SGA - Alternate distribution concept (No Casino Mechanisms)

Lavawalker

Elite
Banned
Joined
Aug 1, 2007
Posts
4,335
Location
NSW, Australia
Society
Church of Lootius
Avatar Name
Fire Sparkz Lavawalker
Hi,

Since I have a little time to spare before serving the slow cooked dinner tonight. I thought I would ramble, as I usually do, some concepts off for SGA.

This is more to remove the casino elements in the event from the underlaying
'shot at' random platform distribution mechanisms used for such events.

Total Points = HUNTING + MINING + CRAFTING + TOTAL EVENT DECAY

Total event decay is an addition and not a multiplier specifically to allow the opportunity for the hard working participants earning points to compete with the big spenders and those who think there are shortcuts from dropping bombs on the spot, trying to shoot at a single regen mob using a low dps weapon for an extended period, crafting high end combines on full condition.

Further multipliers that devalue this anti-competitive behaviour have been included in each area to advantage those who undertake the event as intended.


--------------------------------------------------------------------

Hunting:

Prenotes:

Mob Components:
1. HP component,
2. Max damage output component
3. Damage channels dealt component
A regen component.

Regardless of mob & maturity a system point chart can be devised using the above information.

Points will be awarded for killing a mob
(Your choice if you want to loot it or not)

Multipliers for Damage dealt channels (DCD)

1 dmg dealt channel = 1.00
2 dmg dealt channel = 0.85
3 or more dmg dealt channel = 0.70

The reason for this multiplier is that is is much harder to kill a mob doing 60 points of damage on 1 (60) damage channel than it is on 3 (20/20/20) due to the armor available to protect against various distributions of damage.

Multipliers for regen (REGEN)

No Regen = 1.00
Regen = 1.15

Formula to calculate the points for any mob you kill:

Points Awarded for mob kill = (HP + Max damage output) x DCD x REGEN

--------------------------------------------------------------------

Mining:

Prenotes:

Mining Components:
1. Bomb Drop component
2. Probe Drop component
3. Amp size used component
4. Claim awarded
(Non finder dependent - No value for this component)

Based on TT Value (CHARGE):

Bomb Drop = 0.20
Probe Drop = 0.10

Amp size used Multipliers (AMP):

No Amp used = 0.25
101 = 1.00
102 = 1.25
103 = 1.50
104 = 1.75
105 = 2.00
106 = 2.25
107 = 2.50
108 = 2.75
109 = 3.00

(bonus incentive to use amps than not, to help drive the crafting sphere)

Claim Multipliers (CLAIM):

No claim (missed) = 0.25
Claim found = 1.00

(Bonus Incentive to move around to find claims than dropping on the spot)

Regardless of dropping bombs or probes, amped or not, a system point chart can be devised using the above information.

Points will be awarded for all mining activity as indicated above.
(Your choice if you want to extract the claim or not)

Formula to calculate the points for mining activity:

Points for Mining Activity = CHARGE x AMP x CLAIM

--------------------------------------------------------------------

Crafting:

Prenotes:

Crafting Components:
1. Recipe Type (Sub-Component or Product)
2. Recipe level
3. Combine outcome (Success or Failure)

Recipe Type (TYPE):

Component Volume or Furniture Component = 0.10
End Product Item = 1.00

Recipe Level (LEVEL):

Level 1 = 0.25
Level 2 = 0.50
Level 3 = 0.75
Level 4 = 1.00
Level 5 = 1.25
Level 6 = 1.50
Level 7 = 1.75
Level 8 or higher = 2.00

Outcome Multipliers (OUTCOME):

Failure = 0.25
Success = 1.00

Regardless of what you craft a system point chart can be devised using the above information.

Points will be awarded for all crafting activity as indicated above.

Formula to calculate the points for crafting activity:

Points for Crafting Activity = TYPE x LEVEL x OUTCOME

--------------------------------------------------------------------

SGA Event Total TT Decay:

Measured in total pec's.

Being the main source of revenue generated by the participant for both FPC AB & MindArk PE AB in the profit sharing model;

The total of all decay generated will make up this value.

All items decayed, all resources consumed, all ammo & charges consumed in the hunting. mining and crafting areas.

NOTE : Beauty services, Texturing & Colouring Application will also be added to the SGA Event TT Total , however none of these areas of activity will provide you any other points.

SGA Event TT total = TT Decayed (total value in pec) / 10,000

Example:
A participant who has decayed 1000.00 PED in the event period will receive 10 points.

--------------------------------------------------------------------
 
Last edited:
Reserved for reward allocation system.
 
