Where are the people now who say....Don't worry, it all evens out in the RNG universe....
I’m right here, the guy who saved up 228 premium ten-pulls and got nearly dead-on the expected number of golds. 26 received from 2,280 drops, whereas 29 would be expected from the posted drop rate.
You got slightly below what you expected. (And even that says it all)
Show me the guy on the other side of the bell curve.....the guy who got 58 golds from 228 pulls.
Here's a hint: he doesnt exist.
The rules associated with the Timelines RNG are skewed towards the negative.
There is no balance in this Universe....ie...no true fairness. (50% in favor of player, 50% in favor of DB)
As I mentioned in another thread...to which you did not respond.....why arent there in place rules to prevent a player from having the "zilch" experience? They are more than easy enough to code.
You know the answer already: Such rules dont make DB any money.
So, please, continue to peddle the myth that RNG is fair...that those who know statistics don't know what we're talking about, etc.....
Unicorns, rainbows, and the fair RNG...
1.14% vs. 1.27% wasn’t worth pitching a tantrum over...and others who have pulled fewer packs are also in line with expectations. Not to mention that your theoretical other person with a drop rate double that of expectations doesn’t exist because few others started saving as early as I did or have elected to post their results.
Ultimately, I can try to explain it but cannot understand it for you. Have yourself a nice weekend!
Surely someone would be crowing like mad - over the last 3 years about such results.
I can - and do - understand things just fine.
25 packs and no legendaries isn't that unusual. I've gone at least 50 premium packs without a begold
I would say that’s exactly the point. It is not unusual in this game. It is regular
And that's what they are, odds, not a guarantee.
Frankly, this sentence can lead us way off. Imagine this - odds are 99%, but some player does a million pulls and receives nothing, he can be told “it’s not a guarantee, it’s the odds. Just bad luck”. Is that what you’re saying? What’s the point of specifying the odds then?
The converse of this is that people win lotteries despite the odds being astronomically tilted against them. Good luck and bad luck are real things in life. And luck has been at the heart of gaming since computers were invented. If you choose to buy the packs you have to accept the nature of them.
If you aren't willing to accept randomness, then don't buy them.
As I said in other thread, people do win lotteries, that’s true. But not 5 every day.
I’m willing to accept randomness, but a fair one. I do think that RNG implementation in STT is flawed, I have enough observations for me to think so. Anyone can disagree, that’s their right. But please make reasonable arguing, things like “it works for me” or “don’t play this game” won’t work.
Another factor for the odds being low and the cost being high, is game longevity. Let's pretend for a moment DB dropped the cost of the most expensive dil pack to $5, and made 10 for 10 packs $1. without a significant increase in available cards at the same time, a large number of people would cite up far more legendary cards in a shorter time, and have nothing more to accomplish. We'd also end up very rapidly with extremely similar crew compliments, with variants of a few % between hundreds of players doing galaxy builds or faction shuttles etc.
Even now most of the game is based on how much time you can burn in your personal life, but at least a strong crew makes a big difference in faction events with high % shuttle success. Drastically increasing drop rates or decreasing cost, would make most players reach equilibrium much faster and lose interest in continuing to play faster.
25 packs and no legendaries isn't that unusual. I've gone at least 50 premium packs without a begold
I would say that’s exactly the point. It is not unusual in this game. It is regular
And that's what they are, odds, not a guarantee.
Frankly, this sentence can lead us way off. Imagine this - odds are 99%, but some player does a million pulls and receives nothing, he can be told “it’s not a guarantee, it’s the odds. Just bad luck”. Is that what you’re saying? What’s the point of specifying the odds then?
The converse of this is that people win lotteries despite the odds being astronomically tilted against them. Good luck and bad luck are real things in life. And luck has been at the heart of gaming since computers were invented. If you choose to buy the packs you have to accept the nature of them.
If you aren't willing to accept randomness, then don't buy them.
As I said in other thread, people do win lotteries, that’s true. But not 5 every day.
I’m willing to accept randomness, but a fair one. I do think that RNG implementation in STT is flawed, I have enough observations for me to think so. Anyone can disagree, that’s their right. But please make reasonable arguing, things like “it works for me” or “don’t play this game” won’t work.
