3) This kind of programming for algorithms goes on with pretty much every mobile game that relies on propietary RNG. People in the industry have confirmed this.
Nobody does this, there's no such thing as "proprietary RNG" and the "people in the industry" confirming this are such transparent frauds they are textbook examples of why you shouldn't impersonate professionals you are unfamiliar with.
If you don't know what propietary RNG means then you're probably not in a position to say it doesn't exist. RNG is a massive part of the game, and proprietary refers to their protected algorithm formulas which, umm, are also indisputable. I bet you'd also argue that spending info isn't tracked, which we know it most definitely is.
Put the pieces together. Then again we will just be told it doesn't matter because they say it's all fair without actually having to disclose what the actual formulas are because... yep... it's protected proprietary industry information!
I'm in a position to know this is all mostly random words strung together. Nobody uses "proprietary RNG" because everyone uses the same RNG for games: whichever one came with their compiler (the rare times this isn't done it is usually some computer science shmuck that thinks they can beat the compiler and writes a horrible RNG that the players end up figuring out and exploiting). Rewards are generated using reward tables which themselves are fixed in the data and virtually never algorithmic for rewards like those being discussed, which means they have no "protected algorithm formulas" associated with them. Every intern that's worked for a game developer on an online game would know this. It is all basically done in Excel. I still have the Excel sheets from the last time I did work like this.
The only two tools I ever used when working on the data side of gaming was Excel, and email. The code/data separation is such that hard coding anything into the engine is something that if you suggested it to a game developer working anywhere near the engine would get you something between a weird look and outright laughter.
Because you don't know, you feel free to invent. Such is the way of conspiracy theorists.
So, you worked on a project with revenue at the level that Kabam gets from MCoC? Somehow I'm going to doubt that.
Kabam/Netmarble have a budget wherein they can pay full-time coders to work data in any way they see fit. It's really not that difficult to split potential rewards in to different categories based on traceable habits. Habits such as, I dunno, spending behaviors. So while there may be legitimate RNG, you could be placed in to different RNG reward buckets based on predefined markers. To say that's not possible, or that it doesn't happen with some of the bigger studios, is naivete at its finest
Kabam/Netmarble have a budget wherein they can pay full-time coders to work data in any way they see fit.
The fact that you think "coders" make games (instead of frameworks and engines) is something that is really a much stronger signal of your lack of knowledge of how these games work than I think anyone could convince you of. You just think you can stare at the cave wall and speak authoritatively about the shadows. The fact that you think it is actually the people outside the cave that are naive is Dunning Kruger in its purest form.
At the end of the day, the vast majority of people reading the forums have no real way to verify which of us is actually correct. There are only a few people who know with reasonable certainly, and almost all of them are game developers, either working for Kabam or with enough experience in the industry to extrapolate. And when I'm speaking about game development - as is true for any technical profession - I would rather look stupid to everyone else besides them, than look like a lunatic to them.
And for the record, no, I have not done any work on a game with the same revenue numbers as MCOC. Since you feel that is relevant to the credibility of my assertions, how many such games have you worked on the monetization system for?
The fact that you think "coders" make games (instead of frameworks and engines) is something that is really a much stronger signal of your lack of knowledge of how these games work than I think anyone could convince you of. You just think you can stare at the cave wall and speak authoritatively about the shadows. The fact that you think it is actually the people outside the cave that are naive is Dunning Kruger in its purest form.
At the end of the day, the vast majority of people reading the forums have no real way to verify which of us is actually correct. There are only a few people who know with reasonable certainly, and almost all of them are game developers, either working for Kabam or with enough experience in the industry to extrapolate. And when I'm speaking about game development - as is true for any technical profession - I would rather look stupid to everyone else besides them, than look like a lunatic to them.
And for the record, no, I have not done any work on a game with the same revenue numbers as MCOC. Since you feel that is relevant to the credibility of my assertions, how many such games have you worked on the monetization system for?
