to figure all this out and do not necessarily have a large wallet..
 
All 3 miners made this runs in same area in same time.
What you use and how is more important that skills I see

That's what I'm trying to say all the time.

Skills are for deeper finders only and does not mean a thing for the return.

3 x W : Where What When and the correct finder is Worth gold.

Also resources like enm/ore are mixed so test this before double dropping, cause this changes ground composition, since you 99% will loose on 1 of them because of return + MU
 
Still have to learn when and where.

Yep skills only enable to use of better tools. 👍👍👍
No sir, I disagree, they form part of a matrix that shows you where to mine... But this is old news from about a year ago, it's still in the game so I guess it's a core mechanic ?
 
This is what people consider, experience, knowledge and "skill".

This can be applied to all professions and gameplay all together.

👌👌👌

Indeed and everything is programmed.

Mining with any maxed finder will give you resouces that can be reached with that finder, different resources according where you mine and I mean the server and spots on the server with a average SR of 33% for ores. Slightly lower with a average of 28% for enmatter.

Hunting with any maxed gun will give you loot according the mob, compared with mining = a different server

And ofc when mining you do not get a claim every 3th drop ... it's volatile ... and will give you good and bad times, but in the end it always levels out.

This is how I see it :p
 
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And the game still refreshes mining every 15 minutes, so find claim, extract claim, wait 15, repeat until bored.
 
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