Suggestion: update of a Statistics of 2.0 loot returns

Msturlese

Stalker
Joined
Mar 7, 2021
Posts
2,157
Location
italy
Society
Dirty Dingos
Avatar Name
Marco Killy Stur
Dear MA tech staff
i would have a fresh post with june 2020/june 2021 2.0 playerbase TT returns posted
it was a really invaluable statistical tool to understand the system the one that was published long ago

and i would have it with a "decile" histogram version (i know it is a dangerous dream but would help destroy the conspiration theories)

it would be a strong marketing tool for Epic game store and unreal players

less craft, more science

Thank you for considering it
 
i keep track of all my expenses and returns

september month:


Total TT CycledTotal TT ReturnedTotal return %
23794,9523327,0198,03%



it would be interesting to see everyone elses TT returns =)
 
Yes, please!
I want to see 3d-histograms (looter / eff / tt return) for 1k /10k / 100k / 1M loot instances

MAKE THE RULES CLEAR AGAIN !
 
They posted it in 2018 and until today I've never seen anyone playing this game who managed to interpret their statistics properly ingame.Not only that but the most vocal ones not only that they don't get it but they teach others the wrong way and they also quit the game or attack Mindark personnel because their result doesn't reflect into what Mindark stated.
That particular statistic did more harm than good to all players as a whole and now I understand much better why is a good thing for Mindark not to disclose a lot of inside information to the public.
 
Yes, please!
I want to see 3d-histograms (looter / eff / tt return) for 1k /10k / 100k / 1M loot instances

MAKE THE RULES CLEAR AGAIN !
Agreed. I think the game would benefit from more transparent rules.
Please MA, specify clearly how efficiency and looter profession influences TT return.
 
They posted it in 2018 and until today I've never seen anyone playing this game who managed to interpret their statistics properly ingame
The first statistics released 2017-07-14

Then MA "lowered" the hunting fee and released an update 2017-09-27

The looter profession released 2018-02-21

And we have 0 statistics since.
 
People do not understadn statistics and MA communication is always "bizantine" or "deceiptive"
Latest statistics provided was interesting in the mean
"You need to increase number of loot events to stabilize returns"

AVERAGE 98.6% does not mean ALL will get 98.6 as all the averages someone must return less
to allow someone return (for smaller periods) over ammo.

moreover the REAL interesting part and MANY forget about it is that there is a 5% of users
that cycle 50% of the game total PED.

even more interesting is the "Skill TT value manufacturing" in the process.

2018 numbers are below: (50.000 ped per month is amodest amount these days)

Early data show positive results from those experiments:
  • Hunters with turnover of more than 50000 PED since Sept. 11 have enjoyed returns of 98.6% on average.
  • Hunters with turnover between 10000 and 50000 PED since Sept. 11 have enjoyed returns of 97.05% on average
 
I think that they recently changed how multipliers work. For instance, max multi for crafting used to be x1k, but you can't get that anymore, dunno what the max is currently, maybe around 500 or so. They also increased the maximum multiplier for hunting, which used to be 1k, now it's about 2k. This may or may not be connected to that 500k ATH, but the crafting multi nerf happened shortly after. Idk what's going on in mining, but MUs there seem to be going down on most ores and enmatters.

I wish they'd tell us about these things, because such changes do affect overall returns and expectations.
 
I think that they recently changed how multipliers work. For instance, max multi for crafting used to be x1k, but you can't get that anymore, dunno what the max is currently, maybe around 500 or so. they also increased the maximum multiplier for hunting, which used to be 1k, now it's about 2k. This may or may not be connected to that 500k ATH, but the crafting multi nerf happened shortly after. Idk what's going on in mining, but MUs there seem to be going down on most ores and enmatters.

I wish they'd tell us about these things, because such changes do affect overall returns and expectations.

Max multi used to be 1k?
Rubbish.
Max multi was and is way more than 1k (or 2k).

Recently even saw a 8500 kerb provider in the hof list!
 
afaik multi is 9999%
i experienced a 2400x ,yself
the recent 590k was on condition craft
so i suppose that the failed previous instances go into the multiplier of the next one
just like it could happen in mining to a "no nodes" probe drop
(i am pretty sure thata multioplier of successful mining include previous ammo cost)
so if it was 600.000 / 10.000 = 60 if the ATH came after 3+ failed craft (pretty easy on condition)
it can enter into the 999x statistics.
rare event, uberlucky, but still a 3 sigma.
so i back Wizz post 100%

i am not surea bout boss monster, i think their multiplier is limited at a lower amount
a 200 ped "traeskeron ,matriarch" could spike to 2m loot and i think it is capped lower
making boss less interesting to kill than wave

(papoo is 0.3 HP/level, bosses are 0.002)..... fail to level and probably fail to loot
 
Recently even saw a 8500 kerb provider in the hof list!
This kerb was probably overamped, ie u put the biggest eamp on a small gun, or use one of these grindhouse guns with 0 efficiency and a crappy amp on top, it's like condition crafting, because u lower your dpp so much your cost to kill will skyrocket. And I said "about" x2k, people are saying that x2.5k is possible in hunting atm, that is very close to 2k, if you know someone who got a bigger multiplier than 2.5k recently, that would be cool.
 
we are derailing from Topic, but all is about KNOWLEDGE
the Guess-timation , misinformation, deception
and as Messi point misinterpretation lead to
"This game is just a casino with a gun"
that is bad for all imho
 
so i suppose that the failed previous instances go into the multiplier of the next one
just like it could happen in mining to a "no nodes" probe drop
(i am pretty sure thata multioplier of successful mining include previous ammo cost)
so if it was 600.000 / 10.000 = 60 if the ATH came after 3+ failed craft (pretty easy on condition)
it can enter into the 999x statistics.

That's not how it works, previous fails are PED cycled, but they don't go into your next attempt, however, you man or may not get an equalizer one day.

When you click on full condition, you get a base multiplier of x7-8 upon success which comes from the slider, then you normal multiplier will go on top of that. EP2 recycle is 100 PED TT per click, x7 that's 700 PED, and then you could in the past get up to about x1k multis in crafting, which means he could've gotten up to ~700 000 PED.

Now multipliers in crafting have been nerfed, there's no x1k anymore, it's capped at some lower figure I'm not sure of yet but it's close to x500 I think, the adrenaline factor from clicking EPs is reduced significantly.
 
Back
Top