This guy busts out Dunning Kruger in a scenario in which he is trying to posit himself as the SME without laying out contextual facts. That's kind of hilarious.
It's the person who yells about others not knowing the correct word for a gun mechanism and thusly trying to substantiate their argument. It's tacky but do you.
My entire point is that any big business is always going to look for ways to maximize revenue. If they can hide behind a shield of proprietary information to do such, they will. If you don't think it's possible to create algorithms that can assign different pools to users based on less than/greater than criteria then I have to question your expertise on the subject. It's actually quite rudimentary and, based on current law in most jurisdictions, quite legal. Companies exist to make money and if they have ways to do so they'll do it. To think otherwise is laughable. If you're in the business of blind trust, more power to ya, but I deal in reality and I know that I'm a data point who exists to create revenue.
I will agree that due to the many, many unknowns behind the scenes, neither of us have the ground to stand on definitively so what either of us say is entirely speculative. Agree to disagree.
Why do these rifts have only an hour? I was doing master rift to get coral for epic rift. Had to attend to some matter and when i came back, the rift had expired. To me it make no sense to have a time limitation. It's not aq or aw.
1. Since according to new AppStore rules, Percentage-Chances must be declared before rolling the dice, I think that the actual percentages declared in the rifts/Crystals have to be correct... Otherwise Kabam would risk (worst case) to be kicked out of the AppStore)... So personally I don’t think that there is any “proprietary” RNG, other than the given percentages...
2. Even IF there was some proprietary RNG based on spending, who says that the odds wouldn’t be the other way, i.e. that Spenders have more luck... Wouldn’t that incentivize people to spend more?
Look, I am in no way an expert on either of the two points... Just some food for thought...
Still: Back to topic anyone?
@Kabam Miike Can you tell us how many fantastic 4 solo events are still to come? I.e. when will the last event start and end?
Just ran another Epic Unstable. 500 5* shards. That's added to the single 5* +5 Mutant and Tech gems (seriously? Even Master rift gives 4 of the gems for a 4*)and a whopping 250 6* shards from my very first run. 4 runs, 4 garbage rewards not even close to worth the effort put in so far.
I've said this several times now for many different crystals, but it bears repeating. Displaying the odds of a reward dropping in a crystal is not terribly useful to players if you don't also state what the reward actually is. In the case of Atlantean crystals, the drop odds display things like "T2 Alpha fragments" but not how many. Without knowing how many fragments that is, the information that you have a 20% chance to get them is virtually useless.
If these were purchasable with units, I would state that they violate the Apple Store lootbox guidelines. As they are not, I will simply state they violate basic common sense.
I'm not exaggerating by much when I say that this is about as useful to making an informed choice as saying "A Reward: 20%; A Different Reward: 5%; Still Another Reward: 75%." There's an enormous difference between these crystals offering, for example, a 20% chance for 3000 T2A fragments and a 20% chance for 300 T2A fragments.
I've said this several times now for many different crystals, but it bears repeating. Displaying the odds of a reward dropping in a crystal is not terribly useful to players if you don't also state what the reward actually is. In the case of Atlantean crystals, the drop odds display things like "T2 Alpha fragments" but not how many. Without knowing how many fragments that is, the information that you have a 20% chance to get them is virtually useless.
If these were purchasable with units, I would state that they violate the Apple Store lootbox guidelines. As they are not, I will simply state they violate basic common sense.
I'm not exaggerating by much when I say that this is about as useful to making an informed choice as saying "A Reward: 20%; A Different Reward: 5%; Still Another Reward: 75%." There's an enormous difference between these crystals offering, for example, a 20% chance for 3000 T2A fragments and a 20% chance for 300 T2A fragments.
I've said this several times now for many different crystals, but it bears repeating. Displaying the odds of a reward dropping in a crystal is not terribly useful to players if you don't also state what the reward actually is. In the case of Atlantean crystals, the drop odds display things like "T2 Alpha fragments" but not how many. Without knowing how many fragments that is, the information that you have a 20% chance to get them is virtually useless.
