LavaManLee said: Yes, 1:7 is a normal number. I believe you are seeing some kind of conspiracy where there isn't one.
Bad said: LavaManLee said: Yes, 1:7 is a normal number. I believe you are seeing some kind of conspiracy where there isn't one. Well, you think 14.2857% is a normal number.And I believe that's the most bizarre number which could ever be on any pulling system and it's only the product of your calculations trying to traslate a different system to a %.
KGB said: It's actually 15% for a 5* in general and thus 5% for each 5*.If you actually look at the screen it says ~1/7. The ~ symbol means approximately.KGB
Bad said: KGB said: It's actually 15% for a 5* in general and thus 5% for each 5*.If you actually look at the screen it says ~1/7. The ~ symbol means approximately.KGB And why is it approximately? In a % system there is nothing aproximate. It's always exactly the % stated, be it a high or a low %.
Phumade said:These terminology are commonly used and understood here in the US. As a US based developer, its fair for them to describe pull odds in a language that is familiar and commonly understood to native speakers of that country.
Bad said: Phumade said:These terminology are commonly used and understood here in the US. As a US based developer, its fair for them to describe pull odds in a language that is familiar and commonly understood to native speakers of that country. Oh! You are right. After some searching, in US there is no trasparency law or regulation about gacha games and loot boxes, yet.
Godzillafan67 said: [snip] ...I think that I may have figured out a workable pityplier . When the next sequence value is pulled, if it is a 4-star and the last 42* have also been 4-stars, then the next 5-star value in the sequence swaps places in the sequence with the current 4-star value. Players are guaranteed to receive a 5-star within an expected timeframe (the UI could still give us a pityplier indicator to let us know that Scarlet Witch is "changing reality" to our favor) while the 1:7 odds ratio is kept intact over time.*Arbitrary number being used for the example. Some math vs psychological responses are needed to determine a more optimal number. Though 42 could be answer we're looking for.
IceIX said: Just being clear here: We introduced the special bonus Shard rewards to the Shards on pulls in order to help with exactly what's being talked about here. And that system actually *does* have a built in pity timer in that it'll eventually give you bonus rewards, per token pack if you didn't originally. That system was on *top* of the Bonus Hero->Pack Shards system with no reduction in those rewards. So, this was already actually done, but is obviously not being seen as an aspect of cover/Shard gain.I did want to point out that there was already movement in that direction in the past. That's absolutely *not* intended to stop discussion here! Just something that I wanted to address.
Daredevil217 said: Listen, here's the thing. If you can't spot the [dumbass] in the first half hour [on the forums], then you ARE the [dumbass].YES! Timemachinego said: I've always been in favor. Particular community dumbasses (they've been real active in this thread! I'm sure you can spot them!) think that for some reason the "system" would have to then become less advantageous for the individual player if implemented. This literally isn't true, it's a choice for the developers to make! So people use actual math and information provided by developers to propose an alternative point of view, and your strong counter-argument is to resort to personal attacks and call them “dumbasses”? Strong. Real strong. https://forums.d3go.com/discussion/76938/5-pull-rates-amp-capping-futility#latestJust going to drop this here for you to read. Not going to call you names, but understand that this isn’t the first (nor will it be the last) time this conversation gets brought up and I understand you’re still relatively new. I’d suggest everyone confused by this bookmark this thread (and ignore whenever bonus hero’s are mentioned… RIP). The bottom line is that this is a perception problem. And “solving” one perception problem by finagling the odds/pulls just opens the door for other perception problems.
Timemachinego said: I've always been in favor. Particular community dumbasses (they've been real active in this thread! I'm sure you can spot them!) think that for some reason the "system" would have to then become less advantageous for the individual player if implemented. This literally isn't true, it's a choice for the developers to make!
IceIX said: Just being clear here: We introduced the special bonus Shard rewards to the Shards on pulls in order to help with exactly what's being talked about here. And that system actually *does* have a built in pity timer in that it'll eventually give you bonus rewards, per token pack if you didn't originally. That system was on *top* of the Bonus Hero->Pack Shards system with no reduction in those rewards. So, this was already actually done, but is obviously not being seen as an aspect of cover/Shard gain.
jsmjsmjsm00 said: IceIX said: Just being clear here: We introduced the special bonus Shard rewards to the Shards on pulls in order to help with exactly what's being talked about here. And that system actually *does* have a built in pity timer in that it'll eventually give you bonus rewards, per token pack if you didn't originally. That system was on *top* of the Bonus Hero->Pack Shards system with no reduction in those rewards. So, this was already actually done, but is obviously not being seen as an aspect of cover/Shard gain. Hey look its the devs echoing what I said back on page 1 that shards were already designed to address this problem.