Can you explain why this is worse? I'd like to take that to the team. If the increase is to odds to give you more gold, I'm not sure why that's worse than just a plain boost to gold if it averages out to the same thing.
Before , if we pulled 10k gold, the boost increased it to 12k gold. What the announcement made it seem was instead of 12k, we would now pull 13 k instead of the original 10k. That was what everyone or atleast most expected.
I think the goal here is that this way, if you would have pulled 100k, you're usually going to pull 130k. So it definitely works out to a boost, but not on a single crystal basis.
Why go that route instead of the usual flat method? Unnecessary complication and conversations.
Because we can't ever make things easy on ourselves
Wait are u guys trying to say that with this method a gold crystal has a chance to "crit" for 30% more... Thats not better than the 2x a year 20% boost...
Not at all, and this is why I need somebody who understands this better to explain. This is not about a chance to get 30%, it's about everything averaging out to 30% on average when opening your crystals. This is taking things like Drop Rates and amount into account. There is no world in which a temporary 20% boost is better here.
I can confirm I would rather get the temporary 20% boost to everything vs this…
Gold is a real issue in the game when talking about ranking up 6*, so I don't understand why its so hard for Kabam to give a flat boost to all the crystals. This isn't incentivizing anyone to open up all those hoarded crystals. RNG is never the answer, because 9 out of 10 times (sometimes 10/10) your going to get the worst rates possible. With the state of the game one would think Kabam would want to be a little more generous, to help keep its player base happy instead all jumping ship. But doing things the easy way just isn't Kabams style!
Can you explain why this is worse? I'd like to take that to the team. If the increase is to odds to give you more gold, I'm not sure why that's worse than just a plain boost to gold if it averages out to the same thing.
This is worse because in a game where so much is RNG based (champions, signature stones, awakening gems, etc.), we would like gold, a simple basic resource, to not be. The old 20% gold boost was a guaranteed boost, I know exactly what I'm going to get -- 20% more than what I would get without the boost, nice and simple.
It is true, the announcement did not specify that it would be a 30% boost per crystal, but I think most players assumed that it was (me included) because it is to replace the old system. Up on closer inspection, I can see that it is an approximate 30% boost to the expected value and not a 30% boost to each individual crystal. This means that on a good day, I can get more than 30% of what I was originally getting. However, this also means that there are going to be bad days where it seems like I'm not getting a boost at all. It is true that in the long run, law of averages will give us a 30% overall increase in gold. But considering how many things are already RNG based in this game, and how gold is a basic resource, we would really prefer to have something nice and simple for a change.
Can you explain why this is worse? I'd like to take that to the team. If the increase is to odds to give you more gold, I'm not sure why that's worse than just a plain boost to gold if it averages out to the same thing.
This is worse because in a game where so much is RNG based (champions, signature stones, awakening gems, etc.), we would like gold, a simple basic resource, to not be. The old 20% gold boost was a guaranteed boost, I know exactly what I'm going to get -- 20% more than what I would get without the boost, nice and simple.
It is true, the announcement did not specify that it would be a 30% boost per crystal, but I think most players assumed that it was (me included) because it is to replace the old system. Up on closer inspection, I can see that it is an approximate 30% boost to the expected value and not a 30% boost to each individual crystal. This means that on a good day, I can get more than 30% of what I was originally getting. However, this also means that there are going to be bad days where it seems like I'm not getting a boost at all. It is true that in the long run, law of averages will give us a 30% overall increase in gold. But considering how many things are already RNG based in this game, and how gold is a basic resource, we would really prefer to have something nice and simple for a change.
When did they say that the boost would be "rng" depentant? I didn't see that stated. This is bg, Kabam!
Can you explain why this is worse? I'd like to take that to the team. If the increase is to odds to give you more gold, I'm not sure why that's worse than just a plain boost to gold if it averages out to the same thing.
Before , if we pulled 10k gold, the boost increased it to 12k gold. What the announcement made it seem was instead of 12k, we would now pull 13 k instead of the original 10k. That was what everyone or atleast most expected.