I kinda dont get it. I skimmed the stuff but there was no real explanation what it would do kinda.
 
I kinda dont get it. I skimmed the stuff but there was no real explanation what it would do kinda.

Think of it like winning tickets in an arcade. The harder the game, the bigger ticket reward.

Then you can trade those tickets in for prizes.
 
I kinda dont get it. I skimmed the stuff but there was no real explanation what it would do kinda.

Your in early :)

It is a point award system based on the challenges you undertake at the level you under take them, including at the desired rate of expendure you wish to participate at.

However the expendure component, even though it gives multiplier advatages in each individual area, it will not give a huge advatage in the overall calculation of points at the end of the game;

Much like creating a curve to rein in the upper echelons in their overall point count in comparison to those who spend less.

More something for the folk at MA to think about, rather than having a certain governing body continue to grow in their concern.

You know what Legion, come to think about it, why am I wasting my time constantly trying to rectify their underlaying stupidity lol.

Let them work it out on their own accord. Too much energy wasted with them over the last year addressing these issues and getting nowhere with them. :(
 
Think of it like winning tickets in an arcade. The harder the game, the bigger ticket reward.

Then you can trade those tickets in for prizes.


uuuuum ok and to short again..
 
Think of it like winning tickets in an arcade. The harder the game, the bigger ticket reward.

Then you can trade those tickets in for prizes.

Yah, much like that.

The allocation system is quite simple in design
(well my definition might be different to others)

Basically, it involves the 1000 SGA items, however many individual types of items this involves, let us say its 200 items;

All these individual items is allocated a scaling reward value.

Just for example purposes, 1 - 200 points.

People earn points, a fair limit for the event is placed on the distribution, a maximum of for this example, 4 items per person.

A person who qualifies for 4 items would need,

200 + 150 + 100 + 50 points minimum = 500 points.

If this participant with 500 points wanted to obtain all 4 items:

This would allow them to pick an item from the top 25% of the item list (200 - 150 point items) which would leave them between 300 - 350 points depending on what they select.

(For example purposes, let us say they got the top item in the list each time)

Then they could pick an item from the next 25% (150 - 100 point items) leaving them with 150 points.

Then they could pick an item from the next 25% (100 - 50 point items) leaving them with 50 points.

And then the last series of items using up the last 50 points.

Now the above example was for demonstration ease.
It would be more a little more complicated than that ofc.

FPC would announce all the participants who have the points in order to claim the 1000 SGA items. This number could be anywhere from (1000 SGA items / participant reward limit) participants to 1000 participants depending who got how many points total and how many prizes each can qualify for.

FPC would let them know how many item points they have in total and how many prizes they could collect each.

They would then select the 3 items that they would desire (prefer) in order for each SGA prize awarded. (So for 3 prizes, 9 selections, 3 each)

This would allow FPC to place limits on special items like SGA Mod Merc or SGA Mod Fap etc as to how many they wish to limit in releasing into the economy. Those in order with the highest points scored throughout the event will have their request allocated in order, those would miss out on the item limit being released would have their second preference allocated.

It is a win - win situation in that there is no gambling mechanisms for the Swedish gaming board or customers of the service to get upset about and the prize winners get a level of control in selecting a primary, secondary and tertiary SGA item preference form each item award band that they are able to procure prizes from with the points they have accumulated.

Overall it is not perfect per se, but it beats the hell out of the underlaying casino based mechanics that allocate event triggers which are then passed through a second set of rulesets to see if you qualify by your personal accounting records to be awarded the prize at present.

It brings about a fair and balanced approached without gambling involved.

Anyway, I will leave MA to work these things for themselves. Cocky is one thing, under-estimating those who can claim backdated revenue on your own is just plain foolish.

This very long reply to Deathifier which will put most to sleep no doubt goes into further detail where I am coming from in reference to all this and why foolishly for some unknown reason I once again felt the need to offer an alternative to the risky position MindArk continues to place itself with flaunting such casino based mechanics in events so openly. :banghead:

https://www.planetcalypsoforum.com/forums/mindark-news/158495-call-australian-ambassadors-6.html#post2006963
 
Last edited:
no offence meant when i say this, truly, but walker, all your ideas are too long winded, way too complicated and completely unnecessary.

ok, by all means... carry on. (i am sure you will)

skip
 
no offence meant when i say this, truly, but walker, all your ideas are too long winded, way too complicated and completely unnecessary.

ok, by all means... carry on. (i am sure you will)

skip

:) Hehe yea I know, I will shut up now. ;)
 
Back
Top