Ferial
Old Alpha
- Joined
- Jul 4, 2012
- Posts
- 784
- Location
- Sweden
- Avatar Name
- Chris Ferial Book
Yes, they can change the algorithm at any time they'd like. It's their game. Would they? Likely not. Why? Changing a working payout algorithm is a costly thing, especially when it involves real money. Parameters, however, I am sure they play around with
On topic:
I think what you do, as an individual player, does not matter.
I think that Mindark doesn't look at you, as an individual player, at a micro level, at all. Why would they? They don't care at all, because they don't have to. They, as a company, only have to balance their incomes vs their expenses. Easy job for a statistician with 15+ years of data with various different settings to draw conclusions of what is a decent "player retention setting". The only thing they need to care about is keeping people around, and ensuring that they keep shooting/dropping/clicking.
I do believe that every instance is "unique", your last mob/craft/drop does not matter at all. What you do, and what others do (+randomness) is what decides your outcome.
Macro level: RTP < Income
Micro level: Balance between average returns (player retention, if you consistently lose 50% of your money everytime you kill a mob you are going to quit) and big payouts (player retention + marketing) if you had a constant 99% payout on every single mob, you would quit instantly.
So basically, my view of it all is:
Mindark doesn't care at all, as long as you are happy enough to keep shooting/clicking/dropping. So they balance the parameters for the payout algorithm to fit the current playerbase, to a point where they keep playing. That would be both maximizing the minimum payout, versus the volatility for big payouts. This is "easy" to do with enough data.
So actual on topic:
The simple I conductor for the hunter, does not matter. Be a little sad that you didn't hit that multiplier on your hunt, but be happy you hit the multiplier and move on.
The simple I conductor for the crafter, does not matter. Be a little sad that you didn't hit that multiplier on your bigger craft, but be happy you hit the multiplier and move on.
C)
On topic:
I think what you do, as an individual player, does not matter.
I think that Mindark doesn't look at you, as an individual player, at a micro level, at all. Why would they? They don't care at all, because they don't have to. They, as a company, only have to balance their incomes vs their expenses. Easy job for a statistician with 15+ years of data with various different settings to draw conclusions of what is a decent "player retention setting". The only thing they need to care about is keeping people around, and ensuring that they keep shooting/dropping/clicking.
I do believe that every instance is "unique", your last mob/craft/drop does not matter at all. What you do, and what others do (+randomness) is what decides your outcome.
Macro level: RTP < Income
Micro level: Balance between average returns (player retention, if you consistently lose 50% of your money everytime you kill a mob you are going to quit) and big payouts (player retention + marketing) if you had a constant 99% payout on every single mob, you would quit instantly.
So basically, my view of it all is:
Mindark doesn't care at all, as long as you are happy enough to keep shooting/clicking/dropping. So they balance the parameters for the payout algorithm to fit the current playerbase, to a point where they keep playing. That would be both maximizing the minimum payout, versus the volatility for big payouts. This is "easy" to do with enough data.
So actual on topic:
The simple I conductor for the hunter, does not matter. Be a little sad that you didn't hit that multiplier on your hunt, but be happy you hit the multiplier and move on.
The simple I conductor for the crafter, does not matter. Be a little sad that you didn't hit that multiplier on your bigger craft, but be happy you hit the multiplier and move on.
C)