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  1. #11
    Dominant allarom's Avatar
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    Quote Originally Posted by wizz View Post
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    Try reading my post again and point me where I said that.
    I read it once again and you literally said that players asked for more playtime instead of less volatility
    take my advice, i dont`t use it anyway!

  2. #12
    Slayer Spawn's Avatar
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    Quote Originally Posted by Alina View Post
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    this was the game since 2006 till they added buffs , what was the difference we had some markup
    You must have played a different game. I remember looting a lot of unlimited armor parts/guns/ped/fun stuff, instead of crapnel and animal oils and crappy L stuff.

    for example unlimited nemesis shins and ewe ep-21 and freand Beta and a kango mask.


  3. #13
    Elite wizz's Avatar
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    Quote Originally Posted by allarom View Post
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    I read it once again and you literally said that players asked for more playtime instead of less volatility
    reading is hard.
    Were did I say "instead"?



    The only thing loot 2.0 brought was a loss for everybody instead of just a loss for people who didnt use their brains.
    Sure, loot 1.0 had more volatility (or at least that should be the perception) , but when playing eco, you could go a very long way with your ped.

    Now playing eco doesnt matter shit anymore.

    Loot 1 was a brain game.
    loot 2 is a slotmachine with the odds set to always lose.

    Playtime with uneco setup might have been increased, but playtime with eco setups decreased.

    loot 2.0 was implemented because in loot 1.0 some smart players were beating the system. They were constantly winning from the house!
    Loot 2.0 wasnt introduced to cater the players. That's a big piece of
    It was to protect the house.

    loot 2.0 now is MU game. No MU = garuanteed loss, no matter what gear you use.


    That's my view on it.

  4. #14
    Prowler Fanan's Avatar
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    Quote Originally Posted by livius View Post
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    Volatility still exist.
    Yes and I really dislike that word since MindArk started to use it!
    Hunting in Calypso since: 03-Jan-2008


  5. #15
    Elite True Juan's Avatar
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    Its still possible to make ped. Just have to use your brain. Same thing like pre VU2.0 just have to adjust as it works differently now than before...

    I do believe that economy could be 1000x better with just simple changes(that I have written down in a file) but MA wont listen anyways. (Just like the society thread ive been bumping for 10 years now).

    I think they should invest more time in making the game more attractive with fun social activities. More competitions for societies or teams etc. People dont have a problem spending money for fun but killin 100000 XYZ is not something Id call fun

    True

  6. #16
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    Quote Originally Posted by Legends View Post
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    Here's where the loot is:


    If you want to hit big, you gotta hunt big.
    You must be joking now. We all know solo plays for swirls and fun, he once wrote on his stream that all those years he has put in EU about 100k USD and playing messi style would bore him do death.

    Compilation of big hits looks fun but does not mean he is "winning". He spent lots of money but for him winning is having fun killing all those SK's.

    Loot 2.0 killed fun. EU gets super boring so i understand that solo is loosing money to get excitement.

  7. #17
    Guardian Larry's Avatar
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    To be honest (and yes, I am biased here), many Land Area owners (including myself) try very hard to add that extra bit of excitement to the game-play through events, prizes and mechanics that we come up with ourselves - so it may be worth checking some of them out in the 'Events' section if you're looking for a bit of an extra boost.

    I obviously can't speak for all Land Area owners in terms of payouts etc, but I have personally paid out nice prizes to many people so far, with one payout of 5000 ped happening just a couple of weeks ago......so maybe the 'stability' of loot 2.0 coupled with the 'excitement' of a player-made event could be what you're looking for?

    Just my

  8. #18
    Elite Kerham's Avatar
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    Mechanically such was the game for some time, Alina might be right on the timeframe.

    The problem with MU is that it has to come from deposit, somebody must lose for it (at the moment of paying), and the same somebody must have a future motivation to do so. Which in reality is very tough to implement in a sustainable manner.

    Boxes for instance were a bubble which lasted for a couple of years. First iterations of Mayhem meant 4-5 ped per box, output comp at 200%ish and tokens towards 80 pec a piece via pills. Now boxes are 2,x, output comp 150%, tokens towards 40 pec and quantities haven't changed much.

    The fundamental problem until now is they actually haven't implemented any content for high efficiency guns. 2.0 & efficiency are ingame for, what, more than 3 years now and nothing off the "exciting new content" didn't arrived, except a forced threshold of tt return.

    Outside of Mayhem there might be some cash in various tiering-up materials, but tiering up itself must have a meaning, you need more dmg or more range or more heal to... to do something. And that something is kind of missing.

    Regular hunting is so-so, landgrab is pure politics, skills stopped being meaningful enough to be bought etc

    There is some merit in chasing/buying high eff gun, but then it runs in the same conundrum, you still need some MU to cover your losses. And you can't create that MU nomatter how inventive you are, it's a function of the system as a whole. The devs create or not desirable mechanics/items etc which in turn create or not demand for this or that. You have no power in it, hence no guilt. You can do your best to stay up to date and informed, but that's about it. It's not up to you wether component X drops or not, only to try to loot it.

    And it's kind of logical that the best course for the devs is to continuously deny these possibilities and let here and there some marketing stuff, which can't actually function once the whole population is counted for. Also they actively disable everything which accidentally has value, a good example being thorifoid helmets. Monria implemented some quest with some horns which, due to a bug, can be worn with a helmet, and provide ul reload buff. MA knows about it and did jacksh*t, because for them is better to have ul reload buff active (more consumtion), than L source of MU for players. Same in mining, crafting etc. Whenever something can provide a profit, they will actively remove/tweak it. But at least in mining and crafting you can get some breathing space over a certain threshold, in hunting you have to invest thousands of $ in gear for equivalent numbers.

    So, yea, expecting to pay constantly some 2-3%, for the average player, is kind of what the game is about. And can easily get to 5-10% if you don't pay attention.

  9. #19
    Elite Ace Flyster's Avatar
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    I still have no idea what loot2.0 was/is? Less volatility?

    Rgds

    Ace
    2nd published novel: 'The Shadow Grounds'
    1st published novel: 'The Eyes of the Devil'
    Book 3 - Working Title 'The Meeting of Worlds' - 25%
    Book 4 - Sci-Fi Book - No title yet - 10%

  10. #20
    Elite wizz's Avatar
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    Quote Originally Posted by Ace Flyster View Post
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    I still have no idea what loot2.0 was/is? Less volatility?

    Rgds

    Ace
    loot 2.0 was nothing more but a fix to prevent players to always have tt profit.

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