This all can be fixed, or at least improved by allowing "re-spins". I have been suggesting this for a while now.
Simple, get a bad champ/cat/etc pay some units to re-spin removing the previous pull.
Better yet each month award one "re-spin" gem for exploring Master or uncollected 100%. Make it simple, just one gem that can be used for 4*/5*/T4C, your choice. This won't guarantee you get what you want, but would at least offer hope.
That would defeat the purpose of a random system.
It doesn't
It gives you the opportunity to try again
Doesn't change the odds, its still the same crystal
The player could still end up pulling the same champ he/she pulled before the re-spin
Actually, it does. The point of having a random system is to roll the dice, so-to-speak, and accept whatever comes. Rerolling Crystals defeats the point of that.
This all can be fixed, or at least improved by allowing "re-spins". I have been suggesting this for a while now.
Simple, get a bad champ/cat/etc pay some units to re-spin removing the previous pull.
Better yet each month award one "re-spin" gem for exploring Master or uncollected 100%. Make it simple, just one gem that can be used for 4*/5*/T4C, your choice. This won't guarantee you get what you want, but would at least offer hope.
That would defeat the purpose of a random system.
It doesn't
It gives you the opportunity to try again
Doesn't change the odds, its still the same crystal
The player could still end up pulling the same champ he/she pulled before the re-spin
What do you believe the purpose to having the crystals contain random rewards is? It sounds like you believe the purpose is to force players to roll dice, so allowing them to roll twice is entirely in keeping with the purpose for random rewards. But that's not the purpose of random rolls at all. The random rolls are a means to an end, not the end itself. The intent is not for players to roll as many random dice as possible.
The purpose to random rewards is to eliminate your ability to control which reward you get, so the *only* means of eventually getting what you want is to continue to play the game and earn more reward tries. What you are doing is basically cutting the number of average tries to get the desired reward in half. That explicitly changes the intent of the crystal design by altering the net odds of the crystal producing any particular reward. It offers significant ability to influence the net reward of the crystal.
That doesn't mean respins are bad, or good. It just means they do change the design intent of the crystals in a fundamental way.
Personally, I'm not keen on respins that cost anything. They are a psychologically unproductive reward. The problem is that in the long run they generate very good results, but in the short term they can generate wildly bad results. That's not a good property for them to have. Because they effectively double the odds of a player getting what they want, they have to be very expensive to get. But because any one spin is still likely to generate an unfavorable result players that acquire them are more likely to get burned by them than benefit from them, and that seems to be something that you wouldn't want to introduce into the game without a good reason, and there's no good reason I can see here.
Before someone tries to point out that many crystals offer a similar property of being potentially valuable but mostly unfavorable those things tend to have specific reasons to exist in the game that are essential to the functionality of the game. This doesn't.
If a re-spin is such a horrible idea how do you explain buying a 4* or 5* vision? That directly undermines the randomness of a crystal. You can't walk into a casino and buy someones winning hand at a poker table.
Another chance is simply a way to allow those who can't open 5* every week, the ability to maybe get a quick upgrade from the trash they just pulled.
If a re-spin is such a horrible idea how do you explain buying a 4* or 5* vision? That directly undermines the randomness of a crystal. You can't walk into a casino and buy someones winning hand at a poker table.
Technically, since I did not say respins are "such a horrible idea" that would make the rest of the statement moot. However, your following statement is also false. Selling a champion doesn't "undermine the randomness of a crystal." I'm not entirely sure I'm certain what that phrase is supposed to mean, but as OG Vision isn't contained in any normal crystal selling that champion doesn't alter the value proposition of any crystal.
It does offer people a guaranteed shot at a specific champion, and in fact there are other examples of that: Red Deadpool for example. But that, alongside other ways to get a champion with different odds, does not alter the principle that the purpose of randomized rewards is to eliminate control, not promote random number generator usage. Those things aren't earned by randomized rewards, so the logical inference is that they aren't intended to be rewards with no control over the earning process.
The fact that something exists in the game with a specific purpose doesn't mean all other things in the game must exist for the same purpose.
People open crystals to acquire a certain champ. They usually have a mental list they want, and others they would be fine with. We all understand not every pull is a winner, but when people constantly pull champs that are worthless to them, it would nice to have other options - especially if 5*s are rare for them.
