Poll: Should 5* percentage go up with each new 5* added?

SnowcaTT
SnowcaTT Posts: 3,486 Chairperson of the Boards
edited September 2016 in MPQ General Discussion
Iron Man just added to classics.

Draw rate for each 5* went from 2.5% to 2.1%.

Easy question: should draw rate be set at a certain level and overall 5* draw rate be increased each time a new 5* is added?
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Comments

  • simonsez
    simonsez Posts: 4,663 Chairperson of the Boards
    Other: they need to split the 5*s into multiple pools and keep each character's draw rate at 5%.
  • SnowcaTT
    SnowcaTT Posts: 3,486 Chairperson of the Boards
    What was the highest overall percentage - 5% each for SS and OML right, 10% total right? I'm trying to remember what historically it was.

    10% SS (10% total)
    5% SS/OML (10% total)
    3.33% SS/OML/Phoenix (10% total)
    3.75% (?) SS/OML/Phoenix/GG (15% total)
    ....someone remind me, I'm pretty sure they raised total percentage here so the outcry of OML going down in % wouldn't be so great
    3% SS/OML/Phoenix/GG/BSSM (15% total)
    2.5% SS/OML/Phoenix/GG/BSSM/Cap (15% total)
    2.1% SS/OML/Phoenix/GG/BSSM/Cap/IM (15% total)

    So historically, they raised the percentage when the 4th one went in. Perhaps they raise the percentage when the 8th one goes in?
    Two future options:
    1.875% SS/OML/Phoenix/GG/BSSM/Cap/Hulk (15% total)
    2.5% SS/OML/Phoenix/GG/BSSM/Cap/Hulk (20% total).

    But shouldn't that 20% go up BEFORE the 4th one goes in? I'd much prefer each character to NEVER had less than 2.5% drawn.

    But then...I could ask other crazy questions.
    Will they ever let us know the percentage rates BEFORE the tokens change?
    Will they ever give out 5*'s on a non-RNG basis?
    Where is that streak breaker that was rumored many moons ago?
    How to they ever expect you to progress when they keep taking draw chances down?
  • mohio
    mohio Posts: 1,690 Chairperson of the Boards
    I chose "other" because I think the draw rate should be fixed a different way. Whether 15% is "correct" or not I'm not going to try to argue right now, but for now the devs seem content with that value so I will leave it at that. I do, however, think that adding more and more is an actual problem that needs a solution besides just raising values. I mentioned this before when 3* were getting added over and over and then again even now with 4* doing the same. Anyway, they need to break tokens apart better and let people choose how to target their preferred characters. Maybe that's groups of 3 or 4 or 5, I don't really know, but there should be a better way to target rewards/token pulls (for all tiers!) than just diluting percentages endlessly.
  • Crowl
    Crowl Posts: 1,580 Chairperson of the Boards
    They should split the LT's into phases/seasons or something like that and then they should never drop below a 5% chance, either 15-20% depending on whether or not you include 3 or 4 of them in a single token.
  • thisone
    thisone Posts: 655 Critical Contributor
    Other: put them in 3s in different tokens. Give more of a choice. Even mix it up and have theme packs from time to time.

    Cosmic: surfer, black bolt, phoenix
    Avengers: cap, iron man, black widow etc

    Gotta say I think they missed a trick not having the avengers pack for civil war instead of red room.
  • Polares
    Polares Posts: 2,643 Chairperson of the Boards
    Maybe not raise the chances, maybe splitting into thematic tokens as some people have already said, but 2.1% is a shity chance. And when you are interested in just some of them, in my case the newer ones (Spidey, GG and now IM) is even worse because the chances of pulling those are really slim.

    How many tokens will need someone to max a 1/1/1 IM ? 450 - 500 tokens on average? That is 10000 CPs :S
  • TimGunn
    TimGunn Posts: 257 Mover and Shaker
    i like the idea of multiple different packs. Latest Legends; Classic Legends A; Classic Legends B, etc.
  • firethorne
    firethorne Posts: 1,505 Chairperson of the Boards
    I'd love it for the rate to go up, but realistically, the devs aren't going to do that. So, I think the best is to have three packs, each with 15% draw rate for the 5* pool.

    Latest (25 cp, pool: three latest 5*)
    Classics (20 cp, pool: all other 5*)
    Featured (25 cp, pool: three characters from Classics, a new three are rotated in weekly)
  • Merrick
    Merrick Posts: 198 Tile Toppler
    I'd love to see multiple types of legendary tokens. But I'd take it a step further, & not just split the epic characters into different tokens, but also spilt the legendary characters as well.
  • or lower the cost to 15 cp.
  • dsds
    dsds Posts: 526
    I chose other.

    Raise the cost of CP. Take percentages out. Raise it to 200cp, for all I can care. As long as it's not gambling anymore. Open a legendary token and get the cover you want. Not 15%, not 20%. Let's make it 100% draw for the character you want. I am sick of playing casino here when clearly this is a game of strategy. If I wanted to play a gambling game, I would have played online holdem poker.