Walk away from the game & take your money with you. That, more than anything else, will get attention. 🖖
"In the short run, the game defines the players. But in the long run, it's us players who define the game." — Nicky Case, The Evolution of Trust
I’ve been where you are. I’ve watched a lot of well known forum people hit the wall and take breaks or walk away. You should not let your entertainment make you feel badly. The game is what it is, and it’s good to voice your feelings, but occasionally time away is badly needed, and will help set perspective. Maybe you’re over the game, or maybe your relationship to timelines financially changes irreversibly, but you should take the moment to honor your feelings, and process why you are this upset. If the game no longer brings joy, consider a goodbye, or some new limitations. You will feel better if you give yourself that respect. Statistics and percentages are all what they are, and the odds are not in our favor, but somedays you win and others you fall hard on your face. Only you can know if that’s worth it to you. I chased Annorax every single time he was offered in a pack for a year, spent an unfathomable amount of dilithium (read:cash) and never pulled one. I got him by chance in a begold right before he was put on 10$ offer, and it smarted, a lot, but it was what it was and nothing changed that. I spent 50$ on 15 for 25 offer packs the day Cheesecake Seven went live to try for a doctor begold, only to have him offered guaranteed for 10$ 3 days later, and that really, really ticked me off. I also pulled 4 Gallavanting Vash’s in a 5 event pack purchase, and got Fury Kes on my second pull that Tuesday. It’s hard to logically stay mad when gambling, but when you find yourself stuck in that angry place, it means something you should absolutely be listening to for your own well being.
Other games let you "earn" a top level character/card through summoning points. DB could implement that as well. I think that would go a long way to reduce anger.
Where are the people now who say....Don't worry, it all evens out in the RNG universe....
I’m right here, the guy who saved up 228 premium ten-pulls and got nearly dead-on the expected number of golds. 26 received from 2,280 drops, whereas 29 would be expected from the posted drop rate.
You got slightly below what you expected. (And even that says it all)
Show me the guy on the other side of the bell curve.....the guy who got 58 golds from 228 pulls.
Here's a hint: he doesnt exist.
The rules associated with the Timelines RNG are skewed towards the negative.
There is no balance in this Universe....ie...no true fairness. (50% in favor of player, 50% in favor of DB)
As I mentioned in another thread...to which you did not respond.....why arent there in place rules to prevent a player from having the "zilch" experience? They are more than easy enough to code.
You know the answer already: Such rules dont make DB any money.
So, please, continue to peddle the myth that RNG is fair...that those who know statistics don't know what we're talking about, etc.....
Unicorns, rainbows, and the fair RNG...
But ask yourself this question first before being a "Probability Apologist" next time:
If the roles were reversed - and you stood to make more money with rules biased against players - would you do exactly the same thing?
Where are the people now who say....Don't worry, it all evens out in the RNG universe....
I’m right here, the guy who saved up 228 premium ten-pulls and got nearly dead-on the expected number of golds. 26 received from 2,280 drops, whereas 29 would be expected from the posted drop rate.
You got slightly below what you expected. (And even that says it all)
Show me the guy on the other side of the bell curve.....the guy who got 58 golds from 228 pulls.
Here's a hint: he doesnt exist.
The rules associated with the Timelines RNG are skewed towards the negative.
There is no balance in this Universe....ie...no true fairness. (50% in favor of player, 50% in favor of DB)
As I mentioned in another thread...to which you did not respond.....why arent there in place rules to prevent a player from having the "zilch" experience? They are more than easy enough to code.
You know the answer already: Such rules dont make DB any money.
So, please, continue to peddle the myth that RNG is fair...that those who know statistics don't know what we're talking about, etc.....
Unicorns, rainbows, and the fair RNG...
But ask yourself this question first before being a "Probability Apologist" next time:
If the roles were reversed - and you stood to make more money with rules biased against players - would you do exactly the same thing?
Random occurrences happen on both sides. People are just more likely to complain when it goes against them.
That is very true. I have not had such bad luck. Example, I bought the $25 offer the other day with 15 pulls. I got four legendary beholds out of it. This is a common occurrence for me
Other games let you "earn" a top level character/card through summoning points. DB could implement that as well. I think that would go a long way to reduce anger.
