Worknprogress wrote: » MaatMan wrote: » Worknprogress wrote: » Why would they split stuff into classes? It wouldn't make any sense to even give random AG and rank up gems as rewards at that point. Then anyone could just target a specific class for whatever rewards they got. well they really should be split in some way or another. i was merely offering a suggestion. and a good one for us TBH. u got a better one? Think it's fine as is personally. Want a reduced pool? Open featured crystals
MaatMan wrote: » Worknprogress wrote: » Why would they split stuff into classes? It wouldn't make any sense to even give random AG and rank up gems as rewards at that point. Then anyone could just target a specific class for whatever rewards they got. well they really should be split in some way or another. i was merely offering a suggestion. and a good one for us TBH. u got a better one?
Worknprogress wrote: » Why would they split stuff into classes? It wouldn't make any sense to even give random AG and rank up gems as rewards at that point. Then anyone could just target a specific class for whatever rewards they got.
RunamokUSA wrote: » If the pool is getting bigger how are you pulling the same champs over and over..
Drooped2 wrote: » This complaint doesnt check out with math. Right now you have a .89 chance per champ ish Splitting it although removes some chamois from it ups your chances of pulling each. Ie 24 per crystal is 4 percent
Darkstar4387 wrote: » Scottryan wrote: » "The pool is getting so big that i keep pulling the same champ over and over"...what? Means duping the same champions over and over and over again, and again i know how op feels since I have a lot of subpar champions at Max sig like Groot, cyclops, Netflix Daredevil, winter solider etc I also have a lot of champions at sig 60-80 some not so good like civil warrior, both Magneto's and, vulture, hulk buster and many more. It's the fact that even with a pull this big you coul end up never pulling certain champions and just pulling the same ones over and over. I am missing a number of champions in the 4* pool and have a habit of duping some in quick succession right after I just pulled them.
Scottryan wrote: » "The pool is getting so big that i keep pulling the same champ over and over"...what?
phil56201 wrote: » Pulled phoenix no less than 5 times during the month of Dec 2015.
Spurgeo14 wrote: » RunamokUSA wrote: » If the pool is getting bigger how are you pulling the same champs over and over.. I keep pulling the 2015 champs. How is it possible? The odds aren't in my favor. I would appreciate if they would split them up by year or something permanently...because the 2015 vs 2018 champs suck. Plus, they don't featured 4* crystal shard crystals.
DrZola wrote: » Worknprogress wrote: » MaatMan wrote: » Worknprogress wrote: » Why would they split stuff into classes? It wouldn't make any sense to even give random AG and rank up gems as rewards at that point. Then anyone could just target a specific class for whatever rewards they got. well they really should be split in some way or another. i was merely offering a suggestion. and a good one for us TBH. u got a better one? Think it's fine as is personally. Want a reduced pool? Open featured crystals Not a proven way to get more of what you want, at least in my experience. Dr. Zola
MaatMan wrote: » Worknprogress wrote: » MaatMan wrote: » Worknprogress wrote: » Why would they split stuff into classes? It wouldn't make any sense to even give random AG and rank up gems as rewards at that point. Then anyone could just target a specific class for whatever rewards they got. well they really should be split in some way or another. i was merely offering a suggestion. and a good one for us TBH. u got a better one? Think it's fine as is personally. Want a reduced pool? Open featured crystals no featured for 4* crystals now is there.