I think the goal here is that this way, if you would have pulled 100k, you're usually going to pull 130k. So it definitely works out to a boost, but not on a single crystal basis.
Why go that route instead of the usual flat method? Unnecessary complication and conversations.
Because we can't ever make things easy on ourselves
Wait are u guys trying to say that with this method a gold crystal has a chance to "crit" for 30% more... Thats not better than the 2x a year 20% boost...
This is taking things like Drop Rates and amount into account. There is no world in which a temporary 20% boost is better here.
(To the First Reply) If it would've been easier to make the Flat Increase the why didn't they just go that route? 😵
(To the Second Reply) You Can't be serious with that, of course the 20% Temporary Boost would've been better! Because we could've just continued to Save Crystals like we always did for the Boost at which point we'd be making off with more Bonus Gold than the "Approximate Increase over larger amounts of Crystals" because the Boost's increase was a Flat 20% increase to Every Gold Amount you could get instead of this Approximate Increase which only Averages to a 30% Increase when opening large volumes of Crystals because that Average Increase was Spread Out across each Gold Amount Dropped. (Instead of each Gold Amount's Increase being Independent from the old 20% Boost)
Popped 51 uncollected crystals to see if what the mods are claiming is true about the rng. Based on this and many others I’ve seen at 18k or so a crystal it’s closer to a 20% boost. It is highly misleading to release a post describing a 30% gold boost permanently without disclosing it is entirely based on rng. Sad to say but in most countries in mobile games and other businesses it’s illegal to make false and misleading statements to customers. Most countries have laws around advertising standards and I wish some devs would actually be ethical and release full and accurate information…… not information they kinda wanted us to half know then turn around and try to backtrack. If you put lipstick on a spiderpig it’s still a spiderpig
Can you explain why this is worse? I'd like to take that to the team. If the increase is to odds to give you more gold, I'm not sure why that's worse than just a plain boost to gold if it averages out to the same thing.
Before , if we pulled 10k gold, the boost increased it to 12k gold. What the announcement made it seem was instead of 12k, we would now pull 13 k instead of the original 10k. That was what everyone or atleast most expected.
I think the goal here is that this way, if you would have pulled 100k, you're usually going to pull 130k. So it definitely works out to a boost, but not on a single crystal basis.
So you increased drop rates on a crystal that doesn't list its drop rates? Sorry, that doesn't sit well. There is no way to verify anything we are told is actually true without forming a database and crunching the numbers. Maybe list the true drop rates including the chance to get the increased amounts.
@Kabam Miike If the gold boost takes drop rates into account and it only really works when you open a ton of crystals at once (which would need to be proven) then how is that encouraging us not to hoard for crystals? We still need to open them a bunch at once and it's unclear just how many and just how often and we just don't get it. A simple 20% temporary boost to all sources of gold was way clearer and way more effective. This is incomprehensible, it just doesn't deliver
Can you explain why this is worse? I'd like to take that to the team. If the increase is to odds to give you more gold, I'm not sure why that's worse than just a plain boost to gold if it averages out to the same thing.
Before , if we pulled 10k gold, the boost increased it to 12k gold. What the announcement made it seem was instead of 12k, we would now pull 13 k instead of the original 10k. That was what everyone or atleast most expected.
I think the goal here is that this way, if you would have pulled 100k, you're usually going to pull 130k. So it definitely works out to a boost, but not on a single crystal basis.
Why go that route instead of the usual flat method? Unnecessary complication and conversations.
Because we can't ever make things easy on ourselves
Wait are u guys trying to say that with this method a gold crystal has a chance to "crit" for 30% more... Thats not better than the 2x a year 20% boost...
Not at all, and this is why I need somebody who understands this better to explain. This is not about a chance to get 30%, it's about everything averaging out to 30% on average when opening your crystals. This is taking things like Drop Rates and amount into account. There is no world in which a temporary 20% boost is better here.
