RIX: Different drop rates?
Stormbringer0
Posts: 190 Tile Toppler
Cheers,
I've noticed, that I had incredibly bad pulls from RIX. I bought about ten premium packs with crystals and pulled zero (in numbers: 0) Mythics from them. I have 5 RIX Mythics so far, which tend to be The Immortal Sun (won it in the event) and four other Mythics, which I pulled with pinkies.
On top, I barely draw a Rare besides the guaranteed one in premium packs. 7 out of 10 packs were just Commons and Uncommons. Not even dupes. The other ones contained one normally pulled Rare.
Does someone other have noticed such a thing? Varied drop rates from set to set (despite the displayed ones, which say 30% to geta Mythic and 74,88% to get a Rare)? I never had a problem like this with packs from other sets. Is this abyssmal bad luck or just RNGesus nailing me to the cross?
To put some human feelings in there: It's crazily demotivating seeing other players throw all the cool Mythics and Masterpieces at me, while I try to compete in Platinum Tier for a good place in the rankings.
Thanks so for the answers!
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Comments
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Did you click on the percentage rates on the packs in the vault? They are significantly worse than the other packs.0
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Mainloop25 said:Did you click on the percentage rates on the packs in the vault? They are significantly worse than the other packs.We're talking about RIX (100%, 100%, 74,88%, 30,31%) and not XLN (100%, 100%, 52,12%, 13,23%).Fun Fact: I have way more XLN Mythics and Rares than RIX ones.0
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I haven't bought any RIX packs for about 3 weeks (saving for Dominaria) but when I was, I had significantly better luck there. I have all but 1 RIX Rare and almost all of the Mythics. As opposed to having less than half of both from XLN.0
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Brakkis said:I haven't bought any RIX packs for about 3 weeks (saving for Dominaria) but when I was, I had significantly better luck there. I have all but 1 RIX Rare and almost all of the Mythics. As opposed to having less than half of both from XLN.
Is it possible, that the drop rates for each set are different from user to user (virtually) despite the rates given to each set? That being said, I encounter players with two to three playable Masterpieces and get steamrolled, but it’s a rare occasion, that I encounter players with just one Masterpiece. I only have two Masterpieces in total and I’m playing since nearly the beginning.
What I think is, besides luck and bad luck, that there are different drop rates for each player or groups of players off-screen.
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@Stormbringer0
The initial pack release had a nuts drop rate. During the next release of the packs in the store I have noticed as well that the drops got significantly worse in spite of the game not notifying it. I didn't say anything as I didn't have sufficient information but that was my experience.
IXN packs on the other hand are far worse. I opened 10x individual XLN packs with 0 rares or mythics, out of which 3 of them contained ONLY COMMONS. That's purely obnoxious.0 -
IXL packs are useless for nothing other than a small (very small) amount ofborbs and runes. I’ve been crafting those mythics. 2 to go to complete that set. I have yet to pull a masterpiece, but I probably will never do that. I would never get a pinkie pack when I own all mythics and am already aware of horrendously bad drop rates.
I wonder if they will change that with DOM coming.0 -
I concur with this. I've tried two premium packs after reading this and all I got was the guaranteed rare which was a dupe both times (I have 15/21 RIX rares). Either this is very bad luck, or the information is misleading.
@Brigby: Can you please let the devs check if the drop rates are correctly listed?
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Stormbringer0 said:I've noticed, that I had incredibly bad pulls from RIX. I bought about ten premium packs with crystals and pulled zero (in numbers: 0) Mythics from them.
[...]
Is this abyssmal bad luck or just RNGesus nailing me to the cross?
If the reported drop rates are accurate, then from all the hundreds, maybe thousands of players who've opened 10 RIX PPs, about 3% of them are expected to get no mythics. That's cold comfort if you're one of the 3% of course.
D3 might not have thought about it this way, but they can fully expect 3% of their high-spending players to get that kind of severe discouragement, based on the drop rates they set (and RIX drop rates aren't even bad). And when DOM comes out, they can expect another 3% to feel the same way, just through the cold reality of RNG. They could avoid this constant attrition (in engagement, and in many cases I would expect player retention) via a pity timer or similar.
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I've has similar issues with RIX, 20 PP so far and only 4 mythics, 2 of which came out of the first pack I bought on release day. Needless to say i a tad bit annoyed.0
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Volrak said:Stormbringer0 said:I've noticed, that I had incredibly bad pulls from RIX. I bought about ten premium packs with crystals and pulled zero (in numbers: 0) Mythics from them.
[...]
Is this abyssmal bad luck or just RNGesus nailing me to the cross?
If the reported drop rates are accurate, then from all the hundreds, maybe thousands of players who've opened 10 RIX PPs, about 3% of them are expected to get no mythics. That's cold comfort if you're one of the 3% of course.
