Miranda
Member
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Just an idea about GGBS - as it stands, think staff have confirmed at some point in the past, but the chance of receiving a particular giftbox is: UR ~ 3%, R ~ 10% & C ~ 87%. This would mean, if you were to open 100 boxes, you would expect to get 3URs, 10Rs & 87Cs. Of course, whether this is what you actually get, is a matter of chance. Sometimes, you might get more than 3URs, sometimes less, but that figure will tend to that 3% mark as the number of giftboxes opened by a player increases How easy is it to implement (more a qn to the staff) some sort of bad luck mechanism, where a player who opens a set number of giftboxes is not just expected a particular distribution, but actually gets it i.e. if I were to open 33 giftboxes, I would not just expect to receive roughly 1UR, 3Rs, 29Cs, but I would actually get it. This removes any uncertainty, but still preserves the inherent distribution. I could get the UR in the first box, or the last box, or maybe somewhere in the middle, but I know within a set number of boxes that I will receive that UR. Of course, once I've got the UR within that batch of 33, I do not have a chance to get another one (on that character) until box 34 is opened and the cycle repeats. To me, this is a fairer way of managing GGBs, because whilst they are technically available to players at any price point, for completely F2P players, URs are hard to come by. It might provide them some level of comfort knowing that if they were to spend tokens then they are guaranteed that UR within a set number of boxes. Whilst there is a lot of useless stuff in the UR shop, there are also a lot of great items, that F2P players might miss out on, just due to the low chance of getting an UR. I'm sure others have thought of this , maybe even staff have thought of this but discounted for reasons I haven't considered, but just wanted to know thoughts in general.... thanks
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