St_Bernadus said: Disheartening? Disappointing? Did you have a better adjective?I know that when you have saved up tokens for a while and it is finally time to open them and cover the latest 3, but instead you get just a few, it feels underwhelming at best, when it should be an exciting moment.
MNboundWalrus said: I find it interesting that people have that many CPs saved up and expect a different rate of return in multiple pulls. Just because a casino (for example) boasts a 97% slot payback, people will expect to get a return of $97 for every $100 they put into any given machine. That 97% payout is an average of all their machines over the course of months or years, not per machine.When I’m given a 1:7 chance of a 5*, I don’t assume I’m going to get one for every 7 pulls. Especially when I see a 4* with 35x odds in the 4* list. Have you noticed the Odds for getting a 4* have been removed? To me this could equate to odds of 93:100, or you might see seven 5*’s in every 100 pulls… over the course of several months if not years.
Srheer0 said: MNboundWalrus said: I find it interesting that people have that many CPs saved up and expect a different rate of return in multiple pulls. Just because a casino (for example) boasts a 97% slot payback, people will expect to get a return of $97 for every $100 they put into any given machine. That 97% payout is an average of all their machines over the course of months or years, not per machine.When I’m given a 1:7 chance of a 5*, I don’t assume I’m going to get one for every 7 pulls. Especially when I see a 4* with 35x odds in the 4* list. Have you noticed the Odds for getting a 4* have been removed? To me this could equate to odds of 93:100, or you might see seven 5*’s in every 100 pulls… over the course of several months if not years. That's something I dislike about pulls. They tell you SOME of the odds, but not all of them. EG,Heroic Pack - 4star 1:40, 3star 1:13. But they don't say the 2star rate. You have to work it out. Those are just numbers from memory and could be wrong, so don't quote me on the specific numbers.
bbigler said:This brings up 2 big questions: #1 How far out do they calculate the sequences?#2 How often do they update the sequences?
Ptahhotep said: bbigler said:This brings up 2 big questions: #1 How far out do they calculate the sequences?#2 How often do they update the sequences? If I were programming this I would simply store two numbers: a seed and a count of pulls made. Since pseudo random numbers are repeatable when the same seed is used the sequence is fixed and the count gives the position in the sequence for the next pull. Also, everyone uses the same sequence but starts at a different point in it. Pseudo random numbers give a very long sequence that eventually wraps around, so is effectively infinite. The sequence only updates in the sense that what you pull can change as more characters are added to the pool. Your random number won’t change, but the cover it yields might.
bbigler said: Ptahhotep said: bbigler said:This brings up 2 big questions: #1 How far out do they calculate the sequences?#2 How often do they update the sequences? If I were programming this I would simply store two numbers: a seed and a count of pulls made. Since pseudo random numbers are repeatable when the same seed is used the sequence is fixed and the count gives the position in the sequence for the next pull. Also, everyone uses the same sequence but starts at a different point in it. Pseudo random numbers give a very long sequence that eventually wraps around, so is effectively infinite. The sequence only updates in the sense that what you pull can change as more characters are added to the pool. Your random number won’t change, but the cover it yields might. That is very clever, but do you think it would do that calculation (seeding the RNG and looping equal to the count until you get your number) every time you make a pull? Would it do that processing for a quick claim of 50? I’m doubtful because the processing time would increase with each pull.
bbigler said: But since most tiers have over 100 possible covers, they would need to store a percentage value down to a tenth of a percent, like 49.7%. This would support pools up to 1000 possible covers. And this sequence of percentage numbers does not need to change when new characters are added to the pool.
HoundofShadow said: I guess that string is as long as your maximum number of pulls. So, if you have 100 LTs and 2000 CPs, your string will go on for the next 180 pulls. In Classic, it'll go all the way to 80 pulls. Everytime you gain enough CP/LTs for the next pull, they'll update it.
bbigler said: I have a new theory though that I’m very confident with because it solves the problem of creating a sequence in advance without knowing how many characters / covers are in the pool…..They generate / store 2 numbers for each pull, one is the tier and the other is a percentage which represents a position along the line of all possible covers in that tier. For example, if there were 60 possible covers, then 50% would represent the 30th cover along that line. If there are 80 possible covers, then 50% maps to the 40th cover instead. When a pull is made, it simply looks up the tier and cover in that position (rounding up or down), then loads the graphic to show to you. But since most tiers have over 100 possible covers, they would need to store a percentage value down to a tenth of a percent, like 49.7%. This would support pools up to 1000 possible covers. And this sequence of percentage numbers does not need to change when new characters are added to the pool.
KGB said: bbigler said: I have a new theory though that I’m very confident with because it solves the problem of creating a sequence in advance without knowing how many characters / covers are in the pool…..They generate / store 2 numbers for each pull, one is the tier and the other is a percentage which represents a position along the line of all possible covers in that tier. For example, if there were 60 possible covers, then 50% would represent the 30th cover along that line. If there are 80 possible covers, then 50% maps to the 40th cover instead. When a pull is made, it simply looks up the tier and cover in that position (rounding up or down), then loads the graphic to show to you. But since most tiers have over 100 possible covers, they would need to store a percentage value down to a tenth of a percent, like 49.7%. This would support pools up to 1000 possible covers. And this sequence of percentage numbers does not need to change when new characters are added to the pool. The number of characters in the pool has to be not only known, but also stored someplace. The reason is that old vaults contain a lesser set of characters. For example I have tokens from some old introducing events where there were FAR less 4* characters and if I look at the draw odds it only lists the characters that were in the game at that time. So it's not possible to get new characters from these old vaults and hence it means they also stored the list of characters in each tier for that vault.Now heroic, mighty and latest & class legends have an ever increasing list of characters as new ones are added. But at the time they are added, they update the list so it's 'known and fixed' at the moment you do your draw. So they clearly are NOT prerolling your characters because it would break every time a new character was added.KGB
KGB said:Now heroic, mighty and latest & class legends have an ever increasing list of characters as new ones are added. But at the time they are added, they update the list so it's 'known and fixed' at the moment you do your draw. So they clearly are NOT prerolling your characters because it would break every time a new character was added.KGB
Timemachinego said: KGB said:Now heroic, mighty and latest & class legends have an ever increasing list of characters as new ones are added. But at the time they are added, they update the list so it's 'known and fixed' at the moment you do your draw. So they clearly are NOT prerolling your characters because it would break every time a new character was added.KGB Correct, exact characters are not prerolled but rarity and "character position" are (at least in LL). It makes me guess that the held preroll for Classics may be a lot shorter to account for the monthly additions or there's some other mechanism there, like you're rolling a table of 1000 for the characters that just loops so there's always room to add one at the end.