D3 might not have thought about it this way, but they can fully expect 3% of their high-spending players to get that kind of severe discouragement, based on the drop rates they set (and RIX drop rates aren't even bad). And when DOM comes out, they can expect another 3% to feel the same way, just through the cold reality of RNG. They could avoid this constant attrition (in engagement, and in many cases I would expect player retention) via a pity timer or similar.Thanks for the insights though. It's not the first time people complain about the drop rates and those are only members of the forum. I wonder how many more players are bugged because of this and drop the game. 3% seem a small number, but I'm only sticking to the game, because I'm a huge MtG-fan and a huge fan of match-3-games as well.In my opinion, they should handle it like Hearthstone, we're you get a guaranteed card after a while when you pulled dupes. Even giving us non-dupes for pinkies and non-dupes for events would be fine. But right now I personally can just compede with the actual roster of players in platinum tier, becaus of cycling and some decent pulls from AKH and HOU. As soon as Standard rotates, I can only wave goodbye to my good cards leaving.All in all, it's just frustrating seeing people playing merfolk, dino, pirate and vampire decks.Anyway, tl;dr: Get rid of that 3% players with bad luck by giving us some Mythics to play with now and then. @brigby1 -
Isn't the crafting orbs just that, a pity timer. Although not great but just that the more dupes you pull, the closer to a mythic you get (if you choose to and not spend it before on other cards).
I have pulled two mythics from XLN and got two more from pinkies. Then I have crafted six more since you get alot of orbs in Platinum if you play all events daily.
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Rhasget said:Isn't the crafting orbs just that, a pity timer. Although not great but just that the more dupes you pull, the closer to a mythic you get (if you choose to and not spend it before on other cards).
I have pulled two mythics from XLN and got two more from pinkies. Then I have crafted six more since you get alot of orbs in Platinum if you play all events daily.I'm absolutely fine with the crafting system as it is. I like the randomness factor and that you have to use for deck building what you have or what you get from RGNesus. But it takes weeks to get one mythic (and I play every all events on every day too), because the number of orbs we get in comparison to the price of a mythic of the newest set is too low. Let's do a little math (I'm referring to platinum tier standards):One booster of XLN from Across Ixalan gives you let's say an average of 70 orbs (3x common, 2x uncommon) per day. Then you scrap one card every two hours maybe eight times a day (we have to sleep and hassle with life), which makes about 100 Orbs (6x common, 2x Uncommon). Together you have an average gain of orbs per day of around 170. If you play some events and get an extra booster here and there (e.g. daily log in bonus), you maybe gather six booster a week which makes another 1020 orbs (170 per booster). Let's say you are blessed and get a dupe rare and some extra uncommons, then we have 1.200. This, plus another 1.200 per week (our daily 170 orbs multiplied by 7) makes 2.400 orbs a week, let's s round it up to 2.500. Now you need three weeks to get a new mythic from the newest set or at least two weeks for a standard available mythic from another set. And this may be not a card you keep your eyes on. TWO WEEKS FOR A CARD THAT YOU MAYBE DO NOT WANT.Again: I like this crafting system, but the amount of cards we don't have in comparison to the cards we already got our virtuals hands on is too big. The crafting system should viable to get us some cards we really crave or to complete our collection, but the bigger the number of cards is, we could possibly get, the bigger the chance of getting a card we do not want, is. Which results in bigger demotivation to continue the game. It could help, if Oktagon would give us more non-dupe rares or mythics as rewards for events to shorten the number of cards we can craft, so that the randomness factor is a little bit smaller.0 -
You mentioned having better luck with OGW. That set doesn't have any commons, which means everyone got better cards than from any booster packs that could give commons.
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I hope this pattern doesn't continue with dominara. Did not get many mythic/rares despite spending thousands of crystals in both ixalan and rix. HOD and Origin are my only fortress. When HOD rotates out, I will no longer be competitive in this game. Been playing regularly and booster crafting did not help with rix/ixalan; its more realistic to craft rares for me due to low rates.
At this point in time, rix is no better than ixalan0 -
Stormbringer0 said:Rhasget said:Isn't the crafting orbs just that, a pity timer. Although not great but just that the more dupes you pull, the closer to a mythic you get (if you choose to and not spend it before on other cards).
I have pulled two mythics from XLN and got two more from pinkies. Then I have crafted six more since you get alot of orbs in Platinum if you play all events daily.I'm absolutely fine with the crafting system as it is. I like the randomness factor and that you have to use for deck building what you have or what you get from RGNesus. But it takes weeks to get one mythic (and I play every all events on every day too), because the number of orbs we get in comparison to the price of a mythic of the newest set is too low. Let's do a little math (I'm referring to platinum tier standards):One booster of XLN from Across Ixalan gives you let's say an average of 70 orbs (3x common, 2x uncommon) per day. Then you scrap one card every two hours maybe eight times a day (we have to sleep and hassle with life), which makes about 100 Orbs (6x common, 2x Uncommon). Together you have an average gain of orbs per day of around 170. If you play some events and get an extra booster here and there (e.g. daily log in bonus), you maybe gather six booster a week which makes another 1020 orbs (170 per booster). Let's say you are blessed and get a dupe rare and some extra uncommons, then we have 1.200. This, plus another 1.200 per week (our daily 170 orbs multiplied by 7) makes 2.400 orbs a week, let's s round it up to 2.500. Now you need three weeks to get a new mythic from the newest set or at least two weeks for a standard available mythic from another set. And this may be not a card you keep your eyes on. TWO WEEKS FOR A CARD THAT YOU MAYBE DO NOT WANT.Again: I like this crafting system, but the amount of cards we don't have in comparison to the cards we already got our virtuals hands on is too big. The crafting system should viable to get us some cards we really crave or to complete our collection, but the bigger the number of cards is, we could possibly get, the bigger the chance of getting a card we do not want, is. Which results in bigger demotivation to continue the game. It could help, if Oktagon would give us more non-dupe rares or mythics as rewards for events to shorten the number of cards we can craft, so that the randomness factor is a little bit smaller.
