Did MA reveal a secret?

Menace

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Rob Menace Klok
I've always said and believed that avatars are given different "multiplier" factors for different professions and based on avatar creation, as well as at random. Meaning.... my avatar might get better returns at crafting than hunting because at the time of creation the "system" recognized a requirement for crafters within the balancing system. Also.... my hunting loot might be multiplied by say 0.95 when a more profitable hunter might have a secret multiplying factor of maybe 1.15. I've also believed that it's the same with skills as I know an avatar who gains skills with KH400 at apprx. the same speed as myself with HL-14 and his profession level is 2 above mine.

Anyway.... with the new tier system, items have values depicted pertaining to tier process speed or ability. Could this be a depiction of other hidden "systems" which affect return% and skill gains? Evidently if they're able to use it in a tier system then it can also be used in skilling, loot returns, etc. as we all know each thing affects the other in this universe.

Thoughts?
 
My thoughts are, that every avatar is created equally, IE everyone has the same algortihms etc for each proffession

Anything else would make an unbalanced system but more importantly would not make any sense from a business point of view

Rgds

Ace

ANd damn your version would be one damn hellavu complicated system to code!!!!!
 
Ive always thought that weapons especially have very different "hidden stats".

People tend not to read the description on weapons as much as I belive they should.

For instance, the AS-147 was used to kill robots with, by the "space rangers"... And wouldent you know - ive always found i get "better loot" (items) when hunting robots (troopers / drones / warriors) with the AS then when hunting for instance Atrox.

So I do belive the description is something to look at when you buy a weapon.
That said, I do also belive that the weapon do have "individual stats". One AS-147 might preform diffrently than another.

I also belive that each time you repair it, it will get new stats.
(Remember the aincient weapons - the only reason they dident get "updated stats" was that they were not put into the repair terminal. I belive the repair terminal dosent repair your weapon, but replaces it with a new one with the TT of your weapon + whatever you added on top of that)..

So in short - yes, I agree with you. Weapons have always had different hidden stats.

:)
 
IMO hidden stats are nonsense, they serve no purpose at all. It will only result in more unhappy customers.
 
damn your version would be one damn hellavu complicated system to code!!!!!

No it wouldent....

Pseudo code:

private Weapon RepairWeapon(Weapon inputW, double ExtraTT)
{
double LootReturnFactor = rnd(0.5 to 1.5)
Weapon MyItem = new Weapon()
MyItem.TTValue = InputW.TTValue + Extra TT
MyItem.LootFactor = LootReturnFactor
MyItem.BestMobType = rnd(databaseLookupForBestMob(MyItem.WeaponType))
Return MyItem
}
 
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Last edited:
My thoughts are, that every avatar is created equally, IE everyone has the same algortihms etc for each proffession

Anything else would make an unbalanced system but more importantly would not make any sense from a business point of view

In fact, Marco has stated this to be the case several times on this forum.

;)
 
IMO hidden stats are nonsense, they serve no purpose at all. It will only result in more unhappy customers.

No.. it will result in "nobody can predict when what will drop" .. since you need the right weapon.. the right time.. and the right mob.. (when speaking about weapons)...

If LR59's were the only weapon that could generate a specific item loot off a specific mob.. it would only be a matter of time before we would see a pattern... giving it "hidden stats" that could change when you repair it would confuse us into thinking that there was no "hidden stats" on the weapons....

But with the hidden stats on a weapon based on repairing the weapon.. we would experience times where we looted good items... Thus fueling the desire to hit the big one... because "hey.. im doing really really well right now" :D

With no "changing stats" anywhere.. and it just being a matter of time/location.. it would be "easier" to predict when what dropped...

Giving the items a part to say in when you were doing well.. well that just made it much more complex.. :D
 
No it wouldent....

Pseudo code:

private Weapon RepairWeapon(Weapon inputW, double ExtraTT)
{
double LootReturnFactor = rnd(0.5 to 1.5)
Weapon MyItem = new Weapon()
MyItem.TTValue = InputW.TTValue + Extra TT
MyItem.LootFactor = LootReturnFactor
MyItem.BestMobType = rnd(databaseLookupForBestMob(MyItem.WeaponType))
Return MyItem
}

I know for sure it doesn't work like that. TIR does not change when repairing.
 
Easy to verify whether another avatar has different stats. Note down the TIR of your weapon, and then have the other guy check the TIR on the same weapon (from a trade window for instance).

