INTERESTING: How i believed loot worked like for a long time

Konvicted

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Hey entropians,

Let me share with you what i think about how the loot works, this is not a developer note, but it could have been (let me laugh on that ofc)

First off, i was the one being laughed at in the past when i talked with some old school players when i told them that the personal loot pool was a myth, they were successfull at a time where activity had a big impact on your return aka old school grinding, it was usually easy to get back your ped if you were hunting constantly (more chance to meet the good mob).
Now what do you call a good mob these day? to me it is killing an hot mob (with a good loot multiplicator), i'll explain that soon enough but i first have to explain something else for you to see how i think.

Every monster in this game is part of a species group, each species group have spawn groups and in each these spawn group is a queue (as queue you have to understand that each mob is followed by another once it is killed or sometimes once hitted).
Now let me explain with an exemple, i'll take warlock for my exemple

Species group: Warlock Generation 07-10

Spawn group: 8 mob spawn, each of these spawn have an hidden number that a regular player do not see (each of these mob spawn have an internal identity, 1st group called 'ws1' 2nd group 'ws2' and so on for each group)

Now comes the queue, in each spawn group you get a queue, so basicly when you see a warlock generation 07 in the internal side (servers) he's called Warlock Generation 7 ws1-584371 this is his identity as to track him.
so when killed this warlock gen 07 ws1-584371 will allow the mob ws1-584372 to spawn, which could be any maturity programed in the system.

to back up my words, here is a picture some of you may have seen by the past but didnt really see it :laugh:

newskillsinternal3.jpg

photo taken of a short video which was available at some point in EU website server ftp in 2007

Here you can clearly see after the mob is its personal ID in the system.

Before i talk about the loot multiplicator there has to be another thing i wanna talk about, in that same picture you can clearly see that skill value has actually a mathematical value attached to each of the skill line you get, value being different on each line.
How can this value change to 1 line to another, i have my idea on it, to me there are hot area from the space view, planetery view, area view to the very point you're aiming at, what does that mean?
There is to my personal point of view, hot spot moving OR not (depending on the shaking factor associated to the mob ID) in each mob, it would be like little target you have to hit for extra multiplicator. (imagine a basic windows screen saver with a ball moving all around the screen)
now that we see like this, what kind of multiplicator? it could be skill booster (getting 0.254 of a rifle value instead of 0.125) or loot booster (imagine it how you want).
I also expect to have a negative side for it, cold spot, as much as you can give a crit and take a crit, if you see what i mean (could be crit given to you, miss, less loot etc)

Now to explain how the loot works to me, i'd say that each of these mob have a loot potential associated to them, not a loot in them but a loot base, but definitely a loot you can activate somewhat with the weapon you use and setup (each weapon in this game is actually what you called the personal loot pool on my side of view, this is not the avatar that affect the loot but essentially the stuff used to kill it).

now lets take an exemple.
mob id: ws1-584371
hot spot value + shaking factor: +5%/hit 3cm/sec random move
loot base: 75% of the value to kill back
loot potential: Cell ammo give a x0.05 multiplicator, BLP x1.1, explosive x0.15, melee x4, mind essence x0.2 and so on for each attack power possible

mob id ws1-584372
hot spot value + shaking factor: +25%/hit 6cm/sec linear move
loot base: 120% of the value to kill back (with esi)
loot potential: Cell x0.23, BLP x0.38, explosive x12, melee x0.42, mind essence x1.2 etc

this goes for each spawn group and each mob ID, understand that you're actually hunting working on different spawn, each spawning different mob ID with its own potential which is hard to track (loot analyse needed, or skill or whatever), all mob are waiting in the queue to spawn and show what it has to give.

to sum up, bolded mob ID being hot
warlock spawn 1: ws1-584371 _ ws1-584372 _ ws1-584373 _ ws1-584374 _ ws1-584375 _ ws1-584376
warlock spawn 3: ws3-125685 _ ws3-125686 _ ws3-125687 _ ws3-125689 _ ws3-125690 _ ws3-125691

when you hunt you barely kill only 1 spawn group mob, you go thru many spawn group, the more mob the hardest it is to efficiently track loot but if many hunt that same big group more hot loot comes out. avoid big spawn if it is not hunted alot ;)

It might sound complex, too many factor but dont expect loot algorythm to be easy and cracked..
This was just an input to the path on understanding from my point of view.