While the megas had some stinkers as well, they also had their fair share of great cards. For a little effort every week even. Maybe I understood you wrong, but that is already implemented...
Other games let you "earn" a top level character/card through summoning points. DB could implement that as well. I think that would go a long way to reduce anger.
While the megas had some stinkers as well, they also had their fair share of great cards. For a little effort every week even. Maybe I understood you wrong, but that is already implemented...
Great point. And there has been plenty of them with a variety of skills
I know it can sting, and it may seem like the odds are slanted, kind of like how in gauntlet it feels like the defense crits 100x more often then you do, even when their percents are lower ;p
That being said, I think the expression "buyer beware" needs to be applied. DB now lists the percents and chances of obtaining cards, and you take that chance if you decide to spend money to pull packs.
I have had great luck and bad luck, its just the way it is.
I know it can sting, and it may seem like the odds are slanted, kind of like how in gauntlet it feels like the defense crits 100x more often then you do, even when their percents are lower ;p
That being said, I think the expression "buyer beware" needs to be applied. DB now lists the percents and chances of obtaining cards, and you take that chance if you decide to spend money to pull packs.
I have had great luck and bad luck, its just the way it is.
This thread started with a few extreme examples of "bad luck" for a player.
Sure, it's just the way it is.
But why doesnt DB change it?
They are the "Q" in the STT Universe.
They could snap their collective fingers, and then players would be exulting about how they receive things far "better than the stated odds".
Wouldnt that be better for all players?
Wouldnt that be better for DB as an approach to business?
Now, the question that is consistently ignored.....why dont they do this???
I know it can sting, and it may seem like the odds are slanted, kind of like how in gauntlet it feels like the defense crits 100x more often then you do, even when their percents are lower ;p
That being said, I think the expression "buyer beware" needs to be applied. DB now lists the percents and chances of obtaining cards, and you take that chance if you decide to spend money to pull packs.
I have had great luck and bad luck, its just the way it is.
This thread started with a few extreme examples of "bad luck" for a player.
Sure, it's just the way it is.
But why doesnt DB change it?
They are the "Q" in the STT Universe.
They could snap their collective fingers, and then players would be exulting about how they receive things far "better than the stated odds".
Wouldnt that be better for all players?
Wouldnt that be better for DB as an approach to business?
Now, the question that is consistently ignored.....why dont they do this???
I am not defending DB, but my guess would be cause if its to easy to get cards, or if they increase the odds too much, it changes the balance of the game, and/or devalues the cards when people do get them. Other than that how do you purpose changing it? I suppose a guarantee would be nice if you spend a certain amount? but doesn't that just further reward people spend money vs people who don't?
I guess they would have to be the ones to answer thou:)
I know it can sting, and it may seem like the odds are slanted, kind of like how in gauntlet it feels like the defense crits 100x more often then you do, even when their percents are lower ;p
That being said, I think the expression "buyer beware" needs to be applied. DB now lists the percents and chances of obtaining cards, and you take that chance if you decide to spend money to pull packs.
I have had great luck and bad luck, its just the way it is.
This thread started with a few extreme examples of "bad luck" for a player.
Sure, it's just the way it is.
But why doesnt DB change it?
They are the "Q" in the STT Universe.
They could snap their collective fingers, and then players would be exulting about how they receive things far "better than the stated odds".
Wouldnt that be better for all players?
Wouldnt that be better for DB as an approach to business?
Now, the question that is consistently ignored.....why dont they do this???
Because players spend money to buy packs, and more purchases equals more revenue (profit) for DB.
"In the short run, the game defines the players. But in the long run, it's us players who define the game." — Nicky Case, The Evolution of Trust
I know it can sting, and it may seem like the odds are slanted, kind of like how in gauntlet it feels like the defense crits 100x more often then you do, even when their percents are lower ;p
That being said, I think the expression "buyer beware" needs to be applied. DB now lists the percents and chances of obtaining cards, and you take that chance if you decide to spend money to pull packs.
I have had great luck and bad luck, its just the way it is.
This thread started with a few extreme examples of "bad luck" for a player.
Sure, it's just the way it is.
But why doesnt DB change it?
They are the "Q" in the STT Universe.
