Pity Timer, still in the making?

Yeah, what others said. Crafting will be the solution here, not pity timers. When? Soon ™

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hmm maybe we will get “pity points” that we will use for crafting?

A pity timer will solve the problem of opening too many chests without getting a rare drop despite the expected chance. A smartly applied pity timer will not guarantee that a 1/1000 drop will appear in 1000 chests. In Hearthstone for example, the expected drop rate of a legendary card is 1 per 20 packs, with a pity timer put in place so the 40th pack will contain a Legendary if no legendaries have been opened previously. It is mostly put in place to offset the certain probability that a player will be unlucky for too long. If $130 buys you 1000x chances for a 1/1000 event, a similar pity timer will be there just to make sure that $260 (or something similar) will net you 100% chance to get what you should have gotten. This allows the player to have a certainty that he does not need to pay more (or use more resources) than a certain amount, should he be unlucky enough to not have the mathematically expected outcome.

A not-so-fun fact: the chance of getting an event that happens 1/1000 times after 1000 attempts is just 63%.

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Which further means (assuming it’s 0.1% chance to get a Mythic from a Gem chest) that in 2000 attempts you still have over 10% chance of not getting it. Statistics can be a b**ch :frowning:.

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It’s a pity that people playing a probability game (any gacha collector) don’t understand probability. Recall bias will also mean they forget the time they got two legendaries from 50 Glory Keys…

…my point about not understanding probability was clearly not aimed at you!

Life’s a bitch, too. And Mrs Jainus teaches statistics. (both true :slight_smile: )

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So a new Mythic appeared and a new set of unlucky players too: A New Mythic - Infernus

Some players spent more than 1000$ without dropping Infernus it’s maybe time to implement a pity timer (even one only for Mythic during the exclusive week)… and no, Crafting is not the same thing…

I’m also worried about the high ressources required to drop a Mythic… I remember well that I dropped the first Mythics with at most 50 VIP keys, generally only 20… So was I super lucky? Or did devs change the drop rate?

If I understand well, the game is going to be released in China where apparently, the drop rate should be visible from all the players. Does GoW concern by that? If yes, when will we have the drop rate?

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Nope, I don’t think it is. Ever.

No it isn’t, but it should effectively solve the same problem by giving players at all tiers a route to get what they specifically need.

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Nice argument.

It doesn’t solve the same problem at all. The problem here is that players are spending at least 1000$ of ressources without dropping the Mythic…
Of course, opening chests could be a lottery but it’s totally old-fashinoned as other games of the same kind propose already “pity timer”: one cannot ignore the existence of this kind of feature.

But yeah it’s fine. Players will spend all their ressources and rage quit the game forever. This game is apparently sooooo popular that they can ignore this problem.

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Totally agree with you @turintuor i spended all my ressources +200$ real money just to get a slap in the face.

And people who don’t want pity timer are completely selfish, why do you want someone to spend real money to get a card? Getting that card doesn’t garantee you to win.

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One of the issues with this argument is that you’re equating real money to in game currency, which is not a good measurement since I’m assuming most people aren’t spending $1000 of real money each time for a Mythic. If you’re counting the amount of resources we’re spending in real money, you could compare that to the amount of resources we earn through the game. Eg the Blue tasks give 590 gems total each week to all 30 members of the guild, assuming you do all of them. This is roughly equivalent to $50 per player in the guild, which means the devs are “giving out” $1,500 worth of resources each week to each guild that completes all their blue tasks. And that’s just counting the blue ones, we could add Glory, Gems and Event keys into it, as well as Glory and Souls if we wanted to.

My point is saying that people spend “1000$ of resources” each time a mythic comes out sounds like a large amount, but considering how much of that we get by playing the game normally, and at no monetary cost to us, is misrepresenting things.

The case where people DO spend real money on things (like @Rickygervais’s case) is much more of a grey area, and more worthy of debate. But the amount of real cash spent for these cases are much less than thousands of dollars per player.

I’m not advocating for or against a pity timer here, I have no strong feelings either way on the matter, but things need to be viewed in perspective.

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This is the real problem, 100$ Real money for 50 vips keys and not getting a mythic hurt bro, i could have buy 500 keys with real money and still not getting it. So there is 2 solutions imo

1-drop gems prices
2-pity timer for real money spended

If you tell me i need to spend 250$ real money to garantee to get it and i decide to spend it fine, but don’t make me spend 500$ and more and not giving me what i want.

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You know, yeah it’s disappointing to spend money amd not get what you want. However, no where did it say anything was guaranteed beyond what was listed in the package you purchased.