    Or

    Put 4* in a different token. Legendary tokens draw only 5* characters. Then raise the legendary token cost to 100 command points. All events reward 25 cp which is what you need to buy a 4* token pack. Call it a champion token!
  • Darknes21
    Darknes21 Posts: 321 Mover and Shaker
    What a joke 2.1 %! Come on we are not asking for 20% chance but I would like to get an OML this year.
  • Jathro
    Jathro Posts: 323 Mover and Shaker
    The problem with splitting into more categories is that someone will be upset that "I want chances at X, Y, and Z but X is with A and B. But Y and Z are with C."

    More tokens complicates things. Better percentages is simpler and more elegant.
  • Pylgrim
    Pylgrim Posts: 2,328 Chairperson of the Boards
    Other: do what many other mobile games do and have a "featured" mechanic for the Classic LTs in which cyclically certain characters have bonus rates. e.g. Each week, three different 5*s have 3.3% chances of being opened and all the rest split the 5% left between them.
  • Gmax101
    Gmax101 Posts: 182 Tile Toppler
    I voted "other"

    The whole 4 star.png / 5 star.png tokens issue is fundamentally flawed in such a way that changing % is going to upset someone, but so does not changing it.

    If you get each 5 star.png to 2.5% or even 3+% in the classic means that the 4 star.png drop rate is lower and further exasperates the perception that skipping from 3 star.png to 5 star.png is not only viable but arguably preferable.

    But as pointed out above, splitting them up in to other tokens just makes it even harder to choose which token to pull.

    Not changing it just makes it even harder to cover a specific 5 star.png and makes dependence on RNG even greater.

    Personally, I want more themed tokens to make it easier to a) sort out my 4 star covers and b) let me find any 5 star I care about... I believe strongly that giving players more control is a good thing. Happy players spend more... which ultimately is what D3 etc want. And the argument that it will be frustrating if the characters I care about are not in the same token is not one I personally hold to. Sure it would be better for an individual if D3 were kind enough to put the exact 10 characters in the token they wanted, but if a themed token has a 5-10% chance of your chosen character, you are still better off than now.

    I have always maintained that you should be able to buy a starter pack for a character you have never rostered that gets you 1 of each colour. Now this would be very different costs per tier, and only available post release events etc... but new players can see their favourite character and go, I can get him/her/it.

    But for progression I think that themed tokens with limited 4 star.png and 5 star.png star contents will let people have some more control in what they get... and make people more interested in pushing for those covers.

    Mind you, the Whales would then arguably have it easier to get specific characters.... but I think that they already do it now, cant see them not doing in the future... and if you make them costed in CP then they will still need to pay to play.

    But for the average player, their 25cp from progression would be a much less scary, much more reliable currency that will always be useful... higher % to find that missing cover, or able to get more champ levels for their preferred characters...
  • Crowl
    Crowl Posts: 1,580 Chairperson of the Boards
    The obvious solution to a reduced rate for 4*'s would be to make event tokens into a 3*/4* token that would fit directly between heroics and LT's.
  • madsalad
    madsalad Posts: 815 Critical Contributor
    I'd be fine if they raised the percentage rates on 5* and lowered the 4*s because there are other ways in the game to obtain 4*s but the only way to obtain 5*s is via LTs.
  • broll
    broll Posts: 4,732 Chairperson of the Boards
    Honestly at this point what I'd like to see is for 5* to get broken off into their own thing separate from 4*.


    So have 4* LT - Cost 20 CP
    Equal chance for any 4*, super rare (1% or less) of getting a 5* simular to how it's possible to get a 3* from recruit and 4* from heroic.

    5* LT - Cost 50-60 CP
    Guaranteed chance for 5* split equally between all 5*s

    This would help veterans get 5*s more consistently and prevent noobs from getting 5*s that wreck their scaling because they're not likely to pay 2-3 as much for LTs.
  • Meander
    Meander Posts: 267 Mover and Shaker
    People seem to have a way rosy view on how much a guaranteed pack should cost. 50-60 is way too cheap, as that means max prog players could buy around 3 packs a week. And that's just what the game gives out, let alone buy clubs.

    Also, lets not ignore the fact that a 100% guarantee pack doesn't really solve anything. Say they make it 200 cp. How soon till all you hear is "I only draw is Surfer/5-cap/bad 5*, yet it takes x time to save up", similar to we hear about SL, Electra, Bag Lady, Chulk, Mr F with the LT? This pack would be an ok start, but what we really need is a guaranteed progression. Champ rewards, PVP, PVE, DDQ, I don't care what it is. And I do feel this will occur. But we have to remember that we don't have enough 5* to really implement this system yet. I think it should be coming in the near future, but we need more 5* to flesh it out. Unfortunately this means the 5* progression will continue to be frustrating for a while yet.
  • babinro
    babinro Posts: 771 Critical Contributor
    simonsez wrote:
    Other: they need to split the 5*s into multiple pools and keep each character's draw rate at 5%.
    This.

    The poll is inherently unfair because of course players want more things faster. Might as well have a poll asking if you want your 20 player alliance reward to be 2000 ISO or 5000 ISO.

    I pleaded on the forums to keep 5*'s within batches of 3 and was really disappointed when that didn't happen. I realize that the token screen would get cluttered with options over time but this really is a good solution to the RNG system while retaining the RNG system that the devs want.

    I want to play more 5*'s...it sucks knowing that my options are to either rely on ever lowering odds at getting BSS, IM and Goblin covers OR to devote 6 months of dedicated play towards buying individual covers for one character at the cost of losing a ton of random 5*'s and champion rewards.