They could snap their collective fingers, and then players would be exulting about how they receive things far "better than the stated odds".
Wouldnt that be better for all players?
Wouldnt that be better for DB as an approach to business?
Now, the question that is consistently ignored.....why dont they do this???
I am not defending DB, but my guess would be cause if its to easy to get cards, or if they increase the odds too much, it changes the balance of the game, and/or devalues the cards when people do get them. Other than that how do you purpose changing it? I suppose a guarantee would be nice if you spend a certain amount? but doesn't that just further reward people spend money vs people who don't?
I guess they would have to be the ones to answer thou:)
Where to start?
Do something simple:
1) Eliminate the possibility of a player buying a 10-pack of Premium pulls, and not getting a 5*.
Buy a 10 pack, at least one 5* Behold mandatory.
2) For every series of ten "10 Premium Rewards".....make at least one 5* Behold mandatory.
3) For every 5 event packs purchased, at least one mandatory 5*.
4) For every 5 Tuesday packs purchased, you get a mandatory 5*.
If you do better than the mandatory minimum 5*, hats off to you.
But make the above the baseline.
With the above, there is no more obfuscation about things being "fair across the STT Universe".
I have read all of the comments and many of you make good points. I do agree that the math is there and it is perfectly possible for this to happen. My issue when it comes down to it is their response. If you make a ticket, would it really be so bad for them to conform this happened and be like “woah, that is some bad luck! How about this, we take 20 of those purples and put a free behold in your honor hall.”
That is still only a 0.5% overall return rate which is less than half of the stated odds, but it makes the players feel like they aren’t getting crapped on.
I mean, hell, a casino at least knows to comp drinks to big spenders when they lose. DB just points to the terms of service.
I have read all of the comments and many of you make good points. I do agree that the math is there and it is perfectly possible for this to happen. My issue when it comes down to it is their response. If you make a ticket, would it really be so bad for them to conform this happened and be like “woah, that is some bad luck! How about this, we take 20 of those purples and put a free behold in your honor hall.”
That is still only a 0.5% overall return rate which is less than half of the stated odds, but it makes the players feel like they aren’t getting crapped on.
I mean, hell, a casino at least knows to comp drinks to big spenders when they lose. DB just points to the terms of service.
I know it can sting, and it may seem like the odds are slanted, kind of like how in gauntlet it feels like the defense crits 100x more often then you do, even when their percents are lower ;p
That being said, I think the expression "buyer beware" needs to be applied. DB now lists the percents and chances of obtaining cards, and you take that chance if you decide to spend money to pull packs.
I have had great luck and bad luck, its just the way it is.
This thread started with a few extreme examples of "bad luck" for a player.
Sure, it's just the way it is.
But why doesnt DB change it?
They are the "Q" in the STT Universe.
They could snap their collective fingers, and then players would be exulting about how they receive things far "better than the stated odds".
Wouldnt that be better for all players?
Wouldnt that be better for DB as an approach to business?
Now, the question that is consistently ignored.....why dont they do this???
Because players spend money to buy packs, and more purchases equals more revenue (profit) for DB.
Until, of course...you stop buying packs because you feel its unfair.
Which gets back to the beginning of this thread
I know it can sting, and it may seem like the odds are slanted, kind of like how in gauntlet it feels like the defense crits 100x more often then you do, even when their percents are lower ;p
That being said, I think the expression "buyer beware" needs to be applied. DB now lists the percents and chances of obtaining cards, and you take that chance if you decide to spend money to pull packs.
I have had great luck and bad luck, its just the way it is.
This thread started with a few extreme examples of "bad luck" for a player.
Sure, it's just the way it is.
But why doesnt DB change it?
They are the "Q" in the STT Universe.
They could snap their collective fingers, and then players would be exulting about how they receive things far "better than the stated odds".
Wouldnt that be better for all players?
Wouldnt that be better for DB as an approach to business?
Now, the question that is consistently ignored.....why dont they do this???
Because players spend money to buy packs, and more purchases equals more revenue (profit) for DB.
Until, of course...you stop buying packs because you feel its unfair.
