Hi,
I’d like to suggest a form of bad luck protection for getting reds from chests. The current system is severely punishing to many players, at its current implementation (i.e., it doesn’t account for supressing the lower tail of the gaussian probability distribution function).
My proposal is: every time a player opens a chest (that has an X probability of rolling a red), but doesn’t get one, that X probability is accumulated and used (added) in the next chest, until the system reaches 100% chance, gives a red, and resets.
For example, let’s say a player has 4 chests (with their respective probabilities of rolling a red in parenthesis), which are of different qualities: A (5%), B (3%), C (10%), D (15%)
- Opening chest A, the player has a 5% chance to get a red. He doesn’t get one, so the system stores 5% as accumulated chance.
- Opening chest B, the player has a 5% + 3% = 8% chance to get a red. He doesn’t get one, so the system stores 8% as accumulated chance.
- Opening chest C, the player has a 8% + 10% = 18% chance to get a red. He doesn’t get one, so the system stores 18% as accumulated chance.
- Opening chest D, the player has a 18% + 15% = 33% chance to get a red. He doesn’t get one, so the system stores 33% as accumulated chance.
- Etc.
The system will always converge to 100%, which is a guaranteed red, while accounting for the effort the player has done content-wise, as higher quality chests will contribute more to the accumulated chance.
Upon getting a red item, the system resets, and starts over.
Cheers!