Konvicted
Elite
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- Mar 28, 2007
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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
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
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
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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