Fully Disclose of the actual chances for Trial Rewards.


Arcanaville

 

Posted

I think it is high time that the developers disclose the following information as it serves no purpose to keep it secret:

Base chance for the BAF trial completion to be:
Common:
Uncommon:
Rare:
Very Rare:

Base chance for the Lambda trial completion to be:
Common:
Uncommon:
Rare:
Very Rare:

Base chance for the Keyes trial completion to be:
Common:
Uncommon:
Rare:
Very Rare:

Base chance for the Underground trial completion to be:
Common:
Uncommon:
Rare:
Very Rare:

Base chance for the TPN trial completion to be:
Common:
Uncommon:
Rare:
Very Rare:

Base chance for the Minds of Mayhem trial completion to be:
Common:
Uncommon:
Rare:
Very Rare:

Base chance for the Dilemma Diabolique trial completion (after Issue 22 goes live) to be:
Common:
Uncommon:
Rare:
Very Rare:

By keeping the percentages hidden, players cannot have trust that they are getting the correct rewards. For instance on numerous Keyes, TPNs, and MoMs I (and many others) have received common and uncommon reward tables. At one point a developer said that the increased odds at the rare and very rare tables were going to be visible enough that a player wouldn't need to look at the statistics to notice a change. Guess what? I need to look back through my run statistics to see if there is any change, and if anything my personal chances seems worse since the change.

There is no reason to hide these numbers from the players. It makes people unsure if they have participated "enough", will cause continued petitions from players asking why they are getting "poor" rewards, and prompt players to make bad play decisions in an attempt to "improve" their end of trial rewards.




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Posted

Quote:
Originally Posted by Snow Globe View Post
Base chance for the Underground trial completion to be:
Common:
Uncommon:
I can answer those: Virtually Zero.

I have heard of a few people getting them, but that is some sorta bug.



 

Posted

I'm guessing they'll never share the numbers (could always be wrong).

My guess as to why they won't is for the same reason (my thought of the reason at least) as to why they won't say how long it "should" take someone to get to lvl 50 (from lvl 1).

Give people an inch and they take a foot...etc, etc...


Just keep records of what you got, when and from which itrial.


The only iTrial they've said something very specific is the UG where it's guaranteed a R/VR. I, too, have heard that some have received an C/UC from it but not sure how/why they got it. Beyond that...*shrugs*


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Posted

Even if the devs were willing, and they never have been in the past, this might be a little trickier than implied. There may not be any "base" chances as such, because first its probably weights not percentages, and second the weights might be functions of the participation algorithm that don't have obvious "base" values. Understanding the base inputs and translating them into meaningful situational percentages might require knowing the details of the system.

What's potentially more problematic is the few people who know all the details - if *anyone* knows all the details precisely** - might be the very people who are not 100% certain what can be disclosed without accidentally giving away the store.

I volunteered once to hear the precise details of the system and independently verify that player observations are consistent with it (and for that matter if all dev claims about it were consistent with its implementation), but at the moment if I learn its precise details I would be barred from commenting on it.


** Its possible, given the code/data partition that exists in implementation.


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Posted

Quote:
Originally Posted by Snow Globe View Post
By keeping the percentages hidden, players cannot have trust that they are getting the correct rewards.
If the devs gave those percentages it still wouldn't make any difference. Most human beings have no intuitive grasp of probability. Most believe that if they flip a coin 10 times, something must be seriously wrong if they all turned up heads. When you tell them that this is completely possible, with a probability of blah-blah-blah and and confidence interval of blah-blah-blah, they will look glassy-eyed and blame their "bad luck."

If most people truly understood probability, the lottery and casino games based solely on chance wouldn't exist because there wouldn't be enough suckers to make it profitable.

When you come right down to it, it doesn't matter if we know that the chance of getting a VR is 10%. People take that to mean that if they do 10 trials they should get one VR, and if they don't they think something's wrong and there's a terrible bug. People assume that there's some kind of sampling without replacement, and that does not seem to be how the trial rewards work (though, to add confusion to the discussion, it does seem to be how the Super Packs work with the costume pieces).

For this reason, I think random rewards are wrong for vital things like building incarnate powers. It's not fair that some people get better rewards based on random chance; it's a major break from how the game works otherwise.

Until level 50 all characters' progress is essentially the same: all things being equal, two players teaming together will get the same XP and level at the same rate. They'll get new slots and new powers at the same time. But when we hit the trials it becomes a total crap shoot: progress becomes random. Different players get different numbers of threads, which means they can get more iXP than team mates for the same number of kills. They get different salvage drops on trial completion, which means some players may be able to build a T4 power in a few trials, while others might take 20 or more. This is not right.

To ensure that no character's progress is too slow, trial reward rolls should either have a streak breaker, or the rarity roll should use sampling without replacement to ensure people get a consistent number of rares and VRs within a certain number of trials.

Unless the devs change the code to conform to the popular misconception of what "random" is, no amount of statistical information will convince the vast majority of players that the system is working properly.


 

Posted

Somewhat off topic and I know it's been suggested before but...still think there should be some 'reward' for completing all itrials to get a guaranteed R or...some mechanic "weekly itrial like the wst" reward....


