Developer Notes #11 - Loot 2.0

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[h=2]Developer Notes #11 - Loot 2.0[/h]

Later this month, MindArk will be releasing a special Loot 2.0 Version Update that will overhaul the way in which hunting loot is calculated and distributed. Many of the features and systems added over the past few years have gradually led to this update, which will significantly improve overall loot returns for the vast majority (upwards of 98%) of participants.

The information in this Developer Notes article is intended to inform participants of the upcoming changes and to gather initial impressions and feedback to help ensure a smooth implementation of this exciting update. Please bear in mind that the changes described below are still being finalized and tested, so some specific details may be changed upon release, while other changes may require additional refinement or testing and therefore may not appear in the initial Loot 2.0 release, but instead in subsequent patches or Version Updates.

Loot Changes
  • Loot calculations will be optimized and improved to better factor in the various costs associated with hunting activity, including: healing, ammo consumption, buffs, tool and armor deterioration, attachments, and more.
  • A special hunting bonus pool will be implemented that will distribute funds from various sources, including skill misses, PVP, marketing and special events, which will improve overall loot returns for all participants.
  • A new Economy rating parameter will be introduced, on a scale of 1-100, that indicates the efficiency of a tool and which influences loot calculations. This change from the once dominant damage/pec model will provide the design team with more freedom to release exciting and interesting items with a wider range of damage output and special effects. For example, our team will have the ability to create powerful new items that provide access to challenging and exciting content without dramatically increasing cost to play. Existing items will be assigned Economy values that reflect their relative efficiency to one another and to the entire array of items in the universe.
  • Avatar skills will play a role in loot calculations and this role will be expanded in future Version Updates. Imagine new professions that offer hunting specialization opportunities and a way to incrementally increase net loot returns for dedicated and active hunters.
  • MindArk has been monitoring the community discussions concerning so-called 'loot waves' and will implement changes in the Loot 2.0 and subsequent Version Updates that will address this issue by improving the distribution of resources and items, with the goal of ensuring that loot opportunities are more interesting, dynamic and fair for all participants
  • Ammunition will be removed from hunting loot. This change has been requested by many participants over the years and will assist participants in more accurately tracking their results.
  • Loot value calculations and the composition of the items in loot will be affected by properly matching avatar skills and gear to the creature being hunted, rewarding efficient kills with more interesting loot. For optimal loot, it will be important to avoid inefficiencies such as low damage output compared to creature health, excessive time and cost to kill, overkill damage, unmaxed weapons and other factors. This system is intended to reward game knowledge, which has traditionally been an important and unique aspect of success in Entropia Universe, and to provide opportunities for participants to improve their loot returns via experimentation, optimization and specialization.

Also in the Loot 2.0 Version Update will be a range of improvements to various other systems with an eye toward lowering costs and increasing enjoyment for all Entropians. An example of such are the following planned changes to armor:

Armor Changes
  • Armor now decays significantly less per point of damage absorbed.
  • Armor no longer has a minimum decay based on total protection, it will now always decay proportionally to the amount of damage absorbed.
  • Armor can now absorb all incoming damage down to a minimum of 0.1 point of damage taken, instead of the previous 1.0 points of damage.
  • Armor and armor platings now decay independently based on the amount of damage they each actually absorb, rather than both decaying as if absorbing the full amount of received damage.
  • Armor decay is now linear per point of damage absorbed, rather than increasing in cost per damage absorbed.
  • A profession level requirement will be introduced for non-(L) armors. Meeting the required level results in the armor offering full protection at all condition values. If the profession requirement is not met, armor works as before, with protection decreasing relative to condition.

Our design and development teams have been working very hard on these important changes for many months now, and MindArk looks forward to incorporating valuable feedback from our wonderful and passionate community leading up to the release of Loot 2.0!


Originally Posted Here
 
this might be the best change ever made to this game.

loot waves changed and EST got useless as it will decay now when used (apart from kite hunting).

good job MA. really well done. lets now just hope that this works and the changes will really be for the better. i hope to see loot fairness.
 
Did someone hack bertha and trolling us? :O

If not holy shit... if this happens faith restored in MA/Humanity :lolup:
 
wow amazing job
 
  • MindArk has been monitoring the community discussions concerning so-called 'loot waves' and will implement changes in the Loot 2.0 and subsequent Version Updates that will address this issue by improving the distribution of resources and items, with the goal of ensuring that loot opportunities are more interesting, dynamic and fair for all participants


This looks like a significant & very welcome change. :thumbup:
 
Some fantastic news there, MA. Could well be the best change to the game made since VU10.

