Greater Gift Crystals drop rate changes!
__SF__
Member Posts: 292 ★★
Is it just me or have you guys noticed a tremendous change on the drop rates???? Like at the beginning of the event u would pull really good material and now it seems like the cheap stuff u get fro the glory store is being rewarded for 300 units??? Ex: basic tier 4 class cat tier 2 t2b etc…… please tell me the drop rates have been changed Kabam. I hope this isn’t the case. Does anyone have different data that shows the opposite ?? Meaning better pulls as of recent ….
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Having said that I truly believe Kabam changes the ratio dynamically based on past pulls and current progress level....but with no way to really prove it I'm speculating as much as the OP of this thread.
I'm likely wrong and in the end it's just RNG...sometimes you are lucky more often than not you are not lucky
Well the 1st day the numbers.. 20, 17 and 32 came out 6 times..
The 2nd day it hit 3.. and the 3rd day it didnt drop once!! The game is rigged..
Well what about the fact that a roulette had 37 or 38 total numbers that can drop and there are over 10 or more roulettes available per location.
This conspiracy theoriests are the funniest bunch i have ever seen.
The general *idea* behind "perfectly random" is "unpredictable." A hypothetically perfectly balanced dice is unpredictable: you can't tell what number will be rolled next no matter how much you watch it being rolled. On the other hand, a loaded set of dice that come up six more often is predictable: you can't necessarily predict what number will come up next, but you can predict that six will come up more often than random chance would imply. That makes the dice predictable.
Computer RNGs are predictable if you happen to know their state. The computer software deterministically generates a sequence of numbers. However, from the outside looking inward, most computer RNGs are not predictable: no matter how long you watch them, for any reasonably practical amount of time you cannot predict what they will spit out next (actual dice suffer the same problem: if you know their precise velocity state you can predict what number they will generate, but in practice no one watching dice can determine this with human eyes). The RNG that is used for crystal openings by the game appears to be random enough in that no amount of observing crystal openings allows someone to predict what will happen next, or even predict what is more likely to happen next. People *claim* to be able to do that, but that ability always vanishes when they attempt to use it on demand.
There are Google jockeys that will tell you that many commonly used computer pRNGs are not statistically random, or can be used in ways that break their statistical randomness. However, most of the common ones likely to be in use in MCOC would only exhibit such skews from a normal statistical distribution after witnessing trillions of crystal openings. You could have a log of every crystal ever opened in the game and not find such statistical anomalies, and there's no possible way human eyes could notice such things by just watching crystal openings naturally.
In statistics and in computer software, we talk about "random enough" not "perfectly random." "Random enough" is a source of randomness that passes a stringent enough set of tests for the application requirements. "Perfectly random" is not something you can test for, and not something you can practically generate (again, Google jockeys will tell you that there are quantum sources of randomness that are "perfectly random" but we don't know these phenomena are "perfectly random" in the sense that they would pass all conceivable randomness tests: this generally enters the realm of quantum interpretation which is far beyond the limits of a conversation on statistical randomness for video games).
Please just something different even if it’s Sig Stones
...Units drop rates in battlechips on the other hand...weeell...