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Hunting Entropia Universe hunting tactics and strategy discussion.

View Poll Results: Will a certain mob loot better depending on the location?
Yes 128 52.46%
No 52 21.31%
Who cares? 22 9.02%
Shut up Frank! 42 17.21%
Voters: 244. You may not vote on this poll

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Old 08-13-2008, 02:50   #11
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Quote:
Originally Posted by Harvest View Post
Looks like your "good" hunting areas are gonna get very full, gl with the direct competion your creating for yourself.
Ummm, what? I never said either of these area's are "good" as implied by your quotation marks. I'm also fairly sure its not a big secret that there are bots on TI and NE of TP. But thanks for the support!
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Old 08-13-2008, 03:19   #12
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Location has absolutely NO effect on loot. I'm camping drones for quite some time (always the same place) spending about 1-4k PED daily on them (which translates into 60-240k ammo per day) and I had bad loot, good loot, exceptionally good loot, exceptionally bad loot, I had 3+ losing runs in a row (~60k ammo each) and I had 3+ winning runs in a row, I had runs without a single global, runs with 5 or more globals, I had runs where I lost despite getting 3 globals and I had runs where I made profit without a single global, ... I think you get the picture .

You're doing 5k ammo per run. If I managed to have one 60k ammo run without a global, then you could easily have 12 runs (60k/5k) without a global. You're doing 25 of these short runs in hopes of getting results that should be "fairly sound". That's the amount of ammo I spend on my average day. I think the results will be fairly inconclusive at best. Good luck, though .
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Old 08-13-2008, 03:35   #13
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Flower

Not sure the Loot subsystem cares too much about which virtual server you are located upon in EU,

Only that you killed mob type A of maturity B and if any appropriate tax is to be taken out if upon a taxable land area.

Could you imagine how messy the transaction processing would get if it had to look up multiple loot tables to allocate loot based on location

Never the less,
Good luck with your research.
Sparkz

PS. Not saying that location could not be a worthy point for the design team to consider to reduce any potential bottlenecks relating to server load from participant population overloads in the one area via generating a location flag with increased higher-value release triggers for under-populated areas containing the same mob of similar maturity levels.

If this is not the case already

It would tie in rather well with the following ...

Quote:
Originally Posted by Marco|MindArk View Post
Hello crew!

Here are the Balancing Manager's responses to the Q&A.

Post 87
We've heard the term "Balancing Manager" ad nauseum, but there's been no real description of what that position entails. Please describe exactly what you balance.
Submitted by AlphaGeek

Firstly, there is a whole team involved in balancing work. The team analyze every new system from when it’s only an idea to when you all are using it.

What will the system affect? What will it give and what will it take? What should the cost be to use the system and the items connected to it? Who will use the system, who are the real life users of system and who are the in world users? How will the system affect the performance of the hardware and the software platform and what will it cost to solve possible bottlenecks?

And of course the team continually analyze how a system works long after it has been released.

Last edited by Lavawalker; 08-13-2008 at 03:51..
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Old 08-13-2008, 07:45   #14
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I don't like the word "will" in the answers. A mob "might" loot better in one location than another. If you look at the two main theories of loot, one says"IT's totally random". In that case the area which give the best loot is the one you happen to be in when the global-random-number comes up.
If you subscribe to the "It depends where you are in your cycle" theory, then the best loot comes in the area where you are when the cycle reaches its top.
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Old 08-13-2008, 09:14   #15
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Right, EU is so dynamic and Loot cycles are now so significant that I doubt one can find any serious patterns out of such hunting runs.

Most people may think "mobs X loots better here" but it is because they looted good once, and went again. After, they believe it and they always go back on some area, no?
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Old 08-13-2008, 09:38   #16
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Flower

For some reason, I get this rather strange feeling that people think that mobs spawned into the world actually have loot on them ...

This is not the case, they are simply a mobile object with a mob type & maturity reference number attached to it and a nice graphic to entertain. (well a bit more than that, but they certainly do not carry a loot bag on them with goodies in it for you )

Loot is purely & only allocated by the loot subsystem.

Here have a look at this post, not entirely related to this thread, but it gives an indication as such ...