Feel free to discuss
 
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Now expect a developer note to deny it all and give you a new input :lolup:
 
:lolup:

gr8 post. +reply ty for sharing it.

Xiki
 
Yeah, really hot info here, if those numbers mean anything in our days this maybe plausible enough:)

The secret is, how can we see those number and how to describe them to see what mob is hot:D
 
So you think this one is possible to code and maintain? Sounds far too complicated and requires more work than actually needed.
 
So you think this one is possible to code and maintain? Sounds far too complicated and requires more work than actually needed.

I see nothing complicated in it, how come one that try to explain a system supposed to run on the long term and think it has to be easy ?
As i said, all may not be true, but you had my thought however the queue makes sence.. explain the algorythm itself would have us going into math and math can be complicated :)

EDIT: Atleast my explaination is dynamic isnt it?
 
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a few days ago hofs on cyrene was presented on hof table with least to say INTERESTING number combinations :)
 
a few days ago hofs on cyrene was presented on hof table with least to say INTERESTING number combinations :)

Develop my friend, i like to hear your mind :)
 
a few days ago hofs on cyrene was presented on hof table with least to say INTERESTING number combinations :)

Refering to hofs on/at [STRING : 205487122] or something like that ? :)
 
Refering to hofs on/at [STRING : 205487122] or something like that ? :)

yes, the same mob and maturity seemed to have the same id string, and location was also a string.
 
yes, the same mob and maturity seemed to have the same id string, and location was also a string.

Wasnt it a chest box or something in a beacon like, i think the value was 1xxx peds, that would then confirm that everything is actually tagged with an ID (here the instance/beacon ID for its kind), did they fucked up in the coding and it went displaying instead of the actual name?
 
the method and detail is probably too complicated, but i reckon the conclusion you reach has something to it, and its probably still relevant.
 
yes, the same mob and maturity seemed to have the same id string, and location was also a string.
Aren't those the instance boxes that have the "place of looting"?
And think Firewall or some other RT place had them bugged (?).
But normal mobs don't give the location on the discovery HoF.

So you think this one is possible to code and maintain? Sounds far too complicated and requires more work than actually needed.
That's pretty simple what he described there, actually, and i'm sure the actual method is somewhat more complicated.

To OP: I'm quite with you on that, there is a queue, or multiple queues, maybe not exactly how you described it but, queue(s) neverthless.
 
it's funny when enhancers for items i realized it has always been ID on each 'tool/weapon etc we own to play heh

sometimes the tool worked and some tools donT!
 
it's funny when enhancers for items i realized it has always been ID on each 'tool/weapon etc we own to play heh

sometimes the tool worked and some tools donT!
No, that's just the silver spoon that was in your ava's ass when it was created.
Some of us have rusty spoons.
 
damn just giving my insight i don't think i have a silver spooon but thanks.
 
Of course every mob has its unique ID, to track i.e. health and damage taken.
And i see no problem in coding this, it's not very complex.

But, from all i have seen, loot payouts are time based rather than tied to specific mobs.

Nowadays, it all comes down to whether you choose to believe (or not to believe) that the system will somehow compensate you for TT losses (runs < 90% average payout) in the future, no matter how the exact inner workings are...

Having that said, you do know that your theory is 100% gambling, don't you?
Killing the "right" mob is plain luck.


:smoke:
 
Of course every mob has its unique ID, to track i.e. health and damage taken.
And i see no problem in coding this, it's not very complex.

But, from all i have seen, loot payouts are time based rather than tied to specific mobs.

Nowadays, it all comes down to whether you choose to believe (or not to believe) that the system will somehow compensate you for TT losses (runs < 90% average payout) in the future, no matter how the exact inner workings are...

Having that said, you do know that your theory is 100% gambling, don't you?
Killing the "right" mob is plain luck.



