Forum Discussion

Soccer9654's avatar
8 years ago

Bad luck ?

I had 60ish cantina energy and i just refreshed it twice for a 12 cantina aayla secura node. Out of those 2 refreshes and the 60sih energy I already i had I didn't get a single shard. Is it bad luck ? Or is something's actually happening that is making nodes not drop any shards ?
  • "Gawejn;c-1283411" wrote:
    "Magulama;c-1282926" wrote:
    @jwoah

    The law only applies to purchase with real money and not in-game currency. That is also why, all money purchases in swgoh and other games a like, give you a fixed amount, while having rng on items bought via in-game currency


    the law aplies to purchase with in game currency when this currency is bought by real money. This law is in China and Japan.


    That makes me wonder if developers can get around it by selling packs for an in-game currency that you can't purchase directly with real money like credits
  • "Kevern_Zaksor;c-1283450" wrote:
    "Gawejn;c-1283411" wrote:
    "Magulama;c-1282926" wrote:
    @jwoah

    The law only applies to purchase with real money and not in-game currency. That is also why, all money purchases in swgoh and other games a like, give you a fixed amount, while having rng on items bought via in-game currency


    the law aplies to purchase with in game currency when this currency is bought by real money. This law is in China and Japan.


    That makes me wonder if developers can get around it by selling packs for an in-game currency that you can't purchase directly with real money like credits



    No, there is no getting around it by changing the money into another currency of any sort. If gambling laws didn't apply to non-monetary currencies, then gambling laws wouldn't apply to casinos since they use chips.
  • As others have said, it averages out to 33%. Although I don't get that drop rate for Capt Han. He's been much lower.
  • Something my college stat prof said to us, be wary of anyone using average in an argument. It's a misleading stat by itself.

    I've done one of the large sample tracks and personally think the drop% is fine for me but the eyeball test looks like there's induced variance, intentional or not. Extremely low probability sequence of events happen quite often. It'll even out in the long run sure but doesn't make it any less annoying going through it.

    F2P people might rage quit but those with the means rage buy because they don't want to go through the discomfort and have the means ease it. If you knew that every 3rd sim would guarantee a drop, no less no more, spending only makes it faster, there is no feeling of despair that unless they buy, they'll never get anywhere. Euphoric highs, desperate lows. Casino's bank on both.

  • "sneeekypants;c-1286611" wrote:
    Something my college stat prof said to us, be wary of anyone using average in an argument. It's a misleading stat by itