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Hunting Loot Theory: Interconnectedness of all Things

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I'm not as active anymore (and have not been for the past few years) but I've long had an idea on the basic concepts of loot and how to better predict it. The way loot has worked has largely remained the same over the years, at least fundamentally.

I have though to test this for a while but I don't play enough to gather relevant data so I will just post my thesis and how I imagine testing it would work and if anyone feels up for it go nuts.

Disclaimer:
Few of the things I theorized have already been largely proven and few might have been disprove. I obviously can't say much of how loot looked prior starting in 2007 and my memory is not accurate of exactly how loot looked and how it's changed since then so take it with a grain of salt. This is also being presented as a simple case, the system is most likely more complex.

I will state my believes more as if they were facts to improve readability and brevity

Loot the fundamentals:
Loot is finite and every component has a set amount of resources

Loot amount is a constant, ideally this constant would be a base value multiplied by active player but a perfect market does not exist and there is no good way of determining the level of participation as an uber does not cycle as much as a noob. This could either be a complex algorithm or a manually tweaked value high enough that it's never (or almost never)0.

The reason the value could be 0 is that loot is constantly being cycled (sold to TT, crafted, refined) so unless all activity stopped we would never feel it other than as a diminished return of that resource when those resources were being horded before being cycled.

Resources are divided by random, probability and by set parameters

Loot is divided by planet (+ space) and the amount is decided by random. The remainder is later distributed by mob at random and by multiplying parameters. These parameters could also be random but a big probability is that HP is always a multiplying factor as a large hp mobs needs more allocated resources. So far neither outcome is predictable.

Creature loot

If a planet is distributed a large amount of say thyroid it would mean that any creature with a high thyroid yield has a better probability of good loot however this may or may not be true for all mobs that normally drop thyroid, we'll see why.

Example:
[mobA's loot is on average for 1 sizable run: (45% shrapnel) (15% thyroid) (40% other)
("1 sizable run" is what we assume is enough total tt spent for a sample)]


Case 1: Each mob has a set range [1% - 100%] for how much their loot consists of e.g:
Loot range for a set component has an ideal value that is influenced by other parameters:
This means that a mob will without any multipliers and a "full" pool deliver e.g 15% thyroid. If the pool is not full it obviously can't but multipliers such as bigger loots, globals and hofs still might deliver a higher yield, but is at that point less likely. The reason for this system could be that it allows a player to farm mobs for resources that are know for a higher base yield.

to test this you would need to record loot thoroughly over time for at least 2 mobs having similar loot that isn't shrapnel at the same point in time, the second highest loot % after shrapnel would probably be best.

We would see a low dynamic range in mobs (at different days, locations and players at the same time) but a higher dynamic range between mobs with similar loot, e.g mobs B could have a 90% thyroid drop average and mob A 15% so B would on average always drop more.

Case 2: loot range is decided on whatever is available in the creature pool
This system would be more dynamic relative to the entire universe as a whole market. It could mean that a high planet thyroid yield could give amazing loot to one mob and shitty to another but no on average over time. The way loot is later distributed could be any number of factors. The same is also true in case 1 but with a base value it would be less dependent on these factors to produce a result. E.g if we assume location(planet scope) makes a difference, case 1 would still have it's base value so the influence on loot could be less than in case 2 where location could be a bigger deciding factor.

using the same test as case 1 you would see a higher dynamic range in the same mob (at different days, locations and players, at the same time) but less dynamic range between different mobs with similar loot, e.g Mob A might have a high thyroid allocation 1 week and then less the next making the average difference between A and B over time less.

Seeing the difference could be very hard depending on other deciding factors, an example would be popularity.
In case 1 popularity could skew an attempt at deciding base return as it would almost always produce more than base value x1 and in case 2 it could have a much higher chance of getting a sizable allocation compared to other thyroid mobs.

What does this mean?


It means that observing the universe is much more important than grinding if you wish to improve your chances.
If we disregard most of the probable 1000 or so influencing factors that creates this living market(with more testing the bigger factors could be guessed) I'll give a you a simplified example:

Crafting day:
This is a term i coined probably back in 2008 already and it is the seed for this theory. It means that by observing crafters and markup you could make an accurate guess of what materials were being horded and prepared to be used in crafting. So if you saw a lot of globals or auction activity for say simple I conductors then the pool could be drained of muscle or eye oil because a lot of it has been sitting in storage ready to be cycled back.
This day would not have been a good day to hunt mobs that drop a lot of muscle or if you saw an increase in crafting over all then perhaps not a good day for hunting anything.
Generally the next day some resources would drop a bit in value, crafting globals would go down and hunting globals would go up (by my casual observations).