Ita not like 1 of the starter packs where you get a guaranteed Crimson Bat or the legendary troop of the week. It’s not like the other packs where you’re guaranteed a mythic or legendary but not a specific one. It’s like saying that I spent thousands of dollars on the lottery and didn’t win so they need to give me an auto win ticket or else.

And since we’re now beginning to go in circles here, feel free to respond as you are want to do and have the last word.

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You completely missing the points, pity timer is there to prevent people to ruin themself in the hope to get what they want. It’s only a security, if you go play at the casino someone from the staff will ask After couple hours of play if you are ok? Maybe you should take a break?

I puted my limit at 200$ but some people can’t stop themself and would have spend all their credit card to get it. If you are lucky enough to don’t have to spend real money, i am happy for you but unfortunately not everyone got the same level of luck.

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When Sirrian said that devs given a lot of free stuffs and so on, dollars, everyone agree. But when we use the same argument (ie virtual money = real money) to critize this game, this argument became invalid.
I’m not the one giving free stuff. Complain to the devs. If they give more stuff, could they have to compensate with a reduction of the drop rate? Maybe.

The conclusion is even if someone buy for 15k gems, they could not be sure to have the Mythic. Do you think it’s normal? Do you think it will motivate some players to spend their money? Do you think players will stay here because of super RNG drop rate to obtain Mythic troops?

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Caveat emptor… It’s clear you only get a chance, and only a very small one. If you don’t like that, then don’t buy it.

It’s also been discussed, many times before, that they make most of their money off of a very small fraction of players. So to some extent, they don’t really care if they lose some players b/c of “super RNG drop rate to obtain Mythic troops”. It’s better for them to give those big spenders something to chase than it is to retain people that spend nothing or only a very small amount (relative to those big spenders). That’s the nature of the F2P business and is nothing new or unique to Gems. What is clear is that if they don’t give those big spenders something to spend on then it’s very bad for their business and many F2P games have been shuttered b/c they didn’t do this. In a very real sense, the big spenders keep the game alive and so the question is whether you want things like Mythics to exist or you want Gems to exist.

That said, I see the Crafting system as a clear acknowledgment that they want people to have a means to get some of the stuff they really want (i.e., you should still not assume you’ll be able to craft all the Mythics and collect all the cards in the game with ease if you aren’t spending a decent chunk of money). My guess is that it’s a combo of (a) them actually valuing free players and small spenders and wanting to take care of them in some way and (b) them doing the math and seeing that some big spenders drop out when they “miss” a mythic and so they’re betting that this new system will offset slightly easier mythic acquisition with keeping those big spenders from leaving.

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Not true, it’s an assumption from the players. Devs obivously never gave any informations about that.

Players who left the game for sure will never give them dollars and then can be big spenders too.

The pity timer just put a limit to how much they have to give. I think 1000$ is already too much… Nobody knows what big spenders buy or not…
If you put a pity timer to 100$ more “small” spenders may give dollars. It’s a choice about their strategy to how to make dollars: more players with small amount, less players with big amount.
Only devs have data about what is succesfull in terms of selling and so on, what is the best for their business.

We don’t have any informations about the Crafting system so don’t expect too much… And you totally contradict yourself: on one hand, you say “no pity timer, devs needs big whale” and on the other hand, “Crafting system will give the Mythic”…
And again, Cratfing will not solve the “I give 1000$ and I didn’t get the Mythic”.

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well, maybe that wont solve much since im just theorycrafting, but - if a “new crafting currency” drops from any kind of chests - then the crafting can “be” the pity timer after all

You’re talking in theory; I’m talking in reality. F2P games do not succeed on the basis of more players giving small amounts. That’s just not how the business operates. All that happens is you get the same amount of people spending versus not and the ones that are spending spend less total dollars, which makes it unprofitable. These are the cold, hard facts of the F2P world. It’s a business built on a very small number of players spending a very large amount of money.

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I understand the reason of the people who want a pity timer but i realise lot of people also don’t wan’t it, and i don’t understand the reason. Can anyone explain? If you don’t want to spend real money i don’t see why it should affect you. I mean some people say it’s the way dev doing their money, yes i agree but i want to know about you, what it will change for yourself? Do you think it could force you to spend money when you wouldn’t want to spend?

Also just to be clear im not asking this to get the last word, im just curious to know the reason cause im surprise to see so much people against it.

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One potential argument against a pity timer is that, in order to compensate for the increased effective probability of getting a drop now that there is a hard upper bound, the devs lower the “pre-pity” drop chance to compensate, effectively decreasing the chance to “get lucky” and underspend for a troop. (By simply adding a pity timer to the existing algorithm and leaving drop chances alone, you are increasing your chances to succeed, getting something for nothing.)

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