Which gets back to the beginning of this thread
True. I stopped buying packs some time ago, because I do not like the odds. I voted with my wallet. 🖖
"In the short run, the game defines the players. But in the long run, it's us players who define the game." — Nicky Case, The Evolution of Trust
I know it can sting, and it may seem like the odds are slanted, kind of like how in gauntlet it feels like the defense crits 100x more often then you do, even when their percents are lower ;p
That being said, I think the expression "buyer beware" needs to be applied. DB now lists the percents and chances of obtaining cards, and you take that chance if you decide to spend money to pull packs.
I have had great luck and bad luck, its just the way it is.
This thread started with a few extreme examples of "bad luck" for a player.
Sure, it's just the way it is.
But why doesnt DB change it?
They are the "Q" in the STT Universe.
They could snap their collective fingers, and then players would be exulting about how they receive things far "better than the stated odds".
Wouldnt that be better for all players?
Wouldnt that be better for DB as an approach to business?
Now, the question that is consistently ignored.....why dont they do this???
Because players spend money to buy packs, and more purchases equals more revenue (profit) for DB.
Until, of course...you stop buying packs because you feel its unfair.
Which gets back to the beginning of this thread
True. I stopped buying packs some time ago, because I do not like the odds. I voted with my wallet. 🖖
So then the real point of this thread becomes: What changes must DB make so that players who used to buy packs start buying them again? Or to make players buy more packs?
It all boils down to the same thing: Eliminate unfair outcomes for players, and/or give players more.
Where to start?
Do something simple:
1) Eliminate the possibility of a player buying a 10-pack of Premium pulls, and not getting a 5*.
Buy a 10 pack, at least one 5* Behold mandatory.
2) For every series of ten "10 Premium Rewards".....make at least one 5* Behold mandatory.
3) For every 5 event packs purchased, at least one mandatory 5*.
4) For every 5 Tuesday packs purchased, you get a mandatory 5*.
If you do better than the mandatory minimum 5*, hats off to you.
But make the above the baseline.
With the above, there is no more obfuscation about things being "fair across the STT Universe".
The above is fair LOCALLY, and for everyone
Wow. So, I've had good and bad luck, but the above suggestions are way too generous, imo. Would it be nice? Sure. But as someone else has mentioned, it would severely devalue Legendaries. When you make something that commonplace and easy to acquire, there's no "sport" in it any more. DB might make more money initially, since a lot more players would probably just plan on buying 5 event packs every time they are interested in the crew, but the long-term effects would, I believe, be detrimental to the game, probably in numerous ways.
Could you please continue the petty bickering? I find it most intriguing. ~ Data, ST:TNG "Haven"
Where to start?
Do something simple:
1) Eliminate the possibility of a player buying a 10-pack of Premium pulls, and not getting a 5*.
Buy a 10 pack, at least one 5* Behold mandatory.
2) For every series of ten "10 Premium Rewards".....make at least one 5* Behold mandatory.
3) For every 5 event packs purchased, at least one mandatory 5*.
4) For every 5 Tuesday packs purchased, you get a mandatory 5*.
If you do better than the mandatory minimum 5*, hats off to you.
But make the above the baseline.
With the above, there is no more obfuscation about things being "fair across the STT Universe".
The above is fair LOCALLY, and for everyone
Wow. So, I've had good and bad luck, but the above suggestions are way too generous, imo. Would it be nice? Sure. But as someone else has mentioned, it would severely devalue Legendaries. When you make something that commonplace and easy to acquire, there's no "sport" in it any more. DB might make more money initially, since a lot more players would probably just plan on buying 5 event packs every time they are interested in the crew, but the long-term effects would, I believe, be detrimental to the game, probably in numerous ways.
As I have said before. It’s supposed to be difficult to immortalize a legendary
Where to start?
Do something simple:
1) Eliminate the possibility of a player buying a 10-pack of Premium pulls, and not getting a 5*.
Buy a 10 pack, at least one 5* Behold mandatory.
2) For every series of ten "10 Premium Rewards".....make at least one 5* Behold mandatory.
3) For every 5 event packs purchased, at least one mandatory 5*.
4) For every 5 Tuesday packs purchased, you get a mandatory 5*.
If you do better than the mandatory minimum 5*, hats off to you.
But make the above the baseline.