If these were purchasable with units, I would state that they violate the Apple Store lootbox guidelines. As they are not, I will simply state they violate basic common sense.
I'm not exaggerating by much when I say that this is about as useful to making an informed choice as saying "A Reward: 20%; A Different Reward: 5%; Still Another Reward: 75%." There's an enormous difference between these crystals offering, for example, a 20% chance for 3000 T2A fragments and a 20% chance for 300 T2A fragments.
Glad to say we agree on at least something 😂🤝
Then I think you're going to enjoy this.
@Kabam Miike I know I've reported to Kabam in the past that customer support quality is sometimes annoyingly awful, like when support seems unaware of the fact that the Earth is round and timezones exist.
I have no idea what went wrong with this player's account. It could be a glitch, just a visual bug, or user error. But what support sent to them was complete gibberish. The unstable rifts all have published drop odds that add up to 100%, so as long as you complete them you're supposed to get some kind of reward. None of them should have a non-zero chance to generate a reward, and there is no way to give support any benefit of the doubt that they did anything other than mislead the player.
It is very difficult to encourage players to report things to support, when I've seen first hand support say things to me that suggest either they are supporting a completely different game, or I've slipped into a completely different reality. This definitely needs major improvement.
@Kabam Miike@Kabam Zibiit@Kabam Lyra is it possible to get no rewards from doing an unstable rift? Apparently support thinks so but that is in contradiction with the official announcement and published drop rates. Players a doing rifts and not getting rewards
ok so ran 3 master rifts and 1 epic only. rng sucks way too bad in unstable rifts. 3 times master gave me 1800 t4bc shards each😑😑 and epic gave me 5* sig stone. is there any hope to get something good out of these considering the stupid energy i wasted on these rifts
I've said this several times now for many different crystals, but it bears repeating. Displaying the odds of a reward dropping in a crystal is not terribly useful to players if you don't also state what the reward actually is. In the case of Atlantean crystals, the drop odds display things like "T2 Alpha fragments" but not how many. Without knowing how many fragments that is, the information that you have a 20% chance to get them is virtually useless.
If these were purchasable with units, I would state that they violate the Apple Store lootbox guidelines. As they are not, I will simply state they violate basic common sense.
I'm not exaggerating by much when I say that this is about as useful to making an informed choice as saying "A Reward: 20%; A Different Reward: 5%; Still Another Reward: 75%." There's an enormous difference between these crystals offering, for example, a 20% chance for 3000 T2A fragments and a 20% chance for 300 T2A fragments.
Glad to say we agree on at least something 😂🤝
Then I think you're going to enjoy this.
@Kabam Miike I know I've reported to Kabam in the past that customer support quality is sometimes annoyingly awful, like when support seems unaware of the fact that the Earth is round and timezones exist.
I have no idea what went wrong with this player's account. It could be a glitch, just a visual bug, or user error. But what support sent to them was complete gibberish. The unstable rifts all have published drop odds that add up to 100%, so as long as you complete them you're supposed to get some kind of reward. None of them should have a non-zero chance to generate a reward, and there is no way to give support any benefit of the doubt that they did anything other than mislead the player.
It is very difficult to encourage players to report things to support, when I've seen first hand support say things to me that suggest either they are supporting a completely different game, or I've slipped into a completely different reality. This definitely needs major improvement.
“Support” is an egregious misnomer. I’m sure they are nice, but putting individuals with zero apparent expertise (technical or otherwise) in charge of handling issues shouldn’t happen with a game that makes this much money.
Comments
The only two tools I ever used when working on the data side of gaming was Excel, and email. The code/data separation is such that hard coding anything into the engine is something that if you suggested it to a game developer working anywhere near the engine would get you something between a weird look and outright laughter.
Because you don't know, you feel free to invent. Such is the way of conspiracy theorists.