If this game wants to be totally random, fine, but the point I was trying to make was it can't be random when we can buy Vision, Deadpool, etc. So knowing that there is a way to get several guaranteed champs, and now there are crystals with a 1 in 10 chance for a specific champ, what is the harm in an occasional re-spin? Keep in mind, I mean "occasional", not every spin.
And much like everything else in the game, if re-spins ever do exist, you can opt out of them if you prefer the excitement and or disappointment of a one-and-done mentality.
This all can be fixed, or at least improved by allowing "re-spins". I have been suggesting this for a while now.
Simple, get a bad champ/cat/etc pay some units to re-spin removing the previous pull.
Better yet each month award one "re-spin" gem for exploring Master or uncollected 100%. Make it simple, just one gem that can be used for 4*/5*/T4C, your choice. This won't guarantee you get what you want, but would at least offer hope.
I suggested it too 1,5 - 2 years ago
It would remain a matter of « luck »
Why do people constantly feel the need to run to the forums to whine about their bad pulls. Every crystal is a gamble and odds are in the “house’s” favor.
My last 3 5* pulls have been RR, Ronan, and now today KP from my dungeon grind Legendary crystal. RR was from my 27k Dark artifact crystal.
Sure it feels bad but it’s not worth whining about. Kabam literally can do nothing about your bad luck.
Wrong. Only Kabam can do something about bad luck. You have the choice
1) Change probabilities in crystals
2) Do not allow dupe or sig+1 in crystals
3) Do not put crappy champions in crystals
Why do people constantly feel the need to run to the forums to whine about their bad pulls. Every crystal is a gamble and odds are in the “house’s” favor.
My last 3 5* pulls have been RR, Ronan, and now today KP from my dungeon grind Legendary crystal. RR was from my 27k Dark artifact crystal.
Sure it feels bad but it’s not worth whining about. Kabam literally can do nothing about your bad luck.
Wrong. Only Kabam can do something about bad luck. You have the choice
1) Change probabilities in crystals
2) Do not allow dupe or sig+1 in crystals
3) Do not put crappy champions in crystals
These are always funny. It's A DIFFERENT GAME if they just hand out champs everyone wants. RNGs make money by enticing chumps to spend to get a better chance at **** they think they want. Take away the RNG? Then we all get the same champs and the opponents are made exponentially harder and the difference maker is (gasp) BUYING STUFF to make the champs everyone gets A LITTLE MORE SPECIAL. Play some Fortnite for that.
First, I was answering to someone telling wrongly that Kabam can’t do anything.
Second, there is a gap between giving only the best and giving a lot more crappy champions than good champions. The best way for kabam and players is between the extremes.
We all know which are the crappy ones. The fails. Who wants a kamala, a miss hulk, a spider gwen, a joe fixit, and so on ? Nobody. So why kabam put them in 5* and moreover in dark artifact crystals that cost so many hours ???
Crappy champions should stay in 4* and be removed from 5* and 6*. Or at least not be included « expensive » crystals and perhaps be replaced by more medium champions.
If this game wants to be totally random, fine, but the point I was trying to make was it can't be random when we can buy Vision, Deadpool, etc. So knowing that there is a way to get several guaranteed champs, and now there are crystals with a 1 in 10 chance for a specific champ, what is the harm in an occasional re-spin? Keep in mind, I mean "occasional", not every spin.
If your goal is to prove that there would be no measurable harm to the game if an occasional spin was allowed to be respun, you might be able to do that. But I don't know why you believe that's a worthy goal to have, since even if you succeed that doesn't in any way help the suggestion. It is a common belief that the only suggestions game developers shouldn't implement are the ones that aren't game breaking or generally harmful. This belief is false. At least, no game developer believes this and functions in that way.
In any case I don't know why you're saying "if this game wants to be totally random" because it clearly isn't, and has no intention to be. But as previously mentioned, pointing out all the ways the game doesn't deliver rewards randomly doesn't support the suggestion for something else to be. "If here then why not elsewhere" carries no weight with anyone other than people who already agree with you.
I have a feeling certain characters have higher probabilities of being pulled than others. Like in a PHC, you have a 2% chance of pulling a 4*, but I suspect out of all the possible 4*'s, certain ones are more likely than others.
Comments
Actually, it does. The point of having a random system is to roll the dice, so-to-speak, and accept whatever comes. Rerolling Crystals defeats the point of that.
