Raffoon wrote: carrion pigeons wrote: Question: If 1600 people play your game, and each of them pulls 70 legendary tokens, what are the odds that one or more of them gets no 5*s? Answer: just a bit better than 50%. The average case is that it will happen to one person. If 20000 people do it, ~12 of them will open no legendaries. Question: If someone opens 70 legendary tokens, and doesn't pull a 5*, what are the odds of them complaining about it on the forums? Answer: 100%, obviously. So by statistics, I'm either grossly overestimating the number of people who have opened 70 legendary tokens, or else we're missing a whole bunch more threads about people who opened no 5*s after 70+ tokens. Either way, looks to me like we're doing better than average. I think you've got it about right. The percentage complaining about it on the forum is probably a bit less than 100%, though. Also, there have been a fair number of threads complaining about similar odds. Maybe not 12 of them. This opens up a new question though. Question: Why do the devs insist on implementing the system this way, knowing that it will almost certainly completely screw a certain number of people? I don't know the answer, but here are a few that might be possible. Answer: They don't care about the player experience. Answer: They do care, but feel it's much more important to keep making new characters, instead of fixing broken systems. Answer: They're lazy and don't feel like implementing the changes needed to introduce a streakbreaker to the system. Answer: They're bad at coding and can't implement a streakbreaker. Answer: They'd like to implement a different system but don't have the time. Answer: They'd like to implement a different system but can't think of one. Answer: They don't actually realize it's a problem because they don't read the forums Answer: They're rolling in money from buy clubs and are willing to sacrifice the experience of a certain number of people in order to keep doing that. I don't know which of those would be the answer, but I sure wish I knew. Almost as annoying as going 70 pulls without a legendary is the complete lack of communication on the subject.
carrion pigeons wrote: Question: If 1600 people play your game, and each of them pulls 70 legendary tokens, what are the odds that one or more of them gets no 5*s? Answer: just a bit better than 50%. The average case is that it will happen to one person. If 20000 people do it, ~12 of them will open no legendaries. Question: If someone opens 70 legendary tokens, and doesn't pull a 5*, what are the odds of them complaining about it on the forums? Answer: 100%, obviously. So by statistics, I'm either grossly overestimating the number of people who have opened 70 legendary tokens, or else we're missing a whole bunch more threads about people who opened no 5*s after 70+ tokens. Either way, looks to me like we're doing better than average.
Mercurywolf wrote: Finally, it would exacerbate the already crippling ISO storage.
OJSP wrote: carrion pigeons wrote: *I don't actually know how many people play MPQ, this number seems like a reasonable guess to me. If someone has a better number, I'll spend another 30 seconds to improve my calculation. Not trying to make the discussion to get more heated, but it's also one of the subject I'm most interested in: there were 20161 alliance that finished last season (thanks Moon Roach). Taking into account partially filled alliances, I'm theorising, the number is closer to 350000 if we're being optimistic. I think that's probably going to be my only worthwhile contribution on this matter.
carrion pigeons wrote: *I don't actually know how many people play MPQ, this number seems like a reasonable guess to me. If someone has a better number, I'll spend another 30 seconds to improve my calculation.
jobob wrote: Also... It surprises me that people will talk about how implementing a draw system is "not a simple" thing to do... And we see code changes have unintended consequences in the game all the time... Why is it so hard to believe that there could be some weird influence on the output that hasn't been tracked down yet? I never said the system was broken or rigged at all. I just don't know.
Mercurywolf wrote: If they switch it to giving people a boost after a number of non-5* pulls, then suddenly, 5*s become much more available, which means the Devs must focus entirely on the 5* tier as people will suddenly be able to max and champ these characters much faster. This would also force them to develop a 6* tier even sooner. Which would then put them right back into the situation of how to distribute these characters. Finally, it would exacerbate the already crippling ISO storage.
Raffoon wrote: Mercurywolf wrote: If they switch it to giving people a boost after a number of non-5* pulls, then suddenly, 5*s become much more available, which means the Devs must focus entirely on the 5* tier as people will suddenly be able to max and champ these characters much faster. This would also force them to develop a 6* tier even sooner. Which would then put them right back into the situation of how to distribute these characters. Finally, it would exacerbate the already crippling ISO storage. If they introduced a streakbreaker and had to decrease the base odds slightly to account for that, it would still be preferable. The overall number of 5*s being pulled would be the same, but it would eliminate the extreme cases where people can play for months hitting every opportunity and still not find 5*s. The request isn't to hand out more 5*s. The request is to hand out the same number of 5*s in a manner that is more reliable/consistent.
Mercurywolf wrote: So what you're asking for is some people to get less so that you can get more? This would have to happen to preserve the "same number of 5*". I get that you're unhappy with how your pulls have worked out, but don't you think this would upset people who have actually gotten good pulls, which puts the devs right back in a position that people are unhappy with. And a streak-breaker would have to reduce the initial % by a fair amount for it to equalize the amount, otherwise we'll be in a situation where there's a huge glut of 5* available.
Mercurywolf wrote: Having got 70 legendary tokens since their release, I have only gotten three 5* (I have 1 cover of SS, BSSM, and OML), my pull-rate is no-where near the 10%. That being said, I also understand this is how RNG has worked for me, and that someone else has likely gotten twice the 10% effective rate. It sucks, but it's fair overall.
Mercurywolf wrote: I know I'm advocating for the devil here, but I don't see a real need for this particular system to be changed. Does the game need balance tweaks? For certain, but giving people more 5* isn't the way to go.
Raffoon wrote: Mercurywolf wrote: I know I'm advocating for the devil here, but I don't see a real need for this particular system to be changed. Does the game need balance tweaks? For certain, but giving people more 5* isn't the way to go. Again, this isn't asking for more 5*s to be put into the system. It's asking that the 5*s be distributed in a way that keeps the exact same number going out, but reduces the occurrence of very extreme situations.
Chief270 wrote: I just hit 0 for the last 70 mark yesterday as well.
Cthulhu wrote: Hey All, We are definitely looking into this and while we don't have any answers just yet, we are reviewing and will have a plan very very soon! Cthulhu