*shrugs*

Oh and Rodion:

Quote:
If the devs gave those percentages it still wouldn't make any difference. Most human beings have no intuitive grasp of probability. Most believe that if they flip a coin 10 times, something must be seriously wrong if they all turned up heads. When you tell them that this is completely possible, with a probability of blah-blah-blah and and confidence interval of blah-blah-blah, they will look glassy-eyed and blame their "bad luck."
I think it is "bad luck"....I mean, I was just playing a little TF2 and for the 30 minutes that I played it, every time* the team I was on lost (doing capture the points)...and lost badly...

I think this proves that this is bad luck!




What?!

* Okay so the team I was on finally won the last game....I then immediately quit to end on a high note


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Posted

Quote:
Originally Posted by Arcanaville View Post
Even if the devs were willing, and they never have been in the past, this might be a little trickier than implied. There may not be any "base" chances as such, because first its probably weights not percentages, and second the weights might be functions of the participation algorithm that don't have obvious "base" values. Understanding the base inputs and translating them into meaningful situational percentages might require knowing the details of the system.
All the more reason to nuke the participation algorithm from orbit. I'd be okay if the even give the base weights to the reward tables. At least that is something to compare the drop rates I (and a few others) see.

Quote:
Originally Posted by Arcanaville View Post
What's potentially more problematic is the few people who know all the details - if *anyone* knows all the details precisely** - might be the very people who are not 100% certain what can be disclosed without accidentally giving away the store.
Come on, give me a break. Giving out the reward table weights would hardly qualify as "accidentally giving away the store".

And if they put in the system without knowing exactly what it was supposed to do, all I can say is that the people involved should be fired for incompetence.

Quote:
Originally Posted by Energizing_Ion View Post
Just keep records of what you got, when and from which itrial.
I do, but I'm told that isn't enough to bring to the developers as the "sample size is too small".

Quote:
Originally Posted by Energizing_Ion View Post
The only iTrial they've said something very specific is the UG where it's guaranteed a R/VR. I, too, have heard that some have received an C/UC from it but not sure how/why they got it. Beyond that...*shrugs*
They have said that there is an "increased chance of Rare and Very Rares" at the end of Keyes, TPN, or MoM and a Rare/Very Rare at the end of UGT (only if you were present for the full trial). It is time for the developers to back that up with the weights for the tables, because I've seen far too many common and uncommon drops from all except the Underground.

Quote:
Originally Posted by Rodion View Post
For this reason, I think random rewards are wrong for vital things like building incarnate powers. It's not fair that some people get better rewards based on random chance; it's a major break from how the game works otherwise.
I agree, and I don't like the reward tables now (almost a year after they went live) or even when they were introduced in pre-beta.

Quote:
Originally Posted by Rodion View Post
Until level 50 all characters' progress is essentially the same: all things being equal, two players teaming together will get the same XP and level at the same rate. They'll get new slots and new powers at the same time. But when we hit the trials it becomes a total crap shoot: progress becomes random. Different players get different numbers of threads, which means they can get more iXP than team mates for the same number of kills. They get different salvage drops on trial completion, which means some players may be able to build a T4 power in a few trials, while others might take 20 or more. This is not right.
I fully agree.

Quote:
Originally Posted by Rodion View Post
To ensure that no character's progress is too slow, trial reward rolls should either have a streak breaker, or the rarity roll should use sampling without replacement to ensure people get a consistent number of rares and VRs within a certain number of trials.
I would agree with that.




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Posted

Quote:
Originally Posted by Thirty-Seven View Post
I can answer those: Virtually Zero.

I have heard of a few people getting them, but that is some sorta bug.
Actually for Underground, we know that players that don't qualify for the improved reward table can still get bumped by the league to a standard reward table. Here is where I agree with Arcanaville that the reward tables seem to be weighted.




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Posted

Quote:
Originally Posted by Snow Globe View Post
Come on, give me a break. Giving out the reward table weights would hardly qualify as "accidentally giving away the store".
You would be surprised. Just how they give those weights out can give away a ton of information to someone like me. You have to understand I've been playinig twenty questions with the devs for a long time, and its at the point now when sometimes the specific way they say "I can't talk about that" answers my question.

This is not theoretical. How Zwillinger posted the weights for the superpacks told me something it didn't likely tell anyone else, albeit something I can't/won't comment on.


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Posted

Why? So when people find their numbers aren't matching with the percentages and the RNG is working against them, they'll still complain?


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Posted

I just want the rewards to be given out fairly (kinda). My brute- no problem, My MM like many others..how am i gonna make a VR with commons n uncommons and the odd (odd!) Rare. I dont want to run x amount of times and spend mills just for 1 VR..


 

Posted

For what it's worth, there is a kind of streak breaker inherent in the existence of Empyrean Merits. However, I'll still agree that there's something that feels wrong to me about the ability for people to have better luck, and then to be free to spend those Empyreans on something else besides iProgress. I've never needed to spend Empyreans on components, for example.

