Apple now requires games with loot boxes to disclose odds.
Corn_Noodles
Posts: 477 Mover and Shaker
It will be interesting to see what the real odds are when it comes to rares and mythics in our purchases.
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When is this effective and how will it be disclosed?0
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I think it's safe to blame EA for this.
That and it would be nice to see the actual rates for once! Then again, paper MTG had a relatively obvious distribution to their 15 card boosters: at least 1 rare, 4 or 5 uncommons, a number of commons, and 1 basic land card. Maybe it's time for virtual TCGs to catch up (I'm looking at YOU Hearthstone!)?
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Phillmoore said:When is this effective and how will it be disclosed?
Reading through the legalese, it's unclear how it applies to apps currently in the store. My best guess is that any game with loot boxes will have to comply with the new rules the next time they upload an update into the app store.3 -
Interesting!Corn Noodles said:Phillmoore said:When is this effective and how will it be disclosed?
Reading through the legalese, it's unclear how it applies to apps currently in the store. My best guess is that any game with loot boxes will have to comply with the new rules the next time they upload an update into the app store.0 -
I didn't read the article, do booster packs purchased with in game currency qualify as a loot box?0
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From the article:majincob said:I didn't read the article, do booster packs purchased with in game currency qualify as a loot box?
“Apps offering ‘loot boxes’ or other mechanisms that provide randomized virtual items for purchase must disclose the odds of receiving each type of item to customers prior to purchase.”
Marvel PuzzleQuest already does this and the community has mostly reverse compiled these numbers for MtGPQ too, so probably no harm in just disclosing the drop rates. Note that’s very different than dupe rates.
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Yes, it covers purchases that contain randomly generated virtual items.0
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But do "purchases" apply only to things that cost real money, or does it also apply to things that cost virtual currency?ManiiNames said:Yes, it covers purchases that contain randomly generated virtual items.0 -
Except there is some evidence that they don't really give equal weight to cards within the same rarity, which is different than the current drop rate assumption. I guess they can change the drop rates to make it "nice" before they have to disclose actual drop rates.Marvel PuzzleQuest already does this and the community has mostly reverse compiled these numbers for MtGPQ too, so probably no harm in just disclosing the drop rates. Note that’s very different than dupe rates.
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@majincob odds are for each type of item, not each specific item. I would read that as rarity as it applies to this game. Again, not addressing the dupe rate but rather the drop rate.0
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I would presume, given the ability to directly purchase virtual currency with real money, that virtual currency would also be included.majincob said:
But do "purchases" apply only to things that cost real money, or does it also apply to things that cost virtual currency?ManiiNames said:Yes, it covers purchases that contain randomly generated virtual items.
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Except there is some evidence that they don't really give equal weight to cards within the same rarity, which is different than the current drop rate assumption. I guess they can change the drop rates to make it "nice" before they have to disclose actual drop rates.
ElfNeedsFood is probably right about this...though it would be interesting to see the 0.03% success chance revealed under specific masterpiece pulls
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majincob said:
But do "purchases" apply only to things that cost real money, or does it also apply to things that cost virtual currency?ManiiNames said:Yes, it covers purchases that contain randomly generated virtual items.
Unclear. However, they routinely sell bundles for money purchases, so the drop rates of those would have to be disclosed. Do we assume the bundles they sell have the same drop rates as the bundles you purchase with crystals?1 -
a few examples i have was drowner and from beyond was given lower weightage of appearing. their weightage is half that of their regular counterparts of the same rarity group.Volrak said:
I'm yet to see any. I'm interested if you have some.majincob said:Except there is some evidence that they don't really give equal weight to cards within the same rarity, which is different than the current drop rate assumption.0 -
Thalia was an example.0
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How do you know the chance of dropping is lower? The statistics work out that you'd need to collect over 300 BFZ mythics to make the call with 95% confidence that a particular mythic which continued to drop at half the average rate was due to having a lower chance of dropping rather than short term randomness, and over 600 for BFZ rares.blacklotus said:a few examples i have was drowner and from beyond was given lower weightage of appearing. their weightage is half that of their regular counterparts of the same rarity group.
Yep, that was an interesting case - Thalia was an event exclusive rare that never actually got allocated to an event as a prize. That's why she's in few collections relative to other EMN rares. I'm not aware of any evidence that she dropped from packs at a lower rate once she actually got added to them.ManiiNames said:Thalia was an example.
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So have the actual drop rates now appeared any where in Apple or indeed anywhere else?0
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see quote from earlier:Phillmoore said:So have the actual drop rates now appeared any where in Apple or indeed anywhere else?Corn Noodles said:Phillmoore said:When is this effective and how will it be disclosed?
Reading through the legalese, it's unclear how it applies to apps currently in the store. My best guess is that any game with loot boxes will have to comply with the new rules the next time they upload an update into the app store.
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