Can it be implemented in some way here?
But for the most part I like the current system and it feels fair.
You get roughly 12 single packs/week with the current schedule, 48 in a month. With XLN droprates that will, statistically, reward you with 1 mythic. But the crafting 'pity timer' gives you atleast two (standard legal if you opt for the most bang for your buck and not wish for a specific card in the newest set). That sounds reasonable to me.
The one thing I feel is bad though is the elite packs but that's for another topic i think.0 -
I don't know about hearthstone, but the way a pity timer would likely work in this game would be after opening X 5-packs without getting any mythics, your next 5-pack is guaranteed to contain a mythic. Given the non-IXN droprates, I'd say 20 would be a good number. 20 would be one every four premium packs, a bit less than the expected number based on the droprates. Basically, most people getting packs at the similar rates would be getting mythics at similar rates. No non-dupe guarantee is necessary, this is just to avoid ridiculous streaks of premium packs giving only the guaranteed rare, and similar bad luck.
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Volrak said:Stormbringer0 said:I've noticed, that I had incredibly bad pulls from RIX. I bought about ten premium packs with crystals and pulled zero (in numbers: 0) Mythics from them.
[...]
Is this abyssmal bad luck or just RNGesus nailing me to the cross?
If the reported drop rates are accurate, then from all the hundreds, maybe thousands of players who've opened 10 RIX PPs, about 3% of them are expected to get no mythics. That's cold comfort if you're one of the 3% of course.
D3 might not have thought about it this way, but they can fully expect 3% of their high-spending players to get that kind of severe discouragement, based on the drop rates they set (and RIX drop rates aren't even bad). And when DOM comes out, they can expect another 3% to feel the same way, just through the cold reality of RNG. They could avoid this constant attrition (in engagement, and in many cases I would expect player retention) via a pity timer or similar.
EDIT: Oh people started talking about this a bit afterwards... i didnt really read much after this comment, barely glanced only to realized it was talked about. Nice.0 -
It happened again. My 21-days-log-in super pack included severel dupes of the same Uncommons, but no rare or mythic. I am sure, there different drop rates per UID and for some it is impossible to get good cards of a set. Same is true for Masterpieces. I got roflstomped by a player with Kokusho, Jugan and that card that kills a creature whenever it deals damage to the player.
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Stormbringer0 said:It happened again. My 21-days-log-in super pack included severel dupes of the same Uncommons, but no rare or mythic. I am sure, there different drop rates per UID and for some it is impossible to get good cards of a set. Same is true for Masterpieces. I got roflstomped by a player with Kokusho, Jugan and that card that kills a creature whenever it deals damage to the player.
I felt the same as you did at one point and started writing down each pack, what rarity they were. Then the droprates were not public but I used the community compiled rates then.
And when they became public I saw that my suspicions were false and had a pretty spot on rate vs the public. It's just that in a small timeframe (one week) they were skewed but stabilized over time.2 -
@Stormbringer0
I know of other people who got the same ****... Only uncommons from a 3x pack strongly enforces my belief that they adjusted the drop rates since the moment RIX was released. I noticed after some later release that my drops were no longer that good either. What pisses me off is the lack of transparency in this direction, especially since the loot chances table ingame suggests that nothing has changed.
As for the pity timer, it is something Blizzard has been doing in other games too. In Diablo 3 you are also guaranteed a set/unique item if you've dropped none after a certain period of playing. Of course on higher difficulties now they are ubiquitous, but it was still a very nice implementation and has definitely not led to me to get bored because "I had too many shiny toys".
On contraire, as a player with a VERY solid card pool I can say that having more cards makes the whole deckbuilding experience highly difficult. Sure, you could play those same powered mythics again and again, but that is the moment when balancing can actually happen. Otherwise we are now stuck in the limbo of people who were lucky to get them and are super happy and don't want those cards to be touched, and others who don't have them and keeping running into them messing their plans... Now if everyone had the chance to get the toys, there would be less people upset.
As for the overestimation of Crafting, I would like to point out that with SO MANY new sets coming out as well as the recent set being SO expensive, the current Oktagon/D3 team really assumes we can all craft like crazy, or just pretend they don't get how long it takes to craft things. Add on top of this the accelerated rotations and voila, any "benefit" crafting was supposed to have for the masses only help top players complete their collections faster. I'm not saying it's not a powerful feature, just stating that for the regular player crafting does NOT justify the increased costs of the most recent packs and the very fast rotations.3
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