Kabam/Netmarble have a budget wherein they can pay full-time coders to work data in any way they see fit. It's really not that difficult to split potential rewards in to different categories based on traceable habits. Habits such as, I dunno, spending behaviors. So while there may be legitimate RNG, you could be placed in to different RNG reward buckets based on predefined markers. To say that's not possible, or that it doesn't happen with some of the bigger studios, is naivete at its finest
At the end of the day, the vast majority of people reading the forums have no real way to verify which of us is actually correct. There are only a few people who know with reasonable certainly, and almost all of them are game developers, either working for Kabam or with enough experience in the industry to extrapolate. And when I'm speaking about game development - as is true for any technical profession - I would rather look stupid to everyone else besides them, than look like a lunatic to them.
And for the record, no, I have not done any work on a game with the same revenue numbers as MCOC. Since you feel that is relevant to the credibility of my assertions, how many such games have you worked on the monetization system for?
It's the person who yells about others not knowing the correct word for a gun mechanism and thusly trying to substantiate their argument. It's tacky but do you.
My entire point is that any big business is always going to look for ways to maximize revenue. If they can hide behind a shield of proprietary information to do such, they will. If you don't think it's possible to create algorithms that can assign different pools to users based on less than/greater than criteria then I have to question your expertise on the subject. It's actually quite rudimentary and, based on current law in most jurisdictions, quite legal. Companies exist to make money and if they have ways to do so they'll do it. To think otherwise is laughable. If you're in the business of blind trust, more power to ya, but I deal in reality and I know that I'm a data point who exists to create revenue.
I will agree that due to the many, many unknowns behind the scenes, neither of us have the ground to stand on definitively so what either of us say is entirely speculative. Agree to disagree.
They also SHOULD have a bug team that can debug the game then so why is this not the case
@DNA3000
It‘s getting a bit off-topic, don’t you think?
But heck, let me add my own 2 cents in there...
1.
Since according to new AppStore rules, Percentage-Chances must be declared before rolling the dice, I think that the actual percentages declared in the rifts/Crystals have to be correct... Otherwise Kabam would risk (worst case) to be kicked out of the AppStore)... So personally I don’t think that there is any “proprietary” RNG, other than the given percentages...
2.
Even IF there was some proprietary RNG based on spending, who says that the odds wouldn’t be the other way, i.e. that Spenders have more luck... Wouldn’t that incentivize people to spend more?
Look, I am in no way an expert on either of the two points... Just some food for thought...
Still: Back to topic anyone?
@Kabam Miike
Can you tell us how many fantastic 4 solo events are still to come? I.e. when will the last event start and end?
Thanks
If these were purchasable with units, I would state that they violate the Apple Store lootbox guidelines. As they are not, I will simply state they violate basic common sense.
I'm not exaggerating by much when I say that this is about as useful to making an informed choice as saying "A Reward: 20%; A Different Reward: 5%; Still Another Reward: 75%." There's an enormous difference between these crystals offering, for example, a 20% chance for 3000 T2A fragments and a 20% chance for 300 T2A fragments.
@Kabam Miike I know I've reported to Kabam in the past that customer support quality is sometimes annoyingly awful, like when support seems unaware of the fact that the Earth is round and timezones exist.
I have no idea what went wrong with this player's account. It could be a glitch, just a visual bug, or user error. But what support sent to them was complete gibberish. The unstable rifts all have published drop odds that add up to 100%, so as long as you complete them you're supposed to get some kind of reward. None of them should have a non-zero chance to generate a reward, and there is no way to give support any benefit of the doubt that they did anything other than mislead the player.
It is very difficult to encourage players to report things to support, when I've seen first hand support say things to me that suggest either they are supporting a completely different game, or I've slipped into a completely different reality. This definitely needs major improvement.
Dr. Zola
Did 5 on my main so far.
Mutant AG
Skill AG
2000 6* Shards
1 +5 Sig Stone
Skill AG
Dr. Zola
That's me entering an unstable rift ^^^
Anyway, I have no use for the AGs. They’re just gonna sit in my stash. Lol
Nothing to get too stressed about...
Dr. Zola