:smoke:

Uhmm not really as if you work on a single spawn rather than all at the same time you will go thru 1 single queue, if you go long enough you should hit a very decent loot every now and then (possible on 8 spawner or small density area, exemple warlock osseo etc)
 
Interesting read. After many years grinding away we all have our views on how loot works, even provided with further data it just adds to the self belief.

I personally refuse to accept loot is ramdom, I even do not believe in a multiplier either. I think if the system wants to pay you 600 ped, you could be hunting a merp or scip you will still get that 600 if it's due to drop.

Although I do believe in triggers, that seems to happen if you switch mobs when on a long run with low global count.

I think it's a combination of skills gained over time plus damage inflicted over time, then it's down to you to do sometime to trigger the skill gained and damage inflicted over that set period on time.

If this is true then the more you play to your skill level the more skill you gain for the damage inflicted which in turn helps trigger those loots.

I think if was announced that I am wrong and that personal activity doesn't somehow contribute to loot, and it is all one big gamble, then for me it would have a serious impact on my motivation (I'd rather not know if this is true).

Thinking that my efforts and determination rewards me, is what motivates me to push on.

Rick
 
Uhmm not really as if you work on a single spawn rather than all at the same time you will go thru 1 single queue, if you go long enough you should hit a very decent loot every now and then (possible on 8 spawner or small density area, exemple warlock osseo etc)

I am quite sure you had days where you killed the entire spawn (of 8?!) and didn't hit a decent loot...

How about the behavioral pattern many hunters show:

Kill ~5 and if they loot shitty, they move on and try a different mob?

And kill the wrong 5 there, too?

And so on...


It's pure gambling, only if you kill enough you will have a somewhat normal return rate.

And this is exactly the same roulette works... if you play often enough, you'll eventually reach a return rate of 97.3% (36/37).

It is still gambling.
 
uedit: deleted my reply, decided to stay out of it.

Rick
 
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I still am going with the guy who said MA has a team of sock stuffers (balancing team) that sit and stick items into each mob type (the sock). That is their jobs, being little santa's :D

I recently hired carabok hunters for weeks to get some materials and noticed something along these lines, at the beginning I'd be getting big stacks of leg furs from each hunter and as weeks went on I eventually had up to 6 hunters in a row return no leg furs then get like 1-4 returned then a time again before some more. So kind of supports that theory and the carabok legs were empty or in very small amount in that mobs loot selection until more got cycled in (ie tt'ed, used, or little santa's added more). I wasn't looking for carabok leg furs but I do hold a small stockpile in my storage facility.

We may never know how to get to the center of the mob loot equation :D
 
If and when I consider a loot pool, your species concept is one I have very often thought of.
My thinking was extended to wider species groups, like Leviathon/Hogglo/Furor Or Combibo,exarosar,daikiba Or something along those lines, sharing the same overall pool. Even extending across planets, Huon/Hogglo/Cosmic...ect

Otherwise may be hard to get something on the far from often hunted mobs. Coincides with things like beacon/ark instances too.

Aside from the design similarities, they currently happen to share the same tables, probably to tap into the existing built robot loot pool vs a dry one (Cyrene launch, no prior funds put into the mining there and very very few claims were found for a week or two, lot of losses for many).

I also have noticed that over time loot tends to grow upwards to balance initial loss. Longer has always been better for me. It could also just be a output input effect too, hard to tell.

What direction I hunt/mine is entirely dictated by at least 4 indicator skills, that either coincidentally lead me to large loot mobs/claims regularly, or are a fluke of probability. 1 for turning, one for behind, one for forward, and one for hunt/mine swap. There are many miners and hunters alike who concur with this observation, but of course...not all.:D

Skill gain indicators serve me well, as well as rubbing a bald midgets head for loot? I will never really know, but I am sticking to not hiring a bald midget.

