So it’s a theory
Unfortunately, this theory has about as much evidence to back it up as the theories proposed by that guy who thought your internet connection affected hatching luck.
Wait what
Even I and luck dragon had to let go of this cos of the backlash we might have to face .
Also I kinda feel like you rosted him idk why
Well, thinking the way I do about this has helped me all this time. You can’t be sure which idea is right/wrong @NMEduck , at the end of the day, these are all theories about how the system works and they are both possible. Only devs know the right answer, we can just share our thoughts ant let people talk about them🤷🏻♂️
Let’s ask the dev’s @Dev_VKC
This game has an RNG system where each time you hatch an egg your game communicates with the server, the results are calculated by the server using RNG and then your device gets told what you hatch. Other hatches happening at the time are completely independent and there is no future determined hatches linked to anything, it’s all calculated at the time you open the egg by pure RNG.
Any confusion about this is caused by delusions some people have, ill-informed people making a theory to feel like they have control over this thing they don’t understand or (the one legit reason) some games that allow offline summoning so the local game itself stores a “track” that your game travels along with pre-determined hatches. Most games don’t use this track method any more because it’s abusable with save editing. Having the hatching/summoning server-based makes it not abusable except by hacking which can be easily detected in most cases.
I hope that’s clear enough. Don’t be a fool and listen to the delusions!
EDIT: In Japan there are very strict laws about the misrepresentation of hatch rates in a Gacha game. For that reason you can be assured there are no additional factors that influence what you hatch, only what is clearly displayed and detailed in the game.
Just to add… nobody is “dumb” to believe this stuff or to come up with their own crazy ideas. That’s why I used the word “fool”. It’s perfectly normal to want to have control over something you can’t fully understand or control. RNG in games brings that out in people… they want anything to manipulate it for their advantage.
Unfortunately, due to this nature in people and the general lack of knowledge/understanding of the collective playerbase for something like the hatching system it makes the topic here of “Singles are better than 10-packs” hard to debate.
I already brought the topic of singles up with the Devs a few weeks ago and thanks @LemonSqueezy for also approaching it as an issue. It’s good to see some others also having concerns about it. I’ll try again to press the issue with the Devs and see if they are willing to put a bit more focus on 10-packs, making them the clear choice for all players.
What I discovered is that if I do 50 push ups before opening a single, if I do get a legendary - I get it 100 % of the time. Can’t beat that or argue against it.
But that’s just completely unnecessary to force everyone to do packs .
Cos there is no “issue” to start with if someone wants to do singles . But I guess , if u mean better incentives for packs , then it’s fine …
Killerdog is talking about convincing the devs to give us more stuff for free. Let’s hear him out.
That’s lovely to hear how it works as motivation for your exercise
I never intend it as forcing anyone to do anything. Simply to make sure the setup is “packs are more beneficial than singles”, by increasing the current reward for packs slightly.
I like this .!
I’m sure there’s good writing about this somewhere which comes up with more points than I do but…
I think packs work well for games like this because they encourage people to invest more gems into something than they normally would. “Buying in bulk gives you bonuses” is an easy way to get people buying packs in the first place. They’re then investing more gems per click so going for “just one more pack” = 40 gems rather than it being “just one more single” and being 4 gems.
You can also introduce stretch goals like “6th pack guaranteed legendary” which can push people to do more packs than they otherwise would. However, make these stretch goal rewards too big and people start less frequently, pretty much only hatching if they can reach the stretch goal (something which personally I felt 6th pack guaranteed had as a downside).
So ultimately one of the best setups is to encourage bulk buying (packs) more than singles and give some minor reward for doing so (rare gems). This is what we have in the game but the reward of rare gems has become a little outdated with the chance for featured legendaries being increased lots in recent years. It too needs an update, giving a little more.
The problem with your suggestion is that it doesn´t adress the issue. (extra rare gems after the 5th pull)
If it just increases after the fifth pack it´s still worse if you want to stop with the first feat. legendary.
It just rewards whales with more rare gems they don´t need while awakening mythics.
I agree it doesn’t tackle the issue directly. However, I think it has a better chance of being something the Devs will do compared to, say, increasing the number of rare gems per pack to 2. My thought was to add a “stretch goal” here of every 5 packs (might be good for making players spend more gems) and to give a significant enough benefit from doing packs that it’s worth the gamble of hatching a featured legendary in the first 1-2 packs and stopping before the 5th pack. With this idea the Devs aren’t giving away too much extra stuff to people who want to casually roll some gems on a few banners but they’ll hopefully satisfy the likes of me and Lemon who currently feel it’s not worth getting packs unless we’re whaling on an egg.
If you have an idea of your own then go ahead and suggest it!
Yay free stuff!!
That’s a valid concern .
Idk maybe you can get extra gems every 5th or 10th pack but they don´t need to be of the same banner.