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Bad luck code - GGBS

 
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5/19/2021 15:37:18   
Miranda
Member
 

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
Post #: 1
5/19/2021 18:37:58   
Aura Knight
Member

The option for converting lower tier boxes to higher ones through the account manager helps when you have a streak of awful luck. 25 commons guarantee a rare and 10 rares guarantee an ultra rare box. Not a perfect system but it helps. I do wish they'd update the rates for boxes with ultra being 10% rare maybe 25% and common 65% or 20 and 70 for rare and common. Also prize adjustments may be something to consider. There is a lot of items in the ultra rare section that is often ignored and would be better off in rare boxes or very rarely commons too.
AQ DF AQW  Post #: 2
5/19/2021 18:56:01   
RobynJoanne
Member
 

@Aura Knight
The current rates mean that an UltraRare GGB item costs on average around the same (slightly more) as a Z-token item at max level. I believe that's deliberate since the other GGBs one opens also have their uses. If the rate were to be changed, then this balance would be gone.
Also, the Common shop is for items that do not have MCs. Rare and UltraRare items are all MC'd, so, at best, one could argue that certain items in the latter category should be moved to the former.

Nevertheless, I have mentioned in the past that a pity system, which is often used in loot box mechanics in other games, would be a welcome addition. It could guarantee a UR GGB after sufficient openings after the last found UR GGB that the staff deems one's luck significantly worse than the expected value.
Post #: 3
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