Another thing:
If I remember correctly at some point MA made loot less dynamic between mobs and they dropped much of the same stuff (they don't anymore but correct me if I'm wrong), this could have been a poor attempt to make loot a bit better overall.
Imagine case 2: if you were hunting a mob with low resource allocation where 20% of the loot would have been thyroid, but at the same time a big part of the thyroid were being tied up, you would probably see terrible returns.
I believe this was later balanced with more ammo, components and now shrapnel so it's no longer such a concern

Loot 2.0

As I mentioned I don't play enough lately to make any observations on how much of this has changed but as for shrapnel I think one of it's uses is to balance loot so that when you are hunting "the wrong mob" you are not as penalized and probability might still save you, obviously hunting the right mob will always have a higher yield probability


How does this help


If case 1 is true then an average loot drop % for each component could be calculated and by looking at trends you could quite accurately predict which mobs have a better chance of loot.
if case 2 is true then it would be harder to predict which mobs but it would lessen your options, if thyroid is a trend then you simply have to try different thyroid mobs.
ofc which each deciding factor that you can find out or guess the more accurate it would become.

Factors

Few factors I believe influence your loot(definitely not a complete list and an absolute guess)
Obviously: planet and mob,
mob type,(mutant, robot etc),
spawn location,
cost to kill,
time(meaning resource allocation between mobs would switch and recalculated at random time intervals),
popularity((mobs killed,tt spent etc)/time both global popularity and local (and also planet if cross planet species)),
looter professions,
weapon(weapon type, range, dps),
damage taken
etc etc

Since I've never written all of this down I've probably forgotten a lot of good thoughts but I leave all of this for you guys to add to and do with what you wish, cheers.

If any of you wish to test this (would need to be multiple people and a lot of peds cycled on a lot of mobs) I might be up for tailoring an app to automate as much of it as possible, to suite your plan of action(but no promises).

Xen Shop

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I have a shopkeeper set up in an apartment to sell some odds and ends.

Location: Omegaton Delta Complex, 12A. The building is right next to the Omegaton West Habitat TP (25662, 37648). Just run directly south from the tp and you will run right into the building.

Current Inventory:

Modified Fire Forge BGH 4400M t6.9
Improved EWE EP-21 Defender t3.9
Adjusted EWE EP-41 Military t0.9
Adjusted A-3 Justifier Mk.II t4.4
Gravis GLR-33 t0.9
Aakas Fire Dagger t0.9
Melee Trauma Amplifier IV
Adjusted Omegaton A105
Combustive Attack Nanochip VIII t1.9
Dune Rider Arm Guards (M) t1.9
Dune Rider Foot Guards (M) t1.7
Merry Mayhem 12 Shin Guards (M) t2.7
Athenic Ring Adjusted
Artemic Ring Perfected
Mountain Gorilla (level 17, autoloot unlocked)

Inventory will be updated irregularly.


(Please, do NOT feed the bears.)

uncommon dung...

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common dung has been in game for ages... Pets were introduced and the pet system is supposed to be improved over time... what about allowing pets to create uncommon dung... say something like a % for them to create it after x amount of time spawned... uses for uncommon dung? Hmm... that may take some creativity. Could convert it to common dung at a rate of 3 or 5 uncommon to one common or give it some other uses that hasn't been created yet... we have variations of sweat, vibrant, diluted, etc., so why not.

could combine it with fertilization process, mix it with animal essence to do something new, maybe even work it in to the gardening system somehow.

Buying: Chikara Refiner Adjusted

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Buying Chikara Refiner Adjusted

Please PM me here on in game.

Thanks :)

Selling: Gremlin (M) full set T0-T2

Selling: Phantom (M) full set T1-T3

Buying: Isis LR63

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Looking to purchase an Isis LR63 unL, higher tier is better. PM me with offers.

Buying: Archon's Sword


Question: Ghoul Set

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Hello,

Is there anyone ingame able to craft Ghoul Armor Set?
If yes, how many clicks would it require? (I dont know how's the success rate on armor craft).

Any info will be apreciated 😊 thank you in advance

Question: Question over the Eviscerator Iron Challenge V reward

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Hi all,

Being about a third of the way though the Eviscerator Iron Challenge V (Kill 10,000 Eviscerator) mission chain I started thinking about the mission reward:

The reward options are:
  1. Strength (250 Tokens) and Rifle (eq. 45.44 PED implant)
  2. Strength (250 Tokens) and Handgun (eq. 45.44 PED implant)
  3. Strength (250 Tokens) and Combat Reflexes (eq. 45.44 PED implant)
  4. Rifle (eq. 109.50 PED implant)
  5. Handgun (eq. 109.50 PED implant)
  6. Combat Reflexes (eq. 109.50 PED implant)


Being that I am mainly using Handgun I was thinking that number 5 would be the best to choose.
But then I got to thinking number 6 could be better as it offers more rounded increases to combat skills.

