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Old
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Hi, i have a question to all computer programmers out there. How would you code the loot pool?
This is a little exercise 'get into MA's head'. I thought it might be usefull to have a thread that accumulates lootpool theories and insights, and that we might learn from each others coding skills. However, im a noob in programming (as i am in this game also ^^), so if you wanna help me to understand you, keep it simple (use words not programlanguage please ![]() Now a few thoughts of. myself: If i would program EU, The loot pool would be a dynamic value. Functions would call it to add/substract from the it. For example, a loot window of 5 ped would call the LootPool global var and edit it -5. No, the question is what adds to the loot pool? - When players donate, MA gets 15% revenue. Because, assuming a player donates and withdraws, MA still gets 15% 'service costs' for withdrawing xD. It is possible that a % of this goes into the lootpool. - When players get hit and there armour decay's, they shout a gun and loose ammo etc it might be possible that the loot pool gets filled. However it makes more sence to me from a programming point of vieuw that the Trade Terminal and the Auction call functions that edit the LootPool variable (alot less server load, less calculations, less lag etc). So theoreticly buying alot of ammo adds to the loot pool before its spend, but the effect of one individual would be minimal on a large population, and most ammo you buy is ammo you will spend shouting (not to manipulate the loot pool), so this all makes sence to me. How does a kill 'call' the LootPool var and function? Lets assume there is a global function called something like LootCalc. What other variables would the formula take into account? - Monster stats (hp, hp reg,...) - Time??? - Location??? - Player stats? Time played? Amount spended? IMHO its highly unlikely that MA keeps large records of player specific stats. Player stats will manipulate your hunting eco etc, al the things you are in controle off, but not manipulate MA's formulas most likely. The factor that has most influence IMHO are the monster stats. Another thought that might seems a bit too logical is this: Monters are not generated without players, so loot is not accumulated into spawns that are not hunted, etc. However it is possible that there are modifiers for certain spawn (eg spawn numbers that modify the % of the loot pool thats taken into account for the loot calculation, each loot lowers the % and it has a times restoration (eg 1% each hour to the max 100% of the mobs relative HP share of the loot pool) to create the effect of good drops in remote regions) Im not sure if this is easy to read because offcourse in my mind it all makes sence. So: -Function LootCalc -var LootPool -Monster stats -Counter of nr times mob is looted - a LootModifier, calls different functions for small loots, globals etc Average loot= LootPool*AvgmonsterHP/ MonsterHp*LootModifier*[100-(CurrentMobCounter/AverageMobCounter)]/100 Or something like that LMAO im sure this is pretty wrong.But this post isnt about my noobisch formula or understanding, its about thinking this together so please post your ideas here. |
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#6 | ||||||
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Dominant
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James Jambon Zidane Soc: PE Addicts
Location: Calgary
EFD: 665.83
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it's probably handled with the simplest method possible.
where as every 100 bombs sold = 50 ped in the mining loot pool and every 100 ped of tool repairs = 50 ped in the mining pool And every 100 ped in ammo = 50 ped in the hunting pool and for ever 100 peds in weapon and armor repairs = 50 ped in hunting pool This information is tracked by the terminals and the data is called every 6 hours by the spawning function to determine the pool size for the next 6 hours of spawning. Then the loots are then spawned all over in random sizes and random locations and in random mobs. Keeping under the allowance for the loots. The if the loots are found and sold to the TT it adds to the loot pool again... This way allows them to be sure they will never loose money and there will still be many loots all over worht various amounts |
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#8 | ||||||
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Provider
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I think MA does not have the programming prowess to do anything close to an actual loot pool. Most likely and from all I've learned of MA business practices, is that they only use a probability setting for general loot mixed with an individual avitar looting probability setting.
They are only interested in draining the capitol value from avitars as a whole to incourage more depositing. They are not interested in making it fair for anyone. It is in their interest to get rid of those avitars that don't deposit and those that don't have to deposit. I know my avitars loot probability reduced GREATLY after I made a single widthdraw. It was almost like being called a traitor or enemy of the state. And it has yet to return to before widthdraw status. Most likely this personal avitar setting is directly related to deposits vs withdrawels. It seems they do anything they can to increase the quarterly revenue for them at any cost to the playing populous. They seem only interested in short term profits. And they also seem to be testing just how far they can turn down the loot probabilities before the masses start to form into angry mobs with pitch forks. It should get very interesting before it all finally goes down the drain. |
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#9 | ||||||||
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Old Alpha
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Rui "Cougar" Archer Soc: TuSaLuSa Cadets
Location: Portugal
EFD: 3,457.91
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Quote:
Of the "service costs" nothing goes to the loot pool, that's to pay the services! And i don't think it is that high. Heck when you deposit i think most of the % taken is by the service provider, 'dibs' for the CC's. I don't even think MA takes anything out of the deposits. They don't need, we deposit to them. Also MA doesn't keep large records as when you loot the info needed is all present there, except two things, how many peds the "system" "owes" you and maybe your personal multiplier. ![]() From that on is the mob and the location (server). Ofc you can prefer the following: Quote:
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#10 | ||||||
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Prowler
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Some things we know:
1. A server must calculate your loot, but that of others too. 2. MA will neva give out more then there is. 3. MA's goal is to earn 1dollar of each active hour playing. I hope its for each active hour although my returns say its a dollar for each hour I am online ![]() 4. MA wants to save some of the lootpool to be able to give out HOF's and ATH's. Conclusion: 1. Server can only take a certain load of calculations. Thus the calculations will not be to heavy and certainly not remembering 1000's of records of information. 2. MA regulates the loot. 3. Part of what you use goes directly to MA 4. Part of what you use goes into a "hof pool" aka is a reserved part of the loot pool. So lets assume an idea situation: Lootpool increase = Hourly spendings - ( 10ped per active player ). Players Return = Player spendings - 10ped - Inefficiency costs - Hof part. Thats ideally... From here on I wont give any calculations as there are many assumptions possible. ----- If I were MA, I would just program something outputting NRF or NLF and keep lauphing while my customer keep believing they can earn cash with hunting, mining of crafting. |
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| EntropiaTracker.com Loot Trends | ||
| Hunting Loot: + 41.97 % | Mining Loot: + 8.93 % | Crafting Loot: - -7.35 % |