Glad to see Ma are listening and taking notice of the concerns of the playerbase. Very interested in finding out how this will play out.
 
Wouldn't "Loot 7.0", or something like that, be a better name for it?
 
all I can say is... wow
 
An outlet for (L) rings

Improved loot

My head hurts. ;)

Keep 'em coming MA.

Ff
 
Lol it's just comic after ruining most players, they talk about a loot update before the summer story to deposit to see what your not loot, by cons all that your lost is still lost.:rolleyes:
 
this might be the best change ever made to this game.

loot waves changed and EST got useless as it will decay now when used (apart from kite hunting).

good job MA. really well done. lets now just hope that this works and the changes will really be for the better. i hope to see loot fairness.

read it again theres no changes to est
 
sounds very good...this could be THE change for the future of EU, better calculations could mean not so many rage quit ppl,more cycling,more pleased and happy ppl...more fun at hunting with the removal of ammo and gaining other stuff instead....

very happy to see that coming...but i must admit...i dont really fully understand some part of the new armor behaviour...but i will love to test that out :)

may the elm begin xD
 
I knew this update was coming out, especially the notes regarding the armours :)

However there were some nice surprise info on there, which is very welcomed.

How these changes will compare to the mission galactica items, I don't know.
 
This would be amazing and I can stop getting Wood all the time which isn't healthy and I can start Hunting again :laugh:
 
Lol it's just comic after ruining most players, they talk about a loot update before the summer story to deposit to see what your not loot, by cons all that your lost is still lost.:rolleyes:

This may be the silver lining to your horrendous loot rainbow? :girl:
 
Wouldn't "Loot 7.0", or something like that, be a better name for it?

The only explanation is that they've been using 8-decimals in the versioning loot... 0.00000001 through to 1.99999999.
 
This just means I will get higher % returns if I continue to hunt eco ^_^.

Only exception is the fact that they mentioned a penalty in the information.

Here >
to avoid inefficiencies such as low damage output compared to creature health, excessive time and cost to kill

That note is slightly concerning me at the moment...
 
OMG OMG! Hope still alive.....for mining and crafting loot fix.
 
The end of NO LOOT AGE
what started in VU 6,1 will finaly ends soon ....

....or not ...:scratch2:
 
OMG.. This is great news.

//Deux Pelleman Ex
 
i guess there might be a large shift in what we considered uber items now, as each item will be manually set, i can see large balancing ahead. plus if the speed and time is a large factor then DPS might become as important as eco, if not more in some cases

i was impressed they updated pocket app so quickly after i emailed them, option to turn of sounds :D no logging in while baby is asleep and receiving a loud bloop
 
[h=2]Developer Notes #11 - Loot 2.0[/h]

Later this month, MindArk will be releasing a special Loot 2.0 Version Update that will overhaul the way in which hunting loot is calculated and distributed.
Loot Changes
  • MindArk has been monitoring the community discussions concerning so-called 'loot waves' and will implement changes in the Loot 2.0 and subsequent Version Updates that will address this issue by improving the distribution of resources and items, with the goal of ensuring that loot opportunities are more interesting, dynamic and fair for all participants

The reference to removing loot waves is to hunting loot, what about strongboxes from the webshop loot? I hope they are changing that also.
 
I'm glad this information was pre-released before the Version Update so people can discuss and prepare for these BIG changes before they land.


I remember similar announcements with the laser amp changes and auction fee changes a decade ago.
 
wow, this sounds really exciting!

likes
* bonus pool
* skills impacting loot
* wave changes
* armor decay changes

question marks
* scale 1-100 for economy? how would this cover different buff items? sounds like quite difficult to come up with a justified value considering how much buffed items do. e.g. for armors that have buffs, how much are they better compared to non-buffed versions that have better protection? how about (L) items vs UL items?
* new professions? that sounds a lot like new skills as well
* what would be dropped instead of ammo? peds? what happens to crapnel?
 
Thank you MA, this might make hunting way less boring..
Wondering what you'll replace ammo with.
 
Wow i wonder what will happen to all the weapons there. Also the old "never" weapons, how will they gonna be?
 
Doesn't anyone learn around here ?

Before being amazed and screaming how it's so great, wait that it actually happens.

Chances are that it will not be anywhere close to what was stated, if even anything close to that.

It is MindArk, keep it in mind. Much talks, little to show.
 
:cool:

Mindark has listened to things we suggest,
Now they give us lots to digest,
Soon we will have new things to test,
Here's to hoping it is all for the Best!
 
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