Daily ATH's - good for the EU economy?

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Old 08-13-2008, 10:17   #17
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Quote:
Originally Posted by Lavawalker View Post
Not sure the Loot subsystem cares too much about which virtual server you are located upon in EU,

Only that you killed mob type A of maturity B and if any appropriate tax is to be taken out if upon a taxable land area.

Could you imagine how messy the transaction processing would get if it had to look up multiple loot tables to allocate loot based on location
Quote:
Originally Posted by Lavawalker View Post
This is not the case, they are simply a mobile object with a mob type & maturity reference number attached to it and a nice graphic to entertain. (well a bit more than that, but they certainly do not carry a loot bag on them with goodies in it for you )
Loot is purely & only allocated by the loot subsystem.
I agree with you but i firmy belive that area has to do with loot also.

Here is my theory on how it works.

We have a few databases with amount of loot possible, one big one(i think, could just be the other ones i mention too) then one for each type of activity, ie mining, crafting and hunting.

Then we also have databases for each spawn area that keeps track of how much that area is being hunted mined etc and how much loot that should get from the totall loot db.

Next we have one for each type of mob, ore etc. A good example of this is that when for example iron is hoffing you see several in the roughly same amount of peds. ie if you see one 200ped iron hof your likely to see more of iron hoffing.

Now when you go mine a certain spawn area it takes info from all those databases to populate that area with peds for each type of ore in it.

Each spawn has a set amount of spawnpoints in it and now comes my 8 theory that was talked about by the devs on one convention they were at.

The area now has info for how much each spawnpoint should have in as it's base value.

Now the big 8 passes over these spawn points and this changes the points general loot value, now if one of the smaller 8's passes over this same area also more get's added to the base value (until the end of the 8 has passed over it again to reset the points back to normal values)

All these points now has an base loot value assigned to them taken from each db, and randomly generated also by the 8.

Some of these are also spawned already as ore, now comes a miner and does his mining and yay he found a claim and one of the not spawned spots does spawn instead of that he just found.

So yes according to my theory all spawned spots are already in the "ground" and it has a base value that then get's put into a final loot calculation to get the final value.

If you want more info on the 8 theory make a search for threads started by me. (and no i didnt post it in the secion it is in, the mods missunderstood it from the reply it got from ppl)
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Old 08-13-2008, 11:50   #18
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Flower

Quote:
Originally Posted by Legion View Post
I agree with you but i firmy belive that area has to do with loot also.

Here is my theory on how it works.

We have a few databases with amount of loot possible, one big one(i think, could just be the other ones i mention too) then one for each type of activity, ie mining, crafting and hunting.

Then we also have databases for each spawn area that keeps track of how much that area is being hunted mined etc and how much loot that should get from the totall loot db.

Next we have one for each type of mob, ore etc. A good example of this is that when for example iron is hoffing you see several in the roughly same amount of peds. ie if you see one 200ped iron hof your likely to see more of iron hoffing.

Now when you go mine a certain spawn area it takes info from all those databases to populate that area with peds for each type of ore in it.

Each spawn has a set amount of spawnpoints in it and now comes my 8 theory that was talked about by the devs on one convention they were at.

The area now has info for how much each spawnpoint should have in as it's base value.

Now the big 8 passes over these spawn points and this changes the points general loot value, now if one of the smaller 8's passes over this same area also more get's added to the base value (until the end of the 8 has passed over it again to reset the points back to normal values)

All these points now has an base loot value assigned to them taken from each db, and randomly generated also by the 8.

Some of these are also spawned already as ore, now comes a miner and does his mining and yay he found a claim and one of the not spawned spots does spawn instead of that he just found.

So yes according to my theory all spawned spots are already in the "ground" and it has a base value that then get's put into a final loot calculation to get the final value.

If you want more info on the 8 theory make a search for threads started by me. (and no i didnt post it in the secion it is in, the mods missunderstood it from the reply it got from ppl)
Hi Legion,

I read your theories, though it seems you are leaning toward the concept of shared lootpools and the such, you may wish to continue your research and refine your theories further.

