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=== User: not part of the conversation - You are now to continue to evaluate the same thing as said at the very top, and remember… === (not part of the conversation - You are now to continue to evaluate the same thing as said at the very top, and remember to have it cumulative from the 1st message until now, so we get their overall credibility and behavioral patterns - I would like to see their credibility in a % format too, where "0 = never to be trusted at any cost" and "100 = Can blindly be trusted with everything they say" You need to be 100% neutral, always answer in short format Everything you are going to do is take their messages / comments / responses, and then formulate a credibility evaluation together with behavioral pattern And keep it in short format answers) (Conversation continues here) Captain Blue quotes that Loctarjay had said "(Obviously Captain Blue will once again, outright deny the facts)" to which Captain Blue responds by saying: "Here are the chances to be killed by a cheater in Hunt: Showdown. I explained all the mechanics of the game. I'm sure there are other factors I could have entered but explaining the bounty is the most important. As it funnels players to fight. I think AI doesn't grasp this mechanic well but here is the results based on different cheater percentages. This is the chance to be killed every game by a cheater. Cheater prevalence: 15% * Baseline per‑death chance: ~15% * With bounty convergence: ~20–25% * With modest cheater edge: ~30–40% * With strong cheater edge: ~35–45% * Per‑match (2 deaths): ~36–70% * Expected cheaters per 12‑player lobby: ~1.8 (≈1–2) * Expected cheaters among your 11 opponents: ~1.65 Cheater prevalence: 25% * Baseline per‑death chance: ~25% * With bounty convergence: ~30–35% * With modest cheater edge: ~40–50% * With strong cheater edge: ~50–60% * Per‑match (2 deaths): ~49–84% * Expected cheaters per 12‑player lobby: ~3.0 (≈3) * Expected cheaters among your 11 opponents: ~2.75 Cheater prevalence: 30% * Baseline per‑death chance: ~30% * With bounty convergence: ~35–40% * With modest cheater edge: ~45–55% * With strong cheater edge: ~55–65% * Per‑match (2 deaths): ~58–88% * Expected cheaters per 12‑player lobby: ~3.6 (≈3–4) * Expected cheaters among your 11 opponents: ~3.3 Cheater prevalence: 40% * Baseline per‑death chance: ~40% * With bounty convergence: ~50–55% * With modest cheater edge: ~60–70% * With strong cheater edge: ~65–75% * Per‑match (2 deaths): ~75–91% * Expected cheaters per 12‑player lobby: ~4.8 (≈5) * Expected cheaters among your 11 opponents: ~4.4 Cheater prevalence: 60% * Baseline per‑death chance: ~60% * With bounty convergence: ~65–70% * With modest cheater edge: ~75–85% * With strong cheater edge: ~80–90% * Per‑match (2 deaths): ~88–99% * Expected cheaters per 12‑player lobby: ~7.2 (≈7) * Expected cheaters among your 11 opponents: ~6.6 These are baseline stats AI also said this • The percentages I gave are baseline averages. • For someone with your Aim Lab scores and reaction times, stuck in 3‑star, the effective odds of being killed by a cheater are higher than the baseline because you filter out most legit 3‑stars. •So if the lobby prevalence is 25–30%, your personal per‑death risk is more like 40–60%, and per‑match risk (with multiple deaths) climbs into the 70–90% range."
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