With the above, there is no more obfuscation about things being "fair across the STT Universe".
The above is fair LOCALLY, and for everyone
Wow. So, I've had good and bad luck, but the above suggestions are way too generous, imo. Would it be nice? Sure. But as someone else has mentioned, it would severely devalue Legendaries. When you make something that commonplace and easy to acquire, there's no "sport" in it any more. DB might make more money initially, since a lot more players would probably just plan on buying 5 event packs every time they are interested in the crew, but the long-term effects would, I believe, be detrimental to the game, probably in numerous ways.
As I have said before. It’s supposed to be difficult to immortalize a legendary
I'm with you guys. There's guaranteed purchases every week in the event deals. Then there's the RNG Tuesday packs. I can't afford them both. I pick the one with the guarantee.
Where to start?
Do something simple:
1) Eliminate the possibility of a player buying a 10-pack of Premium pulls, and not getting a 5*.
Buy a 10 pack, at least one 5* Behold mandatory.
2) For every series of ten "10 Premium Rewards".....make at least one 5* Behold mandatory.
3) For every 5 event packs purchased, at least one mandatory 5*.
4) For every 5 Tuesday packs purchased, you get a mandatory 5*.
If you do better than the mandatory minimum 5*, hats off to you.
But make the above the baseline.
With the above, there is no more obfuscation about things being "fair across the STT Universe".
The above is fair LOCALLY, and for everyone
Wow. So, I've had good and bad luck, but the above suggestions are way too generous, imo. Would it be nice? Sure. But as someone else has mentioned, it would severely devalue Legendaries. When you make something that commonplace and easy to acquire, there's no "sport" in it any more. DB might make more money initially, since a lot more players would probably just plan on buying 5 event packs every time they are interested in the crew, but the long-term effects would, I believe, be detrimental to the game, probably in numerous ways.
As I have said before. It’s supposed to be difficult to immortalize a legendary
I'm with you guys. There's guaranteed purchases every week in the event deals. Then there's the RNG Tuesday packs. I can't afford them both. I pick the one with the guarantee.
The odds of getting the legendary on a Tuesday are what? 3%? I’m not taking those odds in ANY aspect of life.
Where to start?
Do something simple:
1) Eliminate the possibility of a player buying a 10-pack of Premium pulls, and not getting a 5*.
Buy a 10 pack, at least one 5* Behold mandatory.
2) For every series of ten "10 Premium Rewards".....make at least one 5* Behold mandatory.
3) For every 5 event packs purchased, at least one mandatory 5*.
4) For every 5 Tuesday packs purchased, you get a mandatory 5*.
If you do better than the mandatory minimum 5*, hats off to you.
But make the above the baseline.
With the above, there is no more obfuscation about things being "fair across the STT Universe".
The above is fair LOCALLY, and for everyone
Wow. So, I've had good and bad luck, but the above suggestions are way too generous, imo. Would it be nice? Sure. But as someone else has mentioned, it would severely devalue Legendaries. When you make something that commonplace and easy to acquire, there's no "sport" in it any more. DB might make more money initially, since a lot more players would probably just plan on buying 5 event packs every time they are interested in the crew, but the long-term effects would, I believe, be detrimental to the game, probably in numerous ways.
As I have said before. It’s supposed to be difficult to immortalize a legendary
It WAS supposed to be difficult to get a legendary. Then they started releasing two a week, now it is the standard.
About two years ago, I bought my 4th or 5th $100 5 star event crew pack in consecutive weeks. After getting 2/5* from the package, I only got another 2*s from the 10 event packs. At the time, there was no honor or anything to assist in getting that final 1/5* aside from buying more packs. I'm sorry, but spending $100 for something in a mobile game is almost embarrassing to admit to; not getting what I expected from that amount of money was the straw that broke the camel's back. A couple of weeks later, I said my goodbyes to the game and almost forgot it even existed. Coming back a few months ago, I have never forgotten how this game can royally give you the shaft sometimes and will never give them a significant amount of money again. I feel your pain OP. DB has no idea at all on how to keep whales and it will be their downfall. ~125000 VIP (98% from my first run years ago) Now, just monthly DIL and campaigns.
Where to start?