Shared lootpools would be gambling, no ifs no buts, just a simple fact.
There is no gambling in EU, you will never pay for another participants loot directly. Ontop of that, MA is not santa clause and does not dish out more loot than what has been accumulatively burnt/decayed by yourself;

Though this is not to say that treasures are placed back into the world out of MAs profits from earnt fees incurred etc etc. (more info on these possibilities in the below links)

I feel this is a fundermental and rudimentary fall down a lot of people keep running into when devising possible theories into the loot system.

As soon as you hit what is deemed as gambling in a theory, you can pretty much screw it up and start-over/re-refine the theory again

You have probably already read this,
though have a read of these few links ...
(yes I was cranky, sick and very tired when writing a few of them, haha )

Postings start here ... Whaaaaat???? ---- to share or not to

And continue over to the next/last page before the lock ...
Whaaaaat???? ---- to share or not to

Daily ATH thread link is mentioned above, postings can be found that page and over the couple of pages before it.

And today, posted another theory in relation to the fair and balanced approach MA *seems* to use in delegating healthy markup loot based upon activity that promotes stable, sustainable and viable economic flow ... Is the Uber weapon market stalling?

Take Care,
Sparkz
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Old 08-13-2008, 12:24   #19
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Quote:
Originally Posted by Lavawalker View Post
Hi Legion,

I read your theories, though it seems you are leaning toward the concept of shared lootpools and the such, you may wish to continue your research and refine your theories further.

Shared lootpools would be gambling, no ifs no buts, just a simple fact.
There is no gambling in EU, you will never pay for another participants loot directly. Ontop of that, MA is not santa clause and does not dish out more loot than what has been accumulatively burnt/decayed by yourself;

Though this is not to say that treasures are placed back into the world out of MAs profits from earnt fees incurred etc etc. (more info on these possibilities in the below links)

I feel this is a fundermental and rudimentary fall down a lot of people keep running into when devising possible theories into the loot system.

As soon as you hit what is deemed as gambling in a theory, you can pretty much screw it up and start-over/re-refine the theory again

You have probably already read this,
though have a read of these few links ...
(yes I was cranky, sick and very tired when writing a few of them, haha )

Postings start here ... Whaaaaat???? ---- to share or not to

And continue over to the next/last page before the lock ...
Whaaaaat???? ---- to share or not to

Daily ATH thread link is mentioned above, postings can be found that page and over the couple of pages before it.

And today, posted another theory in relation to the fair and balanced approach MA *seems* to use in delegating healthy markup loot based upon activity that promotes stable, sustainable and viable economic flow ... Is the Uber weapon market stalling?

Take Care,
Sparkz
Hmm i think you either missunderstood how i mean it works, or i made a crappy explanation. But in my eyes it's not gambling.

It's not gambling due to the fact that i belive the skills you get tell you where to go to get loot and where not to go. And also ma doesnt give out more than there is, treat all avatars as one sort of and put all that money spent into the loot pool, then give each mob and each spawn a part of this and you get good areas and bad areas and so so areas and the same for mobs. ie it's completely balanced all the time but average loot shifts from mob and areas depending on how much they are hunted and so on.

i prolly made a crap explanation again :P
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Old 08-13-2008, 12:36   #20
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Quote:
Originally Posted by Legion View Post
Hmm i think you either missunderstood how i mean it works, or i made a crappy explanation. But in my eyes it's not gambling.

It's not gambling due to the fact that i belive the skills you get tell you where to go to get loot and where not to go. And also ma doesnt give out more than there is, treat all avatars as one sort of and put all that money spent into the loot pool, then give each mob and each spawn a part of this and you get good areas and bad areas and so so areas and the same for mobs. ie it's completely balanced all the time but average loot shifts from mob and areas depending on how much they are hunted and so on.

i prolly made a crap explanation again :P
hehe np, it happens, I do that often.

tbh honest, half the time I only feel half arsed about writing things up and explaining things out properly. I have taken today and tomorrow off EU before a complete change in my daily activities routine, so today has been one of those days which has been different.

Alright mate,
I was not knocking your theory, just clarifying that point

Time for me to do one last troll run of the forums and shove off to bed

Have a good one,
Sparkz

Last edited by Lavawalker; 08-13-2008 at 13:04..
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