Worknprogress wrote: » DrZola wrote: » Worknprogress wrote: » MaatMan wrote: » Worknprogress wrote: » Why would they split stuff into classes? It wouldn't make any sense to even give random AG and rank up gems as rewards at that point. Then anyone could just target a specific class for whatever rewards they got. well they really should be split in some way or another. i was merely offering a suggestion. and a good one for us TBH. u got a better one? Think it's fine as is personally. Want a reduced pool? Open featured crystals Not a proven way to get more of what you want, at least in my experience. Dr. Zola It's worked just fine for me. I don't feel like there should be a way to guarantee getting what you want regardless. That's the whole reason they changed the featured crystals
mostlyharmlessn wrote: » DNA3000 wrote: » mostlyharmlessn wrote: » Spurgeo14 wrote: » As more and more champions keep getting added to the crystals, is there any hope of the regular crystals being split up or something? I'm tired of getting the same 4*s over and over...does this bother anyone else? It is very annoying, but it's the result of pRNG algorythm which Kabam uses. Low quality pRNG algorithms produce the kind of "Batchy" results we tend to see. Linear congruential generator (LCG), the one that Java uses by default, which while fast, has been known for decades to be pretty poor quality and produce the kind of results we see. (I do not know if this is the actual algorithm used, but it sure does feel like it. No pRNG in general use by any modern language has sufficiently bad sequential correlation that a human being could detect it with their eyeballs. I'm not familiar with Java's specific choice of parameters, but as there are very good ones with minimal correlation it would seem illogical they would go out of their way to pick a bad set. But again, even *horrible* pRNGs are unlikely to generate sequences humans can see. Especially in a multiplayer game where literally millions of people are doing things that require random numbers generated. Based on the literature I"ve read, Java's current choice for parameters suffers from tupling bins, aka the problem of "sets falling in planes" but it is otherwise reasonably random. This means it does not suffer from the correlation problem you describe: it is not "batchy." Instead, it doesn't distribute short sequences of random numbers randomly. To put it another way, to catch this implementation in the act of doing something non-random, you would have to be able to tell that the sequence Cyclops/X-23/MODOK occurs less often than MODOK/Wolverine/MsMarvel. No one does that analysis. This is separate from the fact that the Java implementation is not generally used in server-side applications. The generators you'd use from something like the Microsoft or GNU libraries are much stronger. The problem which I have stated, the batchy results is exactly what we are observing.
DNA3000 wrote: » mostlyharmlessn wrote: » Spurgeo14 wrote: » As more and more champions keep getting added to the crystals, is there any hope of the regular crystals being split up or something? I'm tired of getting the same 4*s over and over...does this bother anyone else? It is very annoying, but it's the result of pRNG algorythm which Kabam uses. Low quality pRNG algorithms produce the kind of "Batchy" results we tend to see. Linear congruential generator (LCG), the one that Java uses by default, which while fast, has been known for decades to be pretty poor quality and produce the kind of results we see. (I do not know if this is the actual algorithm used, but it sure does feel like it. No pRNG in general use by any modern language has sufficiently bad sequential correlation that a human being could detect it with their eyeballs. I'm not familiar with Java's specific choice of parameters, but as there are very good ones with minimal correlation it would seem illogical they would go out of their way to pick a bad set. But again, even *horrible* pRNGs are unlikely to generate sequences humans can see. Especially in a multiplayer game where literally millions of people are doing things that require random numbers generated. Based on the literature I"ve read, Java's current choice for parameters suffers from tupling bins, aka the problem of "sets falling in planes" but it is otherwise reasonably random. This means it does not suffer from the correlation problem you describe: it is not "batchy." Instead, it doesn't distribute short sequences of random numbers randomly. To put it another way, to catch this implementation in the act of doing something non-random, you would have to be able to tell that the sequence Cyclops/X-23/MODOK occurs less often than MODOK/Wolverine/MsMarvel. No one does that analysis. This is separate from the fact that the Java implementation is not generally used in server-side applications. The generators you'd use from something like the Microsoft or GNU libraries are much stronger.
mostlyharmlessn wrote: » Spurgeo14 wrote: » As more and more champions keep getting added to the crystals, is there any hope of the regular crystals being split up or something? I'm tired of getting the same 4*s over and over...does this bother anyone else? It is very annoying, but it's the result of pRNG algorythm which Kabam uses. Low quality pRNG algorithms produce the kind of "Batchy" results we tend to see. Linear congruential generator (LCG), the one that Java uses by default, which while fast, has been known for decades to be pretty poor quality and produce the kind of results we see. (I do not know if this is the actual algorithm used, but it sure does feel like it.
Spurgeo14 wrote: » As more and more champions keep getting added to the crystals, is there any hope of the regular crystals being split up or something? I'm tired of getting the same 4*s over and over...does this bother anyone else?
