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Old 11-15-2007, 18:15   #41
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Ever since Marco said something about his gun not being able to loot anything, I have wondered this as well.

But, I don't want to actually know, or at least have it publicly known, if this is actually true. It could greatly affect prices on many weapons, and MA would also probably change it with a new VU anyhow.

By the way, yes, my M2A's (the ones only made by me) do loot good (and my faps heal better )


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Old 11-15-2007, 18:26   #42
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Quote:
Originally Posted by Kerham View Post
but nodoby was talking about efficiency, that's obvious. higher loot with uneco wep might still be very well lower efficiency than with eco gun.
I am not just talking about efficiency, but about the direct effect of killcost on the loot. It just doesnt make any sense that there would be an extra hidden factor that influences loot. Not in a design point of view nor in a gameplay point of view. Why would MA create 2 parallel system to achieve exactly the same goal, while just one system would suffice?
So applying Occam's razor principle, its just very unlikely. Im not saying its absolutly false, but unless proven otherwise, I consider it to be untrue.
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Old 11-15-2007, 19:17   #43
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No not at all sorry but i just cant think of the idea of a "magic gun". My opinion of loots is, Time and location.
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Old 11-16-2007, 00:10   #44
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As I mentioned before, I think that what you use has an effect on what you get.

Using my Justifier Mk2 gives my a lot of globals and my only HoF to date, vs my Breer M3A which has given me only a few globals in the last 3+ months.

Since I'm not maxed out {no where near} on my Mk2 it costs me a fortune to use {decay, ammo, etc}, while my amped M3A {maxed out} is very cheap to use.

So I do think that the cost of hunting {or any other profession} is repaid in a way. However, I do not think that there is a "magic" weapon {or other piece of gear} that gives you uber loots. The overall return will be the same in the long run.
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Old 11-16-2007, 01:16   #45
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Quote:
Originally Posted by Kerham View Post
also in other ocasion he said smth like "u ever considered that maybe item X used in moment Y triggers event Z?"
I thought it was more like, "try different amounts of different ammo on a mob".. which to me would translate into guns which use more decay to inflict more damage with less ammo.. etc... which also ties into my thoughts about why there are 2 absolutely identical laser pistols with the exception that 1 uses an extra bullet, and the other an extra pec of decay.. all other stats and eco are identical. There has got to be something to that in my mind. Maybe some year when I'm skilled up enough to use them I can test my theory using them lol.
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Old 11-16-2007, 19:59   #46
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Ok so I guess nobody read the post on dynamic loot profiles and mob sequencing, I know I was tired and left URL tags to another thread, but it substanciates the loot theory that has been discussed by so many of you here already.

ie. In real brief terms - Larger gun firing more ammo and larger decay (even with hit ability maxed) still will miss 8% of the time, sequenced mobs - a number of them with no loot or low loot flags add ped to your dynamic loot profile savings buffer. Eventually you hit a trigger mob of which loot value is allocated to you from your buffered ped spent to be returned (from your dynamic loot profile) and possibly additional is added based on trends info of your spending habbits (Please read two posted links in previous post for a greater understanding)

In relation to skills - Again in Brief - Greater skills allow greater effeciency and the use of larger weapons along with the ability to hunt larger mobs, which means on one hand less ped wastage due to better hit ability & damage ratio, though on the other hand, greater wastage due to using guns that may chew 16 upto 25+ bullets (amped) along with sequencing (re - marco's thread on hofs - larger mobs do HoF greater amounts, just the smaller and younger maturities hof more often due to being hunted more often) and my links in previous thread on loot flags;

The larger mobs take a lot longer to kill, some will have no loot flags others low loot flags adding a lot of ped to your dynamic loot profile ready for release when you do eventually hit a high loot value flagged Mob/mining deposit/crafting event in the world. (All loot events are tied together via the dynamic loot profile no matter what you are doing within EU, please read previous links in earlier posting in this thread)

Average loot returns on general loot flagged mobs, adding to previous theories, I would agree using a less economical weapon would provide greater average loot returns based on the higher spending trends for the short term period spent hunting those mobs.

Thanks for your time,
~ Sparkz

Last edited by Lavawalker; 11-16-2007 at 20:12..
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Old 11-16-2007, 20:08   #47
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dont really know

BUT i think it should be like this. IF u go 4 a mobb u r not really suited 4, meaning a to hard mob 4 u, but u still manage 2 defeat it just because your bravery and endless fapping. As ive seen many frustrated players done at Hoggs 4 instance. Thoose players should be more rewarded cause they are brave and determined
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Old 11-17-2007, 01:07   #48
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I dont think anything besides luck affects loot that you get.

My theory on loot is following:

There is a loot pool. Each mob type has some max tt value that it can drop which is calculated as some % of total loot pool (so it is dynamically changing as loot pool shrinks/grows). Bigger the mob higher the % that it can possibly have from total loot pool.

Once you kill a mob random number generator kicks in determining what % of mobs max tt value you should get.(e.g. 40% chance of not getting anything, 15% chance of getting 2% of max_mob_tt_value, 10% of getting 4% of max value, ..., 0.00001% chance of getting max mob tt value)

In addition each mob has a loot table associated with it.

If you are lucky to get any % of mobs max tt, then that loot table kicks in determening in which items you should be granted your loot.



Anything else is just a coincidence.
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