Joat
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- Oct 30, 2005
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Since very few really knows how EU works, I write this as something that could be,
and as a hypothetical concept, not something that should be looked at in details too much.
Numbers used are just to illustrate the concept, with exception for the skillcap.
This concept is more about what we get than how much, even if it can include both to
a certain degree.
If we use skills as basics for the outcome, there is no need for a system with randomness.
How to use it is quite "simple".
You combine a certain amount of skills in something that could be seen as a step sequenzer,
where each comming step has a value that are the result of when putting maybe 2-3 skills and
attributes together, and system then use this value for whatever action it do.
To differentiat it some, each part to either gather up value from lists of skills or the movement to gather
it up are not exactly similar, just to make these values even more different for each time it ends
up as a step in the sequenzer.
E.g if part one in this use ten different skills, part two can use eleven, and part three use twelve,
or each part can use same list but move forward in a different speed.
How many different combinations will it not be if they use lets say 20 skills and 5 attributes?
Quite sure when it comes to EU that the old skillcap at 10k is still there for this, and not removed
as it was for professional standings. We can still see this cap that excisted in skill UI since after
10k rank is no longer filled up in progress bar.
Depending on which skills to use for this, the result is ofc different. They can include a lot of skills
to these lists that commonly are quite low for almost all playerbase.
Just look at Looter professions, they include skills that we don't gain doing the action and
further more, they are hard to gain even when we do scanning.
Attributes are low for everyone, since one attribute equals twenty points of a skill, and even if
someone have 250 in a attribute, that still just equals a skill of 5k.
What is the effect of this?
That none is even close to max out these values that are used.
How many have 10k in every skill, and 500 in every attribute? Non, other than MA avatars.
Why is the natural gain of attributes more or less dead above 110-120? To keep players
values low and to be used as something that keep values in steps low more often.
They can use level requirements as to when to get something in loot and things related to this.
It will not be very often that we get a combo that are high, and to complicate it even more, they
can use a lootsystem that works as a wavemachine, so to get a good loot both avatar and server
values have to be high at same time.
To this comes the need to gather up right values with gear or BPs we use.
This probably works for almost everything in EU, no matter if we mine, craft, hunt or open strongboxes.
Why do some get more rings than others?
Simple, they have higher values in the step sequenzer more often and therefor gonna have the chance
to get better stuff. When it comes to rings, they might even have a simple system that each time you
pass a certain level you do get a better item.
By using a system like this it will actualy look more random than what a poor written system that do
use randomness will do.
This type of system can be expanded even more to make it more complex, lets say they use professional
standings progress to control when we have a section where loot is lower and also to peak it at certain
parts, e.g when we are close to a new level.
Imo this is the reason why even a noob can hit a good loot, since their peak came at right time.
and as a hypothetical concept, not something that should be looked at in details too much.
Numbers used are just to illustrate the concept, with exception for the skillcap.
This concept is more about what we get than how much, even if it can include both to
a certain degree.
If we use skills as basics for the outcome, there is no need for a system with randomness.
How to use it is quite "simple".
You combine a certain amount of skills in something that could be seen as a step sequenzer,
where each comming step has a value that are the result of when putting maybe 2-3 skills and
attributes together, and system then use this value for whatever action it do.
To differentiat it some, each part to either gather up value from lists of skills or the movement to gather
it up are not exactly similar, just to make these values even more different for each time it ends
up as a step in the sequenzer.
E.g if part one in this use ten different skills, part two can use eleven, and part three use twelve,
or each part can use same list but move forward in a different speed.
How many different combinations will it not be if they use lets say 20 skills and 5 attributes?
Quite sure when it comes to EU that the old skillcap at 10k is still there for this, and not removed
as it was for professional standings. We can still see this cap that excisted in skill UI since after
10k rank is no longer filled up in progress bar.
Depending on which skills to use for this, the result is ofc different. They can include a lot of skills
to these lists that commonly are quite low for almost all playerbase.
Just look at Looter professions, they include skills that we don't gain doing the action and
further more, they are hard to gain even when we do scanning.
Attributes are low for everyone, since one attribute equals twenty points of a skill, and even if
someone have 250 in a attribute, that still just equals a skill of 5k.
What is the effect of this?
That none is even close to max out these values that are used.
How many have 10k in every skill, and 500 in every attribute? Non, other than MA avatars.
Why is the natural gain of attributes more or less dead above 110-120? To keep players
values low and to be used as something that keep values in steps low more often.
They can use level requirements as to when to get something in loot and things related to this.
It will not be very often that we get a combo that are high, and to complicate it even more, they
can use a lootsystem that works as a wavemachine, so to get a good loot both avatar and server
values have to be high at same time.
To this comes the need to gather up right values with gear or BPs we use.
This probably works for almost everything in EU, no matter if we mine, craft, hunt or open strongboxes.
Why do some get more rings than others?
Simple, they have higher values in the step sequenzer more often and therefor gonna have the chance
to get better stuff. When it comes to rings, they might even have a simple system that each time you
pass a certain level you do get a better item.
By using a system like this it will actualy look more random than what a poor written system that do
use randomness will do.
This type of system can be expanded even more to make it more complex, lets say they use professional
standings progress to control when we have a section where loot is lower and also to peak it at certain
parts, e.g when we are close to a new level.
Imo this is the reason why even a noob can hit a good loot, since their peak came at right time.