If they differ, avatars have different attributes. Similarly, it would also be possible to verify StarFinder's assumption of replaced weapons by noting everything down and then repairing it.

I dont think Tier's on the weapons are avatar based...
One Apis can increase its tier faster than another tier, this clearly states that either avatars makes a difference (skill based? - find two ppl with the same skills), or the actual weapon is preforming differently than another weapon....

(Note: I dont know if the tier changing is happening faster/slower on same weapons, ive just been told it is like that)
 
I know for sure it doesn't work like that. TIR does not change when repairing.

Then add:

private Weapon RepairWeapon(Weapon inputW, double ExtraTT)
{
double LootReturnFactor = rnd(0.5 to 1.5)
Weapon MyItem = new Weapon()
MyItem.TTValue = InputW.TTValue + Extra TT
MyItem.LootFactor = LootReturnFactor
MyItem.BestMobType = rnd(databaseLookupForBestMob(MyItem.WeaponType))
MyItem.TIR = inputW.TIR
Return MyItem
}
 
No.. it will result in "nobody can predict when what will drop" .. since you need the right weapon.. the right time.. and the right mob.. (when speaking about weapons)...

If LR59's were the only weapon that could generate a specific item loot off a specific mob.. it would only be a matter of time before we would see a pattern... giving it "hidden stats" that could change when you repair it would confuse us into thinking that there was no "hidden stats" on the weapons....

But with the hidden stats on a weapon based on repairing the weapon.. we would experience times where we looted good items... Thus fueling the desire to hit the big one... because "hey.. im doing really really well right now" :D

With no "changing stats" anywhere.. and it just being a matter of time/location.. it would be "easier" to predict when what dropped...

Giving the items a part to say in when you were doing well.. well that just made it much more complex.. :D

Whats wrong with being able to predict what item drops when? Seems to me that would make the game more interesting.
 
Whats wrong with being able to predict what item drops when? Seems to me that would make the game more interesting.

That would lead to mayhem on the market.
Imagine if you knew when/where mod faps would drop.
Sure, you would love that idea because its worth a lot.
But if everyone had one when it wouldent be worth anything and the game would loose its appeal since you couldent make a "fortune in the game" anymore.

It has to be based on "random factors".
And MA can still claim that it isent about "luck" because if you knew when, in regard to time/location to hunt for item X .. but you just needed the right weapon stats to get it... Well then you had to go out with your weapon and "feel if it was hot or not" ... thus making it so it was "real life skill based" to understand if you weapon had potential to loot a good item right now.
 
That would lead to mayhem on the market.
Imagine if you knew when/where mod faps would drop.
Sure, you would love that idea because its worth a lot.
But if everyone had one when it wouldent be worth anything and the game would loose its appeal since you couldent make a "fortune in the game" anymore.

Knowing when certain items will likely drop doesn't mean everything drops all the time. It just means that you know that the item that would very likely drop anyhow will drop in a certain period in a certain place. Recent example: my socm8 knew Cornoanterion dropped Supremacy feet SGA, and he knew (F) had not dropped yet. So he went hunting there like mad and bam he looted Supremacy feet SGA. That doesn't mean it will drop again and that he will loot more of them.

It has to be based on "random factors".
And MA can still claim that it isent about "luck" because if you knew when, in regard to time/location to hunt for item X .. but you just needed the right weapon stats to get it... Well then you had to go out with your weapon and "feel if it was hot or not" ... thus making it so it was "real life skill based" to understand if you weapon had potential to loot a good item right now.

Random to a certain degree. But there is nothing wrong with knowing that mob x will very likely drop item y in period z. Regardless of what gun you use.
 
So the secret MA revealed is that computers can generate random numbers? :scratch2:
 
Tier madness

What was the reason (MA told us) was for the tier system?? I think MA is needing to make changes that increase the PED sucking. The tier system is sure sucking my PED. I try to get the items to upgrade, then I find out I need TWO weapons to upgrade one, this is not able to be done.

Where can I find a second weapon (this one was well over my weekly pay) and be able to discard it to upgrade one tier.

MA must have a new mad man at the wheel (CEO, GBS, MFD, or something like that).

They are mad if they think this will inprove the game. I think it will cause many to leave it and never come back!!

I am thinking of finding somewhere else to put my hard earned PED.

