billsrule7 wrote: Original Post
JVReal wrote: If they want a 10% distribution of 5* covers for LT's, then they should actually give each person a countdown on their LT page. Every 10th pull will guarantee you a random 5* from that pool. The other 9 pulls will give you a 4* and no chance at a 5*. Then everyone pulls the same rate. It removes the random, luck, average, etc from the equation. You pull 10 LT's you are guaranteed 9- 4*, 1- 5*.
wirius wrote: For the devs, absolutely. The RNG for ultimate power inspires a passion and purchase from players that is almost rabid. For the players? Maybe you want something different. If you want something different propose to them an idea which will: A. Make them more money B. Keep people playing and having something to work for Because the truth is, after 70 tokens opened without a 5*, you've still played and pursued them. Even if you quit within a few more LT's without 5* pulls, you're already in such a small sample size that the 1 in 2000 players who leave will more than make up for the hundreds who stay. Sorry you personally got the short end of the stick, but in RNG, someone always will.
billsrule7 wrote: So here’s an easy solution: have Legendary Tokens begin at a 10% pull rate for 5*’s and after each unsuccessful 5* pull, the odds of opening a 5* increase by 3%. It resets then at 10% once you open a 5*. This would be a SIMPLE fix, and make a lot of players feel much better about the Legendary System. You could add this code into the game within 48 hours if you wanted to.
Pongie wrote: Coltsjustwin wrote: I have seen some "top" players post their results from LT pulls and they seem to be incredibly lucky by getting a near 25-33% 5* pull rate Might have been just that day but damn...I don't hear anybody else getting that lucky. I have a theory about this. The vets and whales that open heaps of tokens immediately after a character release are close to, if not opening the majority of token pool. Eg they open 70 tokens, chances are its 70 out of 100 tokens being opening at the time. Therefore they get a more even distribution. For the rest who are opening 70 tokens over an extended period, this is just a fraction of how many tokens being opened. It could be in the thousands if not more. In this case the distribution is more random.
Coltsjustwin wrote: I have seen some "top" players post their results from LT pulls and they seem to be incredibly lucky by getting a near 25-33% 5* pull rate Might have been just that day but damn...I don't hear anybody else getting that lucky.
Mercurywolf wrote: billsrule7 wrote: So here’s an easy solution: have Legendary Tokens begin at a 10% pull rate for 5*’s and after each unsuccessful 5* pull, the odds of opening a 5* increase by 3%. It resets then at 10% once you open a 5*. This would be a SIMPLE fix, and make a lot of players feel much better about the Legendary System. You could add this code into the game within 48 hours if you wanted to. Anytime I see anyone say something would be a "simple" fix, I always wonder if they have ever actually worked with computer coding. I've done limited coding, as well as extensive Macro coding, and let me go ahead and say that nothing is ever a "simple" fix, especially when it is changing how a whole system would operate. You're talking about switching a system from a simple RNG system to a Individual-based Progessive-Probability system. Each client of the game would have to monitor that particular username/device's pull-rate of 4* and 5*, and assign a value to the "dice roll". The bonus would increase for each non-5* pulled, and then would reset to 10%. That is multiple if-then-else statements of code right there, which could easily break something somewhere else. I'm presuming the current RNG system generates a number which corresponds to a specific hero/cover. i.e. the system Rolls 172 which corresponds to Purple Star Lord, or 245 which Corresponds to OML Red, and so on. The problem with adding a progressive probability is that you will more than likely see more covers of whatever the lowest five star on the table is. A system like what you propose would first have to determine the tier, and then roll on separate tables. I.e. first roll generates a number, say 1-90 for 4*, 91 and above, 5*. Then it would have to generate a 2nd roll to determine color/hero. My point with this is that while I, as a player of the game, would certainly be in favor of this type of system as it would benefit me greatly, (I loved when WoW introduced it since I kept hitting gold on their Bonus Roll tokens), it is not a SIMPLE thing to add.
