Spinning the crystal... does it even matter?
EaglesFlyHigh
Member Posts: 96 ★
Just curious.... how do you guys open your crystals (the ones that matter, e.g. 6* champ crystals)... do you let your crystals spin the entire cycle or you just push 'open all' at once?
Probably more important (maybe a question for @kabam)...does it actually matter how you open the crystals? At what point does the game assign the champ that will come out of the crystal? When you get or form the crystal (out of required amount of shards)...or when you actually open the crystal?
Thank you.
Probably more important (maybe a question for @kabam)...does it actually matter how you open the crystals? At what point does the game assign the champ that will come out of the crystal? When you get or form the crystal (out of required amount of shards)...or when you actually open the crystal?
Thank you.
6
Comments
I spin the important the crystals out, pop the rest.
This is why the pool of champs is fixed for the crystal based on when the crystal was created, and not whatever the current pool is when the crystal is opened.
To answer how I open them, I usually spin them because I don't usually want to open all I have (or up to 10) at once and usually just do 1 or 2 at a time. I hate spinning and wish there was an option to select how many I just want to pop open instead of spinning.
Also, if it is the time of opening then that would indicate that the spin and pop would have different results potentially if the decision is made at 2 different times instead of already being decided before either action happens.
Either way this is why I leave things as shards (when possible) and don't even turn them into crystals until I actually want to open them.
See, the point of the crystal being chosen is at one tap of a button or the screen. That means that spinning the crystal and stopping one away from a good champ doesn't imply that if you tapped a second later you would haven gotten the champ. It also disproves the crystal being rigged and 'jerking' after stopping and landing on a dud.
Spin and pop don't have differing odds either way.
Also, to answer the basic pool being updated point, here are some similar threads:
https://forums.playcontestofchampions.com/en/discussion/292846/abyss-nexus-question
https://forums.playcontestofchampions.com/en/discussion/222710/abyss-nexus-question
https://forums.playcontestofchampions.com/en/discussion/250159/abyss-nexus
(I searched 'Abyss Nexus' hence all the posts are about that)
Sorta like buying a single lottery ticket every day after work. Or just buying 7 all together every Monday.
From a programming standpoint there is no real such thing as random, random generators still pull in information to use in their algorithms. If the champion is chosen at tap vs pop then one of the things that is often used in that algorithm, system clock time, would be different so while the wheel itself makes no difference that would imply that tap vs pop would actually have a different result for that single crystal. I was under the impression from what I had read in the past that spin/pop would have the same champion result for that crystal.
I know this is kind of splitting hairs as we all know and agree that the champion wheel is fake and that part isn't in debate. I am just now really curious on when the champion is actually chosen for the crystal.
I believe @DrZola knows a lot about this. Basically there is a thing called pseudo-RNG (pRNG) which generates seemingly random pulls, but it's not entirely random. It's based on a seed number. However, we probably wouldn't find a sample space large enough to see any lasting effects.
In Java for example, if I use the Random class and ask it for random numbers I can get a list of what appear to be random numbers. If I set the seed for that Random object and then ask it for random numbers, the numbers will still be random but each time I ask it for a set of random numbers they will be the same sets because the seed has set the pattern to the randomness.
This ability is partially how (especially in the early days of software) serial numbers and credit card numbers were generated. So that they fit the pattern that was needed for the software/card readers to know that they were in fact valid numbers. When you put a credit card number into a browser for example and it tells you it isn't valid, it isn't because it knows for sure at that point it just knows whether it fits the required pattern. It isn't until you try and actually submit the transaction that the number is checked for true validity against the card database.
The only time this is not the case is for specialty (& featured) crystals which have an exact subset of champions which they define upfront. The pool those select from will not change but they are also selected at the time you put it in the spinner or "pop" them, not upon acquisition of the crystal.
His take was that as it’s been established, RNG is never truly rng, but it’s close enough that if fits the purpose. Aka you can’t predict what you’ll get. But, the seed as @Zeraphan mentioned, is often time based, and this can gives the outline of a pattern. But unless we know exactly the seed used to generate the rng table, it’s nearly impossible to find what the pattern is, even less using it.
And as for tap or pop, I don’t know 🤷♂️
The Near Miss Effect isn’t a conspiracy theory, it’s a well documented feature in mobile gaming.
https://www.psychologyofgames.com/2016/09/the-near-miss-effect-and-game-rewards/
The funniest example in this game is when you notice how often the reel shows you 6* Punisher considering he’s in 1/5000 crystals.
Also, the goldpool crystal might be head to head with Punisher as worst offenders. 😂
I agree, I did think of Goldpool as I was writing, but I couldn’t find the drop rate.
It just tickles me to land on gold in the middle of a Goldpool sandwich 😂
The other effect which plays on psychology is when the reel slowly rolls over a rare/popular champ, or stops suddenly before one.
https://www.stat.berkeley.edu/~aldous/157/Papers/near_miss.pdf
A near missis a special kind of failure to reach a goal, one that comes close to being successful. A shot at a target is said to hit the mark, or to be a near miss, or to go wide. In a game of skill, like shooting, a near miss gives useful feedback and encourages the player by indicating that success may be within reach. By contrast, in games of pure chance, such as lotteries and slot machine games, it gives no information that could be used by a player to in- crease the likelihood of future success. Of course that does not imply that the player's behaviour will be unaffected. Gamblers frequently act as if they think they can influence chance outcomes. Whispering to dice, throwing gently for a low number, choosing a lottery number carefully by using family dates of birth or consulting books of lucky numbers, are common examples of inef- fective actions of this kind. In such cases, the occurrence of a near miss may be taken as an encouraging sign, confirming the player's strategy and raising hopes for future success.
There’s nothing subjective about this.