I am new and will think hard about staying in the game.
 
for my personal experience:

i start my EU history doing the profession x
then i moved to prefession y
and i did very bad in that also if i have very nice skills

than i moved back to profession x, where i have 60% less skills but i do a lot better.

No, i don t make money (just some people writing in EF does....... never meet one in game that is able to gain money or don t deposit), but is better than profession y for sure.


My taste is that we are not born egual.

But in this case i don t have nothing against MA about this issue:
in real life we don t born equal neither. Some are very good in sports, some in studies, some in manual jobs etcetc, it s up to you to found the best profession for you.

imo
 
I see no reason for it not to be as suggested.

Just because "is will be hard to code" does not mean that MA did not want it that way, and so do it that way, hard or otherwise.

Like many things in EU, it's impossible to prove in any event, so it becomes speculation.
 
It has to be based on "random factors".
And MA can still claim that it isent about "luck" because if you knew when, in regard to time/location to hunt for item X .. but you just needed the right weapon stats to get it... Well then you had to go out with your weapon and "feel if it was hot or not" ... thus making it so it was "real life skill based" to understand if you weapon had potential to loot a good item right now.


Starfinder do you think avatars also have "random factors" associated to them?
 
IMO hidden stats are nonsense, they serve no purpose at all. It will only result in more unhappy customers.

Their hidden how would we know to be unhappy?

All are equally created avitars unless you were an older avitar that recieved 9 stamina that means nothing and started with what we had 20 attributes? So this is just the matter of when you started not that it is intentional to break us out in professions.

Weapons I have been suspecting the same thing when it comes to weapons. Like armor choose the right one for the job! I agree on the weapon to mobs theory.
 
One thing I've know is I've always wanted to mine and no matter what I have done or what techniques noobs always seem to do better than me. And im talking about 95% loss on all runs.

So....I hunt or chat. Because I suck at trading :D
 
I've always said and believed that avatars are given different "multiplier" factors for different professions and based on avatar creation, as well as at random. Meaning.... my avatar might get better returns at crafting than hunting because at the time of creation the "system" recognized a requirement for crafters within the balancing system. Also.... my hunting loot might be multiplied by say 0.95 when a more profitable hunter might have a secret multiplying factor of maybe 1.15. I've also believed that it's the same with skills as I know an avatar who gains skills with KH400 at apprx. the same speed as myself with HL-14 and his profession level is 2 above mine.

Anyway.... with the new tier system, items have values depicted pertaining to tier process speed or ability. Could this be a depiction of other hidden "systems" which affect return% and skill gains? Evidently if they're able to use it in a tier system then it can also be used in skilling, loot returns, etc. as we all know each thing affects the other in this universe.

Thoughts?

My first thought? I thought you were leaving the game. What do you care?
 

Frank|FPC: To everybody: There's no discrimation or preferrencial treatment given to anybody based on either personal relationships or deposits etc. None whatsoever, never has been , never will be

https://www.planetcalypsoforum.com/...rum-chatroom-session-frank-fpc-simon-fpc.html



"Scully? What if there was some alternate alogicorithmic universe
where by the calculation of a mindark
where, just maybe we weren't different
and you and I were the same?"

"Impossible Mulder...
have you ever read Kemp?"​
 
Everything is Dynamic ahhhh
 
Once long ago in a galaxy far far away....well around 5 years ago I spoke to someone who was considered veteran and he told me that "the loot was there and your avatar just could not see it yet" I've always kept that in the back if my mind when exploring the loot system in EU.

Avatars are constantly in a state of change IMHO that change does influence things we don't see on the surface. Its possible certain items might influence what we see. I know certain finders increase the likelyhood of finding rare resources if they are ready to be found.

Without writing an entire novel about it IMHO there are a variety of factors in an avatar profile. Some we know of others we don't some allows you to "see" things but only if those items are present. Just like Buzz and others hunting Osse knowing there was a likelyhood it would drop the IMP MKII SGA. Well it did not drop until it was released and probably to the person that couls "see" it given whatever factors in their profile they knew about and others that could be hidden.
There are parts of EU we control and other parts that have always remained hidden and probably will remain that way.
How is the loot determined in a team? By the avatar performing the loot action. Something similar was stated like that in a Q&A sometime ago. Read into that as little or as much as you want but it means to me that their are factors specific to the looting avatar which in some way influence what they "see"

Ahhh well who knows. Posted via Mobile Device
 
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