jobob wrote: Another major problem is the price gap between "luck" and "guaranteed." 20 CP for a draw at OML, but 720! to outright buy one (assuming you even have that first cover). That's 36 tokens, meaning you are missing out on (at the bare minimum) 35k ISO, but probably more when you consider some of those draws will be needed covers, go to champs, etc. I would support adding a legends pack for something like 240 CP, that contains 10 covers, including 1 guaranteed 5*. I would pay a 20% premium to take some blind chance out of the equation.
jobob wrote: I minored in programming in college, so I know how things that seem "simple" aren't... But I also know that it can be done, and, frankly, it is what these people do for a living. On the grand scheme of things, it isn't that complex. Further, what you are talking about is not THAT far off from the vaults, which manage to pick a certain # of 4*, 3*, and so on for each user. I mean, essentially it's just a table populated with a certain number from each tier, so that each draw increases your chances of drawing from the highest tier. Just use the same system to populate a 10-token "vault" (i.e. hidden table) that contains a 5, and 9 4s, and it would look no different to the user than what you are talking about doing. Or... Hell, just give us a legendary vault, 100 covers with 10 random 5* that we can see and pull from, and, if necessary, reset for something like 200 CP.
billsrule7 wrote: OP
Wooodd wrote: Whilst I sympathize with your recent poor 5 luck is it fair that you have been gifted a free (assuming you could choose your cover) whilst the rest of the player-base have not? Whilst RNG is not a fair way to distribute top end rewards, it is the system we all have to work with and unless it is changed it should be adhered to, particularly by CS. For them to give away a free cover to someone who's experience has not matched the listed odds on tokens seems like opening quite a can of worms to me.
jobob wrote: Wooodd wrote: Whilst I sympathize with your recent poor 5 luck is it fair that you have been gifted a free (assuming you could choose your cover) whilst the rest of the player-base have not? Whilst RNG is not a fair way to distribute top end rewards, it is the system we all have to work with and unless it is changed it should be adhered to, particularly by CS. For them to give away a free cover to someone who's experience has not matched the listed odds on tokens seems like opening quite a can of worms to me. It may be a can of worms... but again, I have serious questions about how random the system actually is. You see too many streaks that are so statistically improbable, that it casts doubt on the system IMO.
jobob wrote: I have serious questions about how random the system actually is. You see too many streaks that are so statistically improbable, that it casts doubt on the system IMO.
Tarheelmax wrote: But every single string of 40 pulls, no matter what it is, is just as improbable as a string of no 5*s. Most likely it's confirmation bias, because people aren't on here clamoring to comment on their 3-6 5* pulls from 40 tokens.
Wooodd wrote: As disheartening as it his to hit a "loosing" streak, however long it may run for, it doesn't highlight any kind of flaw in the system as each pull is independent.
simonsez wrote: Wooodd wrote: As disheartening as it his to hit a "loosing" streak, however long it may run for, it doesn't highlight any kind of flaw in the system as each pull is independent. Let me try this: if you pulled a million LTs and got no 5*s, would you believe your odds of getting one isn't really 10% on each pull? Or would you still believe that there's no flaw in the system because each pull is independent? If it's the latter, please, just don't answer, because I don't want to get tinykitty banned.
Tarheelmax wrote: jobob wrote: Wooodd wrote: Whilst I sympathize with your recent poor 5 luck is it fair that you have been gifted a free (assuming you could choose your cover) whilst the rest of the player-base have not? Whilst RNG is not a fair way to distribute top end rewards, it is the system we all have to work with and unless it is changed it should be adhered to, particularly by CS. For them to give away a free cover to someone who's experience has not matched the listed odds on tokens seems like opening quite a can of worms to me. It may be a can of worms... but again, I have serious questions about how random the system actually is. You see too many streaks that are so statistically improbable, that it casts doubt on the system IMO. But every single string of 40 pulls, no matter what it is, is just as improbable as a string of no 5*s. Most likely it's confirmation bias, because people aren't on here clamoring to comment on their 3-6 5* pulls from 40 tokens. edit: fixed typo