DNA3000 wrote: » mostlyharmlessn wrote: » DNA3000 wrote: » mostlyharmlessn wrote: » Spurgeo14 wrote: » As more and more champions keep getting added to the crystals, is there any hope of the regular crystals being split up or something? I'm tired of getting the same 4*s over and over...does this bother anyone else? It is very annoying, but it's the result of pRNG algorythm which Kabam uses. Low quality pRNG algorithms produce the kind of "Batchy" results we tend to see. Linear congruential generator (LCG), the one that Java uses by default, which while fast, has been known for decades to be pretty poor quality and produce the kind of results we see. (I do not know if this is the actual algorithm used, but it sure does feel like it. No pRNG in general use by any modern language has sufficiently bad sequential correlation that a human being could detect it with their eyeballs. I'm not familiar with Java's specific choice of parameters, but as there are very good ones with minimal correlation it would seem illogical they would go out of their way to pick a bad set. But again, even *horrible* pRNGs are unlikely to generate sequences humans can see. Especially in a multiplayer game where literally millions of people are doing things that require random numbers generated. Based on the literature I"ve read, Java's current choice for parameters suffers from tupling bins, aka the problem of "sets falling in planes" but it is otherwise reasonably random. This means it does not suffer from the correlation problem you describe: it is not "batchy." Instead, it doesn't distribute short sequences of random numbers randomly. To put it another way, to catch this implementation in the act of doing something non-random, you would have to be able to tell that the sequence Cyclops/X-23/MODOK occurs less often than MODOK/Wolverine/MsMarvel. No one does that analysis. This is separate from the fact that the Java implementation is not generally used in server-side applications. The generators you'd use from something like the Microsoft or GNU libraries are much stronger. The problem which I have stated, the batchy results is exactly what we are observing. Every time I've spent enough time analyzing large numbers of pulls, I don't see any statistically significant "batchines." It is literally impossible for such effects to show up when human beings look at small numbers of pulls and yet disappear when someone looks at large numbers of rolls. "Batchiness" that shows up with small numbers and disappears with large numbers is called "randomness."
DrZola wrote: » What @mostlyharmlessn is saying is qualitatively different from the usual tinfoil hat rubbish that suggests the game is secretly working to hose the player base. What I understand him to say is that the pRNG algorithm, combined with the way seed numbers are generated and refreshed, can tend to produce the same result more frequently than a better randomizer would.
Worknprogress wrote: » 4*s are just iso and 5* shards at this point
Worknprogress wrote: » MaatMan wrote: » Worknprogress wrote: » MaatMan wrote: » Worknprogress wrote: » Why would they split stuff into classes? It wouldn't make any sense to even give random AG and rank up gems as rewards at that point. Then anyone could just target a specific class for whatever rewards they got. well they really should be split in some way or another. i was merely offering a suggestion. and a good one for us TBH. u got a better one? Think it's fine as is personally. Want a reduced pool? Open featured crystals no featured for 4* crystals now is there. I couldn't possibly care less about 4*s at this point
Taz0911 wrote: » They should just make the 5* basic crystal into smaller groups like the dungeon Crystal's where you have like maybe 10 or 15 champs in each so you have better odds of a target champ
MaatMan wrote: » Worknprogress wrote: » MaatMan wrote: » Worknprogress wrote: » MaatMan wrote: » Worknprogress wrote: » Why would they split stuff into classes? It wouldn't make any sense to even give random AG and rank up gems as rewards at that point. Then anyone could just target a specific class for whatever rewards they got. well they really should be split in some way or another. i was merely offering a suggestion. and a good one for us TBH. u got a better one? Think it's fine as is personally. Want a reduced pool? Open featured crystals no featured for 4* crystals now is there. I couldn't possibly care less about 4*s at this point but wat about those who do? pesonally i dont either. as i have 115+ 4*. but some people do. are you a selfish entitled person who doesnt care about anyone other than themselves? or are you someone who cares about the game and its players as a whole?
Worknprogress wrote: » Things like energy reductions and vastly increased shard availability already make clearing content and roster building far easier for newer players. I don't see why they constantly feel entitled to things changing for their benefit when loads of players have already done all of this with far less.
DrZola wrote: » Worknprogress wrote: » Things like energy reductions and vastly increased shard availability already make clearing content and roster building far easier for newer players. I don't see why they constantly feel entitled to things changing for their benefit when loads of players have already done all of this with far less. To a large extent I agree with you. I remember sweating it to get past the old Juggs in 4.3.3. Terrible. New players don’t have to fave that difficulty and can do it with far superior champs. At the same time, more chances to pop crystals (via more shard availability) doesn’t necessarily translate into progression, especially as the odds continue to stack. I’ve popped 7 5* crystals since early December and not a single one advances my account other than to add another arena team or some sig levels to already awakened champs. And it’s largely been that way since early summer across I don’t know how many 5/6* chances. Limit it to Elders Bane or Ancient One titles. Charge a modest premium. Require players to finish a special quest to be eligible. Doesn’t matter. Something to trim the pool to a 1-2% chance per champ would be appreciated. Dr. Zola