i think problem is that as much ppl hates ATH's same amount of ppl loves them.
The more we seem to say the ATH's are wrecking the game and making people quit the higher the ATH's seem to getIt seems to ME MA is trying to shoot themself in the foot
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It's not been working correctly since VU 9.0 and is now worse in VU 10. Pre- VU 9 you'd never ever not at least get your ammo or close to your ammo back. Sure, losses on decay and such. Now, there's to many hunts with huge losses, maybe even half of your ammo back.. if lucky.
Yes, there's something seriously wrong with the balancing manager. I don't expect to break even every hunt. I expect losses. I don't expect to ever have a 70% loss on a hunt and that happens to much lately.![]()
It started with the removal of peds in the loot and has now gotten overall worse with the addition of the stupid fragments. It's never been properly balanced and it needs to be done ASAP! We've been screwed many times by these changes that never seem to get fixed. Why? Because it ends up in their favor overall. Now, if the balancing manager was off the other way, how long would it take to get fixed?
I wrote support years ago about it. Pretty much same reply and nothing done that I know of other than to make things worse![]()
says the guy who just purchased the biggest ath popping mob the game has ever seen![]()
i think problem is that as much ppl hates ATH's same amount of ppl loves them.
I guess the problem can't be solved that easy as we don't know how things might come out when the loot distribution is changed. There will be always some that will start complain.
I think this is already implemented by the various loot distribution on different mobs.
....
I doubt a checkbox on which the user choose what kind of loot he wants would benefit EU.
No, loot distributions per mob are quite the same but they are scaled by HP.
Making loot configurable would imply, that every user is free to choose how payout is triggered over time. The payout% itself is still the same for every player.
I don't see the benefit in a system where the user can choose that the payout on a mob like longtooth to be trigered in a year or every week.
...
Besides, we will loose the dynamicity parf of the EU if we can configure something like this and predictibility would be a lot easier to do.
2010-07-28 16:39 - Entropia Universe Support:
Hi Yq,
Your feedback is very important to us and you can be sure that we have forwarded this case to the balancing team and that they are currently looking into this.
Unfortunately we don't have any information about this at the current time to be able to provide you with a more satisfying reply.
We thank you for your patience and participation as you are an important member of the Entropia Universe experience and want to wish you a nice day.
Kind regards,
Entropia Universe Support
all this discussions about loot are pointless at this moment . nobody is willing to listen : MA nor FPC . of course FPC doesn't set loot mechanism , but they were part of MA and could have some influence if they wanted .
that's not the case since PLANET CALYPSO will be sold , FPC's interest to make things work is ZERO ! you can see that from the quite that comes from FPC for many weeks by now . Marco just pops in to give reply here and there , nothing with substance though. on the other hand MA never dealed directly with players comunity , they speak only with partners with authority .
so our only hope to make things right is the new owner of calypso who can negotiate with MA and put some pressure on them if necesary .
so save all energies for a discussion ith the new owner of Calypso , wich i hope will be a better listener than the previous owner(s) .
good luck all !
The old days it was "give and take" today it feels like "take take take" and get lost! so i prefer the old days.
I know I belong to a minority - but the reason I went for hunting, and stayed in hunting, was because at the time, it was a chance to loot *items*, and it had lower requirements of budget than mining (at the time, crafting was either grinding basic filters or for those having unique blueprints).
*I* don't hunt for ATHs. I understand other wants to hunt for ATH, but a pile of PEDs isn't my dream, rather fun and useful items that I can use in my gameplay. Items that last longer than a weekend, I should add - a HL12(L) that I loot once every 6 months is soon forgotten after it's been grinded down on spiders. A pile of peds isn't that fun if you go to auction, and find out what you want isn't there, and the pile-of-peds isn't enough for what you want or need.
Another comparison; consider 3k ped from a young exosaur to *one* player. My guess is that if you want to keep beginner level players, it would be more useful with 20x150 ped HOFs, enough for a set of (pixie/goblin/gnome), step up of (L) weapon and plenty of ammo to stay iname, or try mining.
I honestly do not think you belong to such a minority... Many think as you do, myself included...
Exactly.It's not been working correctly since VU 9.0 and is now worse in VU 10. Pre- VU 9 you'd never ever not at least get your ammo or close to your ammo back. Sure, losses on decay and such. Now, there's to many hunts with huge losses, maybe even half of your ammo back.. if lucky.
Exactly.
Back before VU 9 the scenario was as follows:
After that the TT of the loot was something roughly similar to this distribution:
- 5% of runs sucked
- 15% of runs covered ammo spend
- 60% of runs covered ammo spend and repair of amps (leaving you with decay on guns, faps and armor)
- 15% of runs you globaled, this covered ammo spend and paid for full repair of your gear (incl. armor, guns and faps)
- 5% of runs you knew the moment you saw swirlies the second time that this run will give some profit
It was roughly what i was able to achive before the mob improvement shit started.Those numbers do look very optimistically to me.
Maybe we had a different playstyle, different luck, or a different random seed attached to our avatars, but your experience dosn't fit what i experienced (and summed up in the post above) back then.All in all, and this nearly was unchanged since the beginning, one had a return of about 60% in 90% of occasions and in 10% you’ve got significantly more.
Maybe we had a different playstyle, different luck, or a different random seed attached to our avatars, but your experience dosn't fit what i experienced (and summed up in the post above) back then.