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  1. #21
    Quote Originally Posted by ~ Cirrus ~ View Post
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    Oh, and in the end I'm glad people have to wait to get their long-awaited 95% return..
    Since in the meanwhile it's what give me the possibility to expect a 120% return.
    If the minimum return gets set to 93% and the long term return to 98% , then the 120% return can still happen.
    The minimum return of 93% just prevents getting less than 93% , it doesn't prevent getting more than 100%

  2. #22
    Quote Originally Posted by Alukat123 View Post
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    If the minimum return gets set to 93% and the long term return to 98% , then the 120% return can still happen.
    The minimum return of 93% just prevents getting less than 93% , it doesn't prevent getting more than 100%
    Whith what money ?

    After MA's cut is taken, Deeds dividend are paid out, etc..

    Do you plan to donate to MA in order to keep some winners ingame ?

  3. #23
    Quote Originally Posted by ~ Cirrus ~ View Post
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    Whith what money ?

    After MA's cut is taken, Deeds dividend are paid out, etc..

    Do you plan to donate to MA in order to keep some winners ingame ?

  4. #24
    Quote Originally Posted by The Abomb View Post
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    Just like loot 1.0 there will be somthing that replaces it. Loot 3.0 and so on is inevitable. Games are always changing and evolving.
    But Loot 1.0 isn't realy replaced, the system is just "optimized and improved".
    Basics are still the same, imo.

  5. #25
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    I think what we need is more MU, and that is generated by demand on crafted items. Maybe more loot variety for smaller mobs that would be used to craft something new and popular. But who is going to buy, and how are you going to attract consumers with purchasing power, the community can only do so much in thins respect. So we need the game to be more appealing to new players, enough for them to stay and become active participants in the economy at some point. Graphics update is a step in this direction.

    When people start to play, most of them are not ready to deposit just yet. And then when they see that their loot is less than the amount of ammo they had, this includes ammo from missions, gauntlet, mentor assistance etc., there's a legitimate question that comes to mind. I'm no saying that everyone should get 100% returns, but at least we should know that it is not impossible in theory, that it's a vast universe with vast possibilities.

    Moreover, new players cannot take full advantage of the pathetic markup they have on their loot cuz of small stacks, and they can often be abused by scammers. I think that attracting more players is the way to boost the economy, thus generating more markup and more fun for everyone. TT-returns could be better tho, I'm sure they were better last year, so something must have changed.

  6. #26
    Quote Originally Posted by SoberPhil View Post
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    I think what we need is more MU, and that is generated by demand on crafted items.
    There's actually quite a lot of demand on crafted items, but they're often too risky to craft with the way the game is currently designed. That's true especially for items with a yearly demand of 15-50 units.

  7. #27
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    The entire game is based on the jackpot mentality.

    Lights, sounds, and HoF boards provide reinforcement for spending PEDs.

    For there to be jackpot winners there must be losers.

    That is the game. It always has been this way and always will.

  8. #28
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    Quote Originally Posted by Legends View Post
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    Taking out the lows takes out the highs at the same time, therefore, no lows = no highs.

    I hear you brother, lots of people I know in game are complaining about loot right now... But if you propose to flatten the returns for everyone to a steady 96%-98%, you are changing the core concept of the game and all the people who currently play in hopes of hitting a big HoF will no longer have any interest to play.
    Strongly disagree. There has to be a happy medium because when Big HOF or ATH's only bring you up to where you should of been the whole time. They lose their excitement and value because you are so bitter it's like thanks but no thanks. Then when you do finally hit instead of investing, you withdraw and possibly never come back. That is a bad business model. You get more players with honey and steady returns so they can actually immerse themselves into an MMORPG for the long haul. To make friends and stay for many years.

    Like many players, I rather just be able to play and enjoy the game. To complete missions and explore all the game has to offer without losing non stop. It currently isn't possible ( again bad business model ) for growing a game.