The word "averaging" indicates the "crit chance". You open 1 crystal with a 15% increase. Then an other with a 45% increase. That's an average of 30% increase, with the 45% increase as the "crit chance"
Can you explain why this is worse? I'd like to take that to the team. If the increase is to odds to give you more gold, I'm not sure why that's worse than just a plain boost to gold if it averages out to the same thing.
Before , if we pulled 10k gold, the boost increased it to 12k gold. What the announcement made it seem was instead of 12k, we would now pull 13 k instead of the original 10k. That was what everyone or atleast most expected.
I think the goal here is that this way, if you would have pulled 100k, you're usually going to pull 130k. So it definitely works out to a boost, but not on a single crystal basis.
Why go that route instead of the usual flat method? Unnecessary complication and conversations.
Because we can't ever make things easy on ourselves
Wait are u guys trying to say that with this method a gold crystal has a chance to "crit" for 30% more... Thats not better than the 2x a year 20% boost...
Not at all, and this is why I need somebody who understands this better to explain. This is not about a chance to get 30%, it's about everything averaging out to 30% on average when opening your crystals. This is taking things like Drop Rates and amount into account. There is no world in which a temporary 20% boost is better here.
The core of the problem is that there will always be outliers. We in the community can’t adequately quantify them because we don’t know the drop rates for each pile of gold in the crystal, but let me try to lay it out across 100 crystals.
Under the old system, if you popped 100 crystals, you were guaranteed a minimum of 240,000 gold. This is the amount you get if you miss on every spin. Is that improbable? Absolutely. But improbabilities become inevitabilities across a large enough sample size.
Now, if you apply the old gold boost to that number, you’d get a minimum 288,000 gold. Under the new system, your minimum is 250,000 gold because the new minimum roll is 2,500 gold.
Now, I believe Miike when he says that the Department of Numbers figured out a way that, on average across the game, gold payouts will increase by 30%. However, that means that half of players will see less than that and half will see more. That’s how averages work. You might be okay with that because you’ve got a chance for any given crystal to provide more than that 30% boost, but you equally might get a 4.5% or even 0% increase from any given pull.
A flat 30% increase would guarantee that every player saw that increase in every crystal. Nobody would need to get bitten by the downside of the averages. Nobody would have to be the poor sap who didn’t even really benefit for the sake of averages.
Now, again, this is all predicated on not knowing what the old or new drop rates are. I don’t know how realistic my analysis is without that information. I know we have a 100% chance to get gold, but I’d need more than that to figure this out.
Did that 30% increase meant that there is a 30% chance that u wont get the minimum ammount possible?.. cause in that case it kinda makes sense but is still worse than the 20% increase ..
This is utter ****… give us the 20% boost… we don’t need this stupid calculated 30% boost
Or better yet, just give us the Flat 30% Increase across the board that apparently would've been easier to implement than this... I don't understand this decision at all especially if the Flat Increase would've been easier and less confusing!
the 30% permanent boost gold is a bulshit on our face, open 3 cristal , all 3 was 15.000 gold, so where are the permanent boost? are the same cristal for 100%. If was 19500 gold each then i was know there is a 30% boost but i have badluck and receive minimum
Can you explain why this is worse? I'd like to take that to the team. If the increase is to odds to give you more gold, I'm not sure why that's worse than just a plain boost to gold if it averages out to the same thing.
Before , if we pulled 10k gold, the boost increased it to 12k gold. What the announcement made it seem was instead of 12k, we would now pull 13 k instead of the original 10k. That was what everyone or atleast most expected.
I think the goal here is that this way, if you would have pulled 100k, you're usually going to pull 130k. So it definitely works out to a boost, but not on a single crystal basis.
Not at all, and this is why I need somebody who understands this better to explain. This is not about a chance to get 30%, it's about everything averaging out to 30% on average when opening your crystals. This is taking things like Drop Rates and amount into account. There is no world in which a temporary 20% boost is better here.
The temporary boost isn't better. But it's not that much better now either.