So my question is, what would you do and why?
Or, if you have already finished the chain what did you do and why?

Side comment, pitty the Easter Mayhem mobs didnt count towards the mission chain :(

Cheers in advance for your answers, comments and suggestions.

DS

Selling: Modified fap / Modfap tier 1

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Like the title says I am selling a modfap which is tier 1 (base heal is 160)

BO will be set at 150k for now

If you have any serious offer slightly below it don;t hesitate to message me. I prefer pming me on forum or ingame

At this moment only accepting ped offers

Migration is coming! Good income to be earned as a paramedic!

Thanks!

Trifle

Selling: 2018 Easter Ring

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If you are interested in this superb ring, message me in game or drop me an offer via pm.

Historically not many Easter Rings drop, and none are given out as prizes....

Offers in the region of 25k will secure.

Peds or cld preferred.

Regards,

DannyO

Selling: Corrosive attack nanochip vii

Help: Live update of defence event for working slobs.

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Hey
Stuck at work while the most explosive part of the defence event is going down.
Would anyone wanna update current standings and changes in these last hours?

Selling: S & B Ardenner 36

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PM here or ingame

SB decent offer
BO 10k






Buying: Summer Ring 2017

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I just tried out this ring and fell in love with it. Hit me up with your offers in PM.

Selling: Full Adjusted Nemesis Tier 1,9

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Hi,

Like title says I am selling my full Adjusted Nemesis set with tier 1,9 on all parts except gloves that is 1,7. Price is for the moment non-negotiable at TT+1.9k.

Best regards,
Baldurn

Gameaholic summer LAN 2018 in Sweden

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Gameaholic, a non-profitable gaming community, is hosting their yearly summer LAN-event and this year we're gonna do it bigger and better than ever before!

When is it? June
28th - July 1st, a 4-day event (you don't have to stay all 4 days)
We already have participants signed up from all over Europe.

The majority of the participants are Entropia Universe players and therefor we'll be doing 2 awesome events, "Solo showdown" and "Team-tactical". A 90 min solo hunting event, held on Friday 29th of July, and a 90 min team hunting event, held on Saturday 30th of July. There will be some awesome prizes for winners of both events (1st, 2nd and 3rd).

The rules are simple and applies in both contests:
  • Events are on Calypso and you can hunt ANY mob!
  • Only LAN-participants can compete.
  • No healers or damage aid.
  • All gear is allowed.
  • For "Team-tactical" Participants will be split teams of 3 based skills and gear.
  • Switch mobs between Globals/HOF's else your global/HOF will not be valid.
  • Make sure you have an EntropiaLife account

The Gameaholic-crew, those who are not participating, will use EntropiaLife to double-check event results and walk the floor during the competition to enforce the rules.

For more details about this event, contests and how to register, please visit
http://gameaholic.se/viewtopic.php?f=18&t=1362

If you want to see some of the events we've done in the past, check this link http://gameaholic.se/viewtopic.php?f=18&t=1394

Good to know:
  • Our LAN meetings is ONLY for registered members of Gameaholic.se!
  • Participation fee is 350 SEK/ 35€.
  • Subscribe to our LAN is binding and and payment is in advanced.
  • Please help out to clean the building on the last day or sponsor 100SEK/ 10€.
  • Vandalism will result in a fine and a complete ban.
  • All participants need to bring: Computer/Laptop, 5 meters of LAN-cable, a power strip and a EU-adapter (if needed).
  • Alcohol IS allowed during the event.

Hope to see you there! :woot:

Best regards,
Saphira|Gameaholic.se

If you have any questions regarding this event, please contact info@gameaholic.se
or message me: Saphira Amethyst Star.

Selling: Skill: Salvaging

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Skill: Salvaging
around 1800lvs so aprox 8ped tt

Price: 10.000%

will only chip out if someone is interested in buying it.

Buying: PriceCheck/Future Buy: LC-300 UL T0

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So, it seems very tough to find a UL M83 with low tiers and I'm not really interested in an event gun...just a grinder with better output and eff. Now that I am maxed on the M83...I forsee myself maxing or becoming close to LC-300 when I have the peds for one.

Anyone have any idea of the cost of a stock LC-300?

Thanks!
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