    I still think the name of the game should be MU and I rather HOFs take the form of ESI, Rare loot instead of just TT value and shrap. Then having a much better steady return so you can play the game. This gives this game good PR instead of the Casino/Scam label it always gets from irritated players. I can't fault the players that feel this way which is why something has to change.

    If this game doubled it's small player population it would do wonders for the game long term looking into the future. There can still be a way to deliver that feeling of scoring awesome loot where you are winning without the pain of unbearable losses. It really is possible to achieve. Then once we achieve it MA revenues will soar and the player base will grow because there is a far better sustainability. Then the game gets very positive revues and attracts more depositing players!

    The best Real Money game I have played was Diablo 3. The only cost was the price of the game. You could achieve the best gear with time and effort for free. Then just playing the game when that legendary items dropped and that orange beam reached up to the heavens you went to the real money auction and listed it. The cost was zero and you farmed mobs for the chance of rare loot and selling it to other players. It was fun and exciting without the low times. Well the low times took the form of droughts of no items dropping so the investment was time. However this was a pure MU approach. The players set the price on gear and it was a decision to invest the time to farm for it or just buy it off Auction.

    Fun fact one of the most expensive weapons ever sold in a game was from Diablo 3. Think that person was sad that scored that item in a game with 100% TT returns?

    So Diablo was a game where it was always 100% return and the HOFs were these Set and Legendary items that would drop which was all profit. You saying that when that happened in that game people weren't excited? Of course they were. There was no risk because it was a game and all profit because there were millions of players wanting gear. Supply and Demand because of a huge players base. (obviously Diablo being based out of California ran into some legal issues with a real money Auction) Something MA has nothing to fear currently.

    With that said, even if TT returns were 100% MA would still make more money. They would make more money because deposits would then go towards achieving the best gear in game to cycle for rare loots or investments. Instead of just cycling and losing then leaving.

    So again I respectfully disagree. Stabilizing loot so you enjoy a game and invest in the future is the way to go. Higher TT returns is the answer for everyone and growing the population. Then the HOF's take the form of Rare loot. I 100% guarantee you that more players will play with that model than this current one where the lows dwindle the population and makes it feel like a Casino.

    Like I said TT return could be 100% and that would be a very profitable model for MA. So getting us to a higher TT will always be the answer. All we need are some game Devs to give us that platform and that will be the real money game that changes the future of gaming.

    If there was 100% TT returns things like ESI's could have 0 TT value and just pure MU. It's possible. Things like Looter skill could increase the chance of Rare loot. Maybe skills in this game increase in value instead of drop.

    So lets just increase TT returns so players can play the game, thanks! It really is the best answer. Any gaming company comes out with this model first, wins.
    Last edited by The Abomb; 01-14-2020 at 11:45.
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  9. #29
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    Quote Originally Posted by ~ Cirrus ~ View Post
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    Whith what money ?

    After MA's cut is taken, Deeds dividend are paid out, etc..

    Do you plan to donate to MA in order to keep some winners ingame ?
    Deeds don't have to pay out daily... Item info screens on deeds have changed at least 2 times in the past... potentially they could be changed again in the future.

  10. #30
    For what it's worth: A month ago I applied my knowledge on loot 2.0 in an online casino and ended with 13 000 ped in pure winnings. I only played 2-4 ped equivalent stakes. With a 3rd party guaranteeing the software, I took the casino's face value of 96-97% return and made profit. Sure, a bit of luck, but this would never happen in EU. Big mobs will take most people's bank roll - or you need 20000 + ped just to hunt atrox to avoid ruin. 5x the bank roll needed in a casino. Without the loot improving, I know where to go with my money to have some actual FUN. And not having to tie up said 20k. So yeah, higher return for the average L40 looted, 67 efficiency player is a must to keep the game going forward. MA had spent too much of their revenue on Bullshit projects and dividends. Gotta change.

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