This has led me to believe that the generated mob number also contains a proximity tag and modifier tag, with some part of that announcing the loaded spawn has abnormal loot in x direction of player. (would certainly make for a perfect skill vs gambling defense, however slight) And of course that loaded number is only called to spawn after a certain condition (x mobs are killed) to keep loot in check. (all you need is an id variable to determine the result, the result is generated when/if you loot the mob)

Where these better loots are found as of the last year, seem to be alot more in groups, as if the AI is protecting those loots with denser spawns, and making these harder to pinpoint. (they did supposedly update the mob AI)

Things like the Carabok example may have actually been a result of something like Punies on Calypso/Rocktropians on RT, handing out a higher proportion of the "equal" material. Leading you to see the other loot type in more numbers at that time on Ark.

OP also mentioned the extended skill gain numbers, they vary as the loot does. Something influences them for sure, probably based on equipment used.

I only offer theories, which are fun to entertain

The shaking factor was a little confusing but I get the idea, interesting for sure.
 
So you think this one is possible to code and maintain? Sounds far too complicated and requires more work than actually needed.

I think the OP is totally right in that every creature spawned has an ID associated with it to facilitate tracking. When you're dealing with money there are always people trying to crack the system and exploit bugs. Having trackable ID's allows another level of depth to the auditing that may be done when a player has suspicious activity or some sort of dispute to file.

And I know there is a lot of hatred towards comparing EU to a casino but if you look at how a typical online casino runs things every spin of slot machine, hand in poker, round of blackjack has an ID associated with it that can be audited to pull up every detail of that transaction. It's completly logical to assume that EU is the same where at any point MA can view a list of IDs for all the mobs killed by a player for a given period of time and to cross check what loot was issued for each and every kill.

But yeah, huge topic for discussion as to if the loot is attached to the mob or if it's randomly generated at the time of loot. Personally I think that loot for each mob is predetermined but is also governed by the balancing algo to ensure sustainability of the loot pool. And this can be proven with the data available including the image posted by the OP and by the fact that mobs can despawn. I'm sure I'm not the only one that has ever seen mobs despawn randomly.
 
I think the OP is totally right in that every creature spawned has an ID associated with it to facilitate tracking. When you're dealing with money there are always people trying to crack the system and exploit bugs. Having trackable ID's allows another level of depth to the auditing that may be done when a player has suspicious activity or some sort of dispute to file.

And I know there is a lot of hatred towards comparing EU to a casino but if you look at how a typical online casino runs things every spin of slot machine, hand in poker, round of blackjack has an ID associated with it that can be audited to pull up every detail of that transaction. It's completly logical to assume that EU is the same where at any point MA can view a list of IDs for all the mobs killed by a player for a given period of time and to cross check what loot was issued for each and every kill.

But yeah, huge topic for discussion as to if the loot is attached to the mob or if it's randomly generated at the time of loot. Personally I think that loot for each mob is predetermined but is also governed by the balancing algo to ensure sustainability of the loot pool. And this can be proven with the data available including the image posted by the OP and by the fact that mobs can despawn. I'm sure I'm not the only one that has ever seen mobs despawn randomly.

We know that every item has a UID (they didn't used to, until the dupe fiasco back in the days), so ofcourse every Mob has a UID.
Infact, there's a picture from way back that IIRC show a cornundacauda with a UID, amongst other things. But I can't be bothered finding it lol...
 
ouch what a thinking and calculating ...
you might think wright it prolly has a certain calculation....

though

i:hammer:


i see it as a slot machine , as soon a i kill a mob or drop a bomb for mining a slot machine starts spinning... and the outcome of that say's how many lines i have hit on the wheels.

:yay: lol
 
it would be gambling if you dont see the hot spot your trying to shoot , and kill the right mob, unless there are some other clues given in game ( like skill gain, damage received , crits ect) the skill of playing (has to involve player skill or its pure gambling) comes down to reading the clues given to you . Not that its helped me yet but with so many theory's its very hard to decipher .

edit , i notice you use believed in past tense , you have new theorys now?
 
I like the theory of the OP.
About the numbers you guys saw:

These are ID numbers for the engine. Every object in the game gets this numbers. We can also say these are intern names. Each of this numbers are unique, so the engine can identify the objects.

I have the same numbers in the game engine i use at my work. Cry2-3 also works that way.
 
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