Popped 51 uncollected crystals to see if what the mods are claiming is true about the rng. Based on this and many others I’ve seen at 18k or so a crystal it’s closer to a 20% boost. It is highly misleading to release a post describing a 30% gold boost permanently without disclosing it is entirely based on rng. Sad to say but in most countries in mobile games and other businesses it’s illegal to make false and misleading statements to customers. Most countries have laws around advertising standards and I wish some devs would actually be ethical and release full and accurate information…… not information they kinda wanted us to half know then turn around and try to backtrack. If you put lipstick on a spiderpig it’s still a spiderpig
Stop opening crystals though... If they fix this u don't want wanna flood the forums asking for compensation for the crystals u opened previous to the fix
Comments
It is true, the announcement did not specify that it would be a 30% boost per crystal, but I think most players assumed that it was (me included) because it is to replace the old system. Up on closer inspection, I can see that it is an approximate 30% boost to the expected value and not a 30% boost to each individual crystal. This means that on a good day, I can get more than 30% of what I was originally getting. However, this also means that there are going to be bad days where it seems like I'm not getting a boost at all. It is true that in the long run, law of averages will give us a 30% overall increase in gold. But considering how many things are already RNG based in this game, and how gold is a basic resource, we would really prefer to have something nice and simple for a change.
(To the Second Reply) You Can't be serious with that, of course the 20% Temporary Boost would've been better! Because we could've just continued to Save Crystals like we always did for the Boost at which point we'd be making off with more Bonus Gold than the "Approximate Increase over larger amounts of Crystals" because the Boost's increase was a Flat 20% increase to Every Gold Amount you could get instead of this Approximate Increase which only Averages to a 30% Increase when opening large volumes of Crystals because that Average Increase was Spread Out across each Gold Amount Dropped. (Instead of each Gold Amount's Increase being Independent from the old 20% Boost)
Popped 51 uncollected crystals to see if what the mods are claiming is true about the rng. Based on this and many others I’ve seen at 18k or so a crystal it’s closer to a 20% boost. It is highly misleading to release a post describing a 30% gold boost permanently without disclosing it is entirely based on rng. Sad to say but in most countries in mobile games and other businesses it’s illegal to make false and misleading statements to customers. Most countries have laws around advertising standards and I wish some devs would actually be ethical and release full and accurate information…… not information they kinda wanted us to half know then turn around and try to backtrack. If you put lipstick on a spiderpig it’s still a spiderpig
If the gold boost takes drop rates into account and it only really works when you open a ton of crystals at once (which would need to be proven) then how is that encouraging us not to hoard for crystals? We still need to open them a bunch at once and it's unclear just how many and just how often and we just don't get it. A simple 20% temporary boost to all sources of gold was way clearer and way more effective. This is incomprehensible, it just doesn't deliver
Under the old system, if you popped 100 crystals, you were guaranteed a minimum of 240,000 gold. This is the amount you get if you miss on every spin. Is that improbable? Absolutely. But improbabilities become inevitabilities across a large enough sample size.
Now, if you apply the old gold boost to that number, you’d get a minimum 288,000 gold. Under the new system, your minimum is 250,000 gold because the new minimum roll is 2,500 gold.
Now, I believe Miike when he says that the Department of Numbers figured out a way that, on average across the game, gold payouts will increase by 30%. However, that means that half of players will see less than that and half will see more. That’s how averages work. You might be okay with that because you’ve got a chance for any given crystal to provide more than that 30% boost, but you equally might get a 4.5% or even 0% increase from any given pull.
A flat 30% increase would guarantee that every player saw that increase in every crystal. Nobody would need to get bitten by the downside of the averages. Nobody would have to be the poor sap who didn’t even really benefit for the sake of averages.
Now, again, this is all predicated on not knowing what the old or new drop rates are. I don’t know how realistic my analysis is without that information. I know we have a 100% chance to get gold, but I’d need more than that to figure this out.
this is what mine is for UC crystals