There's also something that feels wrong about the weighting based on league "performance". Snow Globe and I have both posted our long-term reward rates, divided up by date. My sample set is larger than SG's, but by odds of Rare and Very Rare rewards over the long term seem noticeably higher than his. That could be "luck", but I suspect it also has something to do with the difference in the measured "performance" of leagues available to us on our respective servers. If that were really the case, it would strike me as particularly sucky that access to stronger leagues would have an additional dimension of influence over progress rates beyond the fairly obvious ones of running more trials and finishing them more quickly.

I seriously doubt it's going anywhere, but I'm not very satisfied with the broad nature of the iTrial reward scheme. (Unlike some others, I'm think I'm reasonably happy with the trials themselves.)


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Posted

Quote:
Originally Posted by UberGuy View Post
For what it's worth, there is a kind of streak breaker inherent in the existence of Empyrean Merits. However, I'll still agree that there's something that feels wrong to me about the ability for people to have better luck, and then to be free to spend those Empyreans on something else besides iProgress. I've never needed to spend Empyreans on components, for example.

There's also something that feels wrong about the weighting based on league "performance". Snow Globe and I have both posted our long-term reward rates, divided up by date. My sample set is larger than SG's, but by odds of Rare and Very Rare rewards over the long term seem noticeably higher than his. That could be "luck", but I suspect it also has something to do with the difference in the measured "performance" of leagues available to us on our respective servers. If that were really the case, it would strike me as particularly sucky that access to stronger leagues would have an additional dimension of influence over progress rates beyond the fairly obvious ones of running more trials and finishing them more quickly.

I seriously doubt it's going anywhere, but I'm not very satisfied with the broad nature of the iTrial reward scheme. (Unlike some others, I'm think I'm reasonably happy with the trials themselves.)
I believe that someone with no knowledge about the participation system but full knowledge of everything publicly known about how the game's reward systems work could come to the conclusion that most straight forward ways for the participation system to function *could* swing the odds of the highest tier rewards more than you might otherwise naively think it would based on varying participation inputs.

Consider how often this game's documentation, functionality, design, and implementation conflates percentages and percentage points.


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Posted

I'd like the see the official numbers on this as well, but it's unlikely that the devs will share them. As with many other things, us not knowing the real numbers lets the devs change them as they see fit without telling us.


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Posted

Quote:
Originally Posted by BrandX View Post
Why? So when people find their numbers aren't matching with the percentages and the RNG is working against them, they'll still complain?
This. I really don't think players having this kind of concrete information would really serve any helpful purpose other than to give those who are already complaining about the RNG more fuel to complain because they think they'll have some kind of "hard number evidence" to back up their anecdotal experiences.

I realize the concept of "full disclosure" sounds cool when you say it fast but sometimes players really -don't- need to know how it all works.

Quote:
Originally Posted by Mr_Morbid View Post
I'd like the see the official numbers on this as well, but it's unlikely that the devs will share them. As with many other things, us not knowing the real numbers lets the devs change them as they see fit without telling us.
I realize that you were trying to be a little sarcastic with this remark but in essence I agree with the idea of the Devs being able to update the system "behind the scenes" without having to openly report everything to us. I'd rather the Devs have the freedom to change a value here or there by a few points without them having to deal with firestorms of angst from players which tend to serve no constructive purpose in the long run.


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Posted

Quote:
Originally Posted by Lothic View Post
in essence I agree with the idea of the Devs being able to update the system "behind the scenes" without having to openly report everything to us. I'd rather the Devs have the freedom to change a value here or there by a few points without them having to deal with firestorms of angst from players which tend to serve no constructive purpose in the long run.
Likewise it isn't constructive for the developers to say that the Keyes, TPN, or MoM trial has "an increased chance of a Rare or Very Rare" when those weights/percentages are 2% more than BAF, for instance.

Personally, I would rather them scrap the random tables entirely. However at this point I don't think it would happen. So the next best thing is for the developers to be up front with the weights (or percentages). By providing those values, players can make an informed choice as to which trial they prefer.




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Posted

Quote:
Originally Posted by Lothic View Post
I realize that you were trying to be a little sarcastic with this remark but in essence I agree with the idea of the Devs being able to update the system "behind the scenes" without having to openly report everything to us. I'd rather the Devs have the freedom to change a value here or there by a few points without them having to deal with firestorms of angst from players which tend to serve no constructive purpose in the long run.
I didn't really intend (much) sarcasm. The fact is there are LOTS of things going on behind the scenes in a game this complex and developers are continually having to tweak numbers here and there. They get enough grief from players as it is about things allegedly not working as intended. I'd like to see the numbers myself, but if I were a developer I wouldn't release them. Can you imagine all the "Trial X is supposed to have Y chance to get Z rewards, but I ran it 3 times yesterday and that's not the results I got" threads that would pop up on these boards?


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Posted

Quote:
Originally Posted by Mr_Morbid View Post
I'd like the see the official numbers on this as well, but it's unlikely that the devs will share them. As with many other things, us not knowing the real numbers lets the devs change them as they see fit without telling us.
Given their past history of actually telling us about the Incarnate reward changes, I would think that they would want to tell us the numbers so players don't continue to post negatively about trial rewards.




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