DaveMoeDee wrote: »It would be interesting to see an analysis of drop rate buckets within a rarity. For example, within Ouroboros Fine (Green), The experience scrolls is much more common than the other items. The other items are all pretty close in number. It would be interesting to hear how many rarity sub-buckets there are within a particular rarity class and our confidence that it is a bucket (base on the spread of the items placed in a category and N).
magikarper wrote: »If you are looking for ideas for new features, how about adding a calculator to show what are the odds when someone purchases N number of crates looking for a given reward drop. A common mistake people make is multiplying the odds when opening one crate by the number of crates, and mistakenly thinking the odds are higher than the actual drop rates. Taking it one step further, it would be helpful to show players how many crown crates one would have to purchase to obtain a certain percentage Y% for that given reward drop. E.g., how many crown crates would you have to purchase to get a 50% or 90% chance of getting Z prize to drop. Going one step beyond that, it would great to be able to calculate the cost of getting that 50% or 90% chance (i.e., how many crates do I have to buy multiplied by the per-crate crown cost to obtain that 50% chance of my desired reward drop).
DaveMoeDee wrote: »It would be interesting to see an analysis of drop rate buckets within a rarity. For example, within Ouroboros Fine (Green), The experience scrolls is much more common than the other items. The other items are all pretty close in number. It would be interesting to hear how many rarity sub-buckets there are within a particular rarity class and our confidence that it is a bucket (base on the spread of the items placed in a category and N).magikarper wrote: »If you are looking for ideas for new features, how about adding a calculator to show what are the odds when someone purchases N number of crates looking for a given reward drop. A common mistake people make is multiplying the odds when opening one crate by the number of crates, and mistakenly thinking the odds are higher than the actual drop rates. Taking it one step further, it would be helpful to show players how many crown crates one would have to purchase to obtain a certain percentage Y% for that given reward drop. E.g., how many crown crates would you have to purchase to get a 50% or 90% chance of getting Z prize to drop. Going one step beyond that, it would great to be able to calculate the cost of getting that 50% or 90% chance (i.e., how many crates do I have to buy multiplied by the per-crate crown cost to obtain that 50% chance of my desired reward drop).
Those are interesting ideas. It's possible that I'll consider implementing some of them, but I'm swamped with other things at the moment. Thanks for your feedback!