Entropia News: Developer-Notes-11-Loot-2.0

Discussion in 'Entropia News' started by EP-Newsbot, Jun 8, 2017.

  1. Developer Notes #11 - Loot 2.0


    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!

    Source

    All developer notes: Developer Notes
     
    Last edited by a moderator: Jan 12, 2018
  2. Kaboom!

    I'd rather think it's some light at the end of the tunnel, instead a train coming our way...
     
  3. Liu

    Liu

    Stop with the fake news please. Boooooring.
     
    • Funny Funny x 1
  4. new economy parameter loot decay calculations...it actually sounds like blaaaaahhhhhhhh
     
  5. dalewj

    dalewj StoryTeller/Nerd/Gamer

    But they said "more interesting, dynamic and fair". Its gonna be even more dynamic!
     
    • Funny Funny x 2
  6. NotAdmin

    NotAdmin Administrator

    Awesome. I might give the game a more regular go once this kicks in and has matured a bit.

    This, I don't get. Ammo in loot to me was awesome, as it would allow me to keep hunting a bit longer. Why not simply offer an in-game calculation of return, which factors in ammo returns? Offload the whole burden of keeping track from the participant, and instead keep a tally on the server, where all loot/expense calculations already take place, and supposedly also are logged?

    Simply offer a button to start tracking, keep all info from beginning of the session, and toss a report to the participant once they click to stop collecting. Heck, e-mail it to them if it takes up too many resources to display in-game.
     
  7. Wistrel

    Wistrel Kick Ass Elf

    I'd say it makes sense for them to can it now. It was always a double edged sword in that yes, it can keep you going in a rather useful way, but it does make it harder to do the classic, "I've spent 10ped on ammo, it cost me 2.5ped to repair my armour, 50pec on my fap and 2ped on my amp. I've made 15ped in loot TT so my return was X.

    Since it was introduced though they have brought in the concept of universal ammo which "starts life" as looted shrapnel that can be converted "on the hoof" if you want to. In my case I'm not a BLP user so receiving that as ammo just shortens my hunting trip. If I was getting shrapnel instead I have the option of converting it during the hunt or leaving it as shrapnel, stop when I'm out, and total up and/or convert shrapnel to UA at civilisation.

    Being someone who still (yes it is like digging a tunnel with claws) tries to imagine how all this fits with "the story" (or simply makes sense) the idea of looting shrapnel (spent/used bullets) and having something that can "recycle" them on the hoof makes more sense to me than finding new BLP ammo in a mob that I never fired. OK I guess in theory someone else could have fired it but then it wouldn't be "new".

    Speaking of these changes again from the story perspective. I guess it can work. Sort of "the more efficient/cleanly" you kill a mob the more "spoils" are ah... unspoilt (so more loot). Maybe there was always a "nommed gun" in the mob but you damaged it while you filled it with a million opalo shots but if you killed the mob efficiently with an appropriate gun maybe you avoided damaging the goods. (yes I know I am clutching at straws haha).

    As for these changes. The non L armour change seems positive. I like that this has been done in a way that doesn't make it worse than it already is just adds a bonus if you happen to be skilled.

    Overall, well the explanation was pretty terrible TBH so I'm not sure I should even begin to try and derive anything even vaguely close to a concrete understanding of what they are proposing. That said I think I've picked up on the sentiment of what they are trying to do which is to tackle one of the fundamental issues that plagues people in that Entropia is akin to one of those coin sliding machines. You can have fun for 5 hours with the copper coin machines, an hour with the silver coin machines and 10 mins with the pound coin machines.... all for the same money. It would be nice to be able to progress away from the puny's and still play for the same money. It's going to be controversial for sure (loot always was) but I have a feeling this might be a step in the right direction. We will see though. If nothing else it will be nice to have something to talk about again ;)

    Wistrel
     
  8. all ammo replacement loot will go to 101% after implementation... guess this could be good for those wanting to start using enhancers.
     

  9. Imagine : Everytime you suggest us to imagine something it never happens, so better avoid to imagine.
    We were supposed to ride atrox in the 1st Taming announcement, did it happen ?....

    increase net loot returns for dedicated and active hunters : In other words to selected players = nothing new from the basic loot system.
     
    • Hussked Hussked x 1
  10. Wistrel

    Wistrel Kick Ass Elf

    I was having a mull to myself on the way home about what people will likely call Loot 2.0 (especially if they don't like it). This is what I've come up with so far.

    Loot 2.arse
    Loot 2.oh shit
    Loot 2.NO!
     
    • Like Like x 1
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