What do you believe the purpose to having the crystals contain random rewards is? It sounds like you believe the purpose is to force players to roll dice, so allowing them to roll twice is entirely in keeping with the purpose for random rewards. But that's not the purpose of random rolls at all. The random rolls are a means to an end, not the end itself. The intent is not for players to roll as many random dice as possible.
The purpose to random rewards is to eliminate your ability to control which reward you get, so the *only* means of eventually getting what you want is to continue to play the game and earn more reward tries. What you are doing is basically cutting the number of average tries to get the desired reward in half. That explicitly changes the intent of the crystal design by altering the net odds of the crystal producing any particular reward. It offers significant ability to influence the net reward of the crystal.
That doesn't mean respins are bad, or good. It just means they do change the design intent of the crystals in a fundamental way.
Personally, I'm not keen on respins that cost anything. They are a psychologically unproductive reward. The problem is that in the long run they generate very good results, but in the short term they can generate wildly bad results. That's not a good property for them to have. Because they effectively double the odds of a player getting what they want, they have to be very expensive to get. But because any one spin is still likely to generate an unfavorable result players that acquire them are more likely to get burned by them than benefit from them, and that seems to be something that you wouldn't want to introduce into the game without a good reason, and there's no good reason I can see here.
Before someone tries to point out that many crystals offer a similar property of being potentially valuable but mostly unfavorable those things tend to have specific reasons to exist in the game that are essential to the functionality of the game. This doesn't.
Another chance is simply a way to allow those who can't open 5* every week, the ability to maybe get a quick upgrade from the trash they just pulled.
Technically, since I did not say respins are "such a horrible idea" that would make the rest of the statement moot. However, your following statement is also false. Selling a champion doesn't "undermine the randomness of a crystal." I'm not entirely sure I'm certain what that phrase is supposed to mean, but as OG Vision isn't contained in any normal crystal selling that champion doesn't alter the value proposition of any crystal.
It does offer people a guaranteed shot at a specific champion, and in fact there are other examples of that: Red Deadpool for example. But that, alongside other ways to get a champion with different odds, does not alter the principle that the purpose of randomized rewards is to eliminate control, not promote random number generator usage. Those things aren't earned by randomized rewards, so the logical inference is that they aren't intended to be rewards with no control over the earning process.
The fact that something exists in the game with a specific purpose doesn't mean all other things in the game must exist for the same purpose.
If this game wants to be totally random, fine, but the point I was trying to make was it can't be random when we can buy Vision, Deadpool, etc. So knowing that there is a way to get several guaranteed champs, and now there are crystals with a 1 in 10 chance for a specific champ, what is the harm in an occasional re-spin? Keep in mind, I mean "occasional", not every spin.
And much like everything else in the game, if re-spins ever do exist, you can opt out of them if you prefer the excitement and or disappointment of a one-and-done mentality.
I suggested it too 1,5 - 2 years ago
It would remain a matter of « luck »
First, I was answering to someone telling wrongly that Kabam can’t do anything.
Second, there is a gap between giving only the best and giving a lot more crappy champions than good champions. The best way for kabam and players is between the extremes.
We all know which are the crappy ones. The fails. Who wants a kamala, a miss hulk, a spider gwen, a joe fixit, and so on ? Nobody. So why kabam put them in 5* and moreover in dark artifact crystals that cost so many hours ???
Crappy champions should stay in 4* and be removed from 5* and 6*. Or at least not be included « expensive » crystals and perhaps be replaced by more medium champions.
If your goal is to prove that there would be no measurable harm to the game if an occasional spin was allowed to be respun, you might be able to do that. But I don't know why you believe that's a worthy goal to have, since even if you succeed that doesn't in any way help the suggestion. It is a common belief that the only suggestions game developers shouldn't implement are the ones that aren't game breaking or generally harmful. This belief is false. At least, no game developer believes this and functions in that way.
In any case I don't know why you're saying "if this game wants to be totally random" because it clearly isn't, and has no intention to be. But as previously mentioned, pointing out all the ways the game doesn't deliver rewards randomly doesn't support the suggestion for something else to be. "If here then why not elsewhere" carries no weight with anyone other than people who already agree with you.
Just don’t get all pissy at them when you have bad luck again bahahaha