Do something simple:
1) Eliminate the possibility of a player buying a 10-pack of Premium pulls, and not getting a 5*.
Buy a 10 pack, at least one 5* Behold mandatory.
2) For every series of ten "10 Premium Rewards".....make at least one 5* Behold mandatory.
3) For every 5 event packs purchased, at least one mandatory 5*.
4) For every 5 Tuesday packs purchased, you get a mandatory 5*.
If you do better than the mandatory minimum 5*, hats off to you.
But make the above the baseline.
With the above, there is no more obfuscation about things being "fair across the STT Universe".
The above is fair LOCALLY, and for everyone
Wow. So, I've had good and bad luck, but the above suggestions are way too generous, imo. Would it be nice? Sure. But as someone else has mentioned, it would severely devalue Legendaries. When you make something that commonplace and easy to acquire, there's no "sport" in it any more. DB might make more money initially, since a lot more players would probably just plan on buying 5 event packs every time they are interested in the crew, but the long-term effects would, I believe, be detrimental to the game, probably in numerous ways.
As I have said before. It’s supposed to be difficult to immortalize a legendary
It WAS supposed to be difficult to get a legendary. Then they started releasing two a week, now it is the standard.
Ive also been burned enough on the RNG that I generally only spend on guaranteed things like monthly card, campaign, and event deals. I wish more players spent that way so we could get them to shift their model a bit.
Thanks for the tl;dr, btw.
I am doing it too.
I have had it with RNG.
I will not spend money except on campaign, monthly card, and $9.99 legendary offers.
Where to start?
Do something simple:
1) Eliminate the possibility of a player buying a 10-pack of Premium pulls, and not getting a 5*.
Buy a 10 pack, at least one 5* Behold mandatory.
2) For every series of ten "10 Premium Rewards".....make at least one 5* Behold mandatory.
3) For every 5 event packs purchased, at least one mandatory 5*.
4) For every 5 Tuesday packs purchased, you get a mandatory 5*.
If you do better than the mandatory minimum 5*, hats off to you.
But make the above the baseline.
With the above, there is no more obfuscation about things being "fair across the STT Universe".
The above is fair LOCALLY, and for everyone
Wow. So, I've had good and bad luck, but the above suggestions are way too generous, imo. Would it be nice? Sure. But as someone else has mentioned, it would severely devalue Legendaries. When you make something that commonplace and easy to acquire, there's no "sport" in it any more. DB might make more money initially, since a lot more players would probably just plan on buying 5 event packs every time they are interested in the crew, but the long-term effects would, I believe, be detrimental to the game, probably in numerous ways.
As I have said before. It’s supposed to be difficult to immortalize a legendary
I don't disagree with the point, but difficult should not be impossible. Or, rather, immortalizing one is difficult enough, but it is impossible to get many. And I agree that people should be picky. However, I can reasonably expect to immortalize one every two months if I get a monthly card and campaign. I think one a month is reasonable considering the vast amount of them.
Ive also been burned enough on the RNG that I generally only spend on guaranteed things like monthly card, campaign, and event deals. I wish more players spent that way so we could get them to shift their model a bit.
Thanks for the tl;dr, btw.
I am doing it too.
I have had it with RNG.
I will not spend money except on campaign, monthly card, and $9.99 legendary offers.
+1 🖖
"In the short run, the game defines the players. But in the long run, it's us players who define the game." — Nicky Case, The Evolution of Trust
Comments
Surely someone would be crowing like mad - over the last 3 years about such results.
I can - and do - understand things just fine.
As I said in other thread, people do win lotteries, that’s true. But not 5 every day.
I’m willing to accept randomness, but a fair one. I do think that RNG implementation in STT is flawed, I have enough observations for me to think so. Anyone can disagree, that’s their right. But please make reasonable arguing, things like “it works for me” or “don’t play this game” won’t work.
Even now most of the game is based on how much time you can burn in your personal life, but at least a strong crew makes a big difference in faction events with high % shuttle success. Drastically increasing drop rates or decreasing cost, would make most players reach equilibrium much faster and lose interest in continuing to play faster.
Walk away from the game & take your money with you. That, more than anything else, will get attention. 🖖
How about the person who went 3/3?
https://forum.disruptorbeam.com/stt/discussion/comment/175770#Comment_175770
Random occurrences happen on both sides. People are just more likely to complain when it goes against them.
