This has to be a joke
Minderu
Member Posts: 72 ★★
This has to be a joke right 3 black widows in a row???????? Two of the bad ones being in a row so I land on it?????
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let's say i have 10 crystals and spin one at a time .. would the results be the same if i had just popped them? Kabam says yes but really do we believe them?? lol
It's the same as saying "if I throw these two dice together or apart, will I get the same result?". The answer is no, not necessarily. If you have 2 dice and throw one, then wait 10 seconds and throw another, you may get different results as if you throw them in the same instant. But it only means that you "span the RNG" at a different moment.
It's the same way that if you are about to press open on a crystal but then pause and wait 5 seconds, you could get a different champion than if you had pressed it before waiting.
But as you said Noir, it is in no way better to do one or the other. If you were throwing dice, and you wanted a 5 and a 6, it doesn't matter if you throw them together or apart. Yes they could be different results, but you don't know which one is better, and therefore it doesn't matter that they're different because you can't use it to your advantage.
Changing basic crystals proves the results aren't predetermined. Meaning, if you hold crystals with a basic pool component for long enough, some of them will contain drops that did not exist when the crystal was first acquired. This is absolute proof the results could not have been determined when the crystal was acquired.
Spinners have been tested, including by me. They have been proven to only show a subset of the potential contents of the crystal, and this subset does not change per crystal. Which means if you load a hundred crystals into the spinner and begin spinning them out one at a time, even if the crystals contain hundreds of potential options, you will only see about thirty of those options over and over again in the spinner. You won't see any other options unless it is your actual drop (which does not need to be any of the spinning options in the spinner) or you exit and re-enter the spinner, which resets the displayed options.
Whales do not get better options. Whales do not get worse options. Featured champs are not specially weighted. God tier champs are not especially rare. The game doesn't telepathically know what you want and deliberately gives you the opposite. And there's no way to influence the drops by doing anything in the game, because the drops are decided by the servers which have no idea what rabbit's foot you're rubbing or how you're waggling the crystals in the spinner screen. There's no technique to get better drops, and if anyone says there is or used to be, they are deluded.
When you pull a new champ, a notification pops up on your profile (bcs you can have new pfp). This pops up way before the crystal stops spinning, proving that it indeed is decided right when you start spinning
but i was carefully watching the alliance tab from my ALT and yep it definitely showed when i tapped to stop and not when the spin began.
The Crystal is a key of sorts that unlocks an outcome within the parameters, and the server sends an outcome based on the pool. This process is almost instantaneous.
Imagine for the sake of argument that MCOC was doing this. I have several thousand solo crystals currently unopened. Assuming the game works the way I'm pretty sure it does, the game only has to store three numbers: the quantities I own of each of the three different solo crystal types. But if it worked the way you describe, the game would have to store a numerical seed for each and every one of those crystals. Multiplied by all the players in the game, that's a huge amount of data. And as far as I can tell, that data is being stored for no purpose. If those crystals are just randomly generated when they are spun or popped open, the game doesn't have to store or track anything but how many I have, and the end result would be the same, or at least statistically the same.
In MCOC there's no possible way to engineer a "reroll exploit" if I'm understanding the term correctly, when it comes to crystals because there's no way to reroll a crystal. Crystals are opened server-side, and once they are opened your drop is added to your player account which is also server side. Nothing you do client-side can change this. It will happen even if the client crashes before the information can be made visible to the client. We've seen this happen where people pop crystals open but as they push the button the client crashes. When they log back in, all those crystals are gone and whatever was in them is now in the player inventory. If the player has no record of their original inventory and currencies, there's no way to know what came out of those crystals. But the game doesn't care.
I have heard of a limited pseudo-exploit in some games where you can "reroll" early in the game by simply playing the game to a certain point and then randomly generating some benefit, and if you don't like that benefit simply recreating or resetting your account and repeating until you get what you want. But I don't think that would make sense or be worth the trouble in MCOC.
It is probably worth asking a rhetorical question at this point. Why do anything *except* simply randomly generating the result? Randomly generated crystals have a property that by definition cannot be thwarted by any player: they cannot be manipulated. Genuinely randomly generated crystals opened server side always generate statistically random results. Anything is that depends on anything else is vulnerable to manipulation. If the crystals were in any way predestined, then that opens the door to the possibility that players could exploit that predestination in some way. It also opens the door to the developers making a mistake. If the developers wanted to, say, make a crystal drop fewer Hercs and more Groots, any mistake in implementing the crystal could cause the reverse to happen.
Now, who here thinks the developers are capable of consistently making sure the right things happen in the right order every time? Think about how often items resort themselves in inventory. Think about how often the UI changes the location that things display at. Think about how often the crystals show up in a different sequence in the crystal tab. Every single one of these glitches would, if they happened in crystal content manifests, cause the distribution of drops to change, if the crystals were designed to have weighted odds. Any dev team directed to manipulate the odds of individual crystal drops would *have to* be capable of keeping the order of things in the game absolutely rock solid consistent.
Is that this game?