That is very true. I have not had such bad luck. Example, I bought the $25 offer the other day with 15 pulls. I got four legendary beholds out of it. This is a common occurrence for me
While the megas had some stinkers as well, they also had their fair share of great cards. For a little effort every week even. Maybe I understood you wrong, but that is already implemented...
Great point. And there has been plenty of them with a variety of skills
That being said, I think the expression "buyer beware" needs to be applied. DB now lists the percents and chances of obtaining cards, and you take that chance if you decide to spend money to pull packs.
I have had great luck and bad luck, its just the way it is.
This thread started with a few extreme examples of "bad luck" for a player.
Sure, it's just the way it is.
But why doesnt DB change it?
They are the "Q" in the STT Universe.
They could snap their collective fingers, and then players would be exulting about how they receive things far "better than the stated odds".
Wouldnt that be better for all players?
Wouldnt that be better for DB as an approach to business?
Now, the question that is consistently ignored.....why dont they do this???
I am not defending DB, but my guess would be cause if its to easy to get cards, or if they increase the odds too much, it changes the balance of the game, and/or devalues the cards when people do get them. Other than that how do you purpose changing it? I suppose a guarantee would be nice if you spend a certain amount? but doesn't that just further reward people spend money vs people who don't?
I guess they would have to be the ones to answer thou:)
Because players spend money to buy packs, and more purchases equals more revenue (profit) for DB.
Where to start?
Do something simple:
1) Eliminate the possibility of a player buying a 10-pack of Premium pulls, and not getting a 5*.
Buy a 10 pack, at least one 5* Behold mandatory.
2) For every series of ten "10 Premium Rewards".....make at least one 5* Behold mandatory.
3) For every 5 event packs purchased, at least one mandatory 5*.
4) For every 5 Tuesday packs purchased, you get a mandatory 5*.
If you do better than the mandatory minimum 5*, hats off to you.
But make the above the baseline.
With the above, there is no more obfuscation about things being "fair across the STT Universe".
The above is fair LOCALLY, and for everyone
That is still only a 0.5% overall return rate which is less than half of the stated odds, but it makes the players feel like they aren’t getting crapped on.
I mean, hell, a casino at least knows to comp drinks to big spenders when they lose. DB just points to the terms of service.
Extremely well said
Until, of course...you stop buying packs because you feel its unfair.
Which gets back to the beginning of this thread
True. I stopped buying packs some time ago, because I do not like the odds. I voted with my wallet. 🖖
So then the real point of this thread becomes: What changes must DB make so that players who used to buy packs start buying them again? Or to make players buy more packs?
It all boils down to the same thing: Eliminate unfair outcomes for players, and/or give players more.
Wow. So, I've had good and bad luck, but the above suggestions are way too generous, imo. Would it be nice? Sure. But as someone else has mentioned, it would severely devalue Legendaries. When you make something that commonplace and easy to acquire, there's no "sport" in it any more. DB might make more money initially, since a lot more players would probably just plan on buying 5 event packs every time they are interested in the crew, but the long-term effects would, I believe, be detrimental to the game, probably in numerous ways.
Could you please continue the petty bickering? I find it most intriguing.
~ Data, ST:TNG "Haven"
As I have said before. It’s supposed to be difficult to immortalize a legendary
I'm with you guys. There's guaranteed purchases every week in the event deals. Then there's the RNG Tuesday packs. I can't afford them both. I pick the one with the guarantee.
The odds of getting the legendary on a Tuesday are what? 3%? I’m not taking those odds in ANY aspect of life.
It WAS supposed to be difficult to get a legendary. Then they started releasing two a week, now it is the standard.
Then be selective on who you go after
I am doing it too.
I have had it with RNG.
I will not spend money except on campaign, monthly card, and $9.99 legendary offers.
I don't disagree with the point, but difficult should not be impossible. Or, rather, immortalizing one is difficult enough, but it is impossible to get many. And I agree that people should be picky. However, I can reasonably expect to immortalize one every two months if I get a monthly card and campaign. I think one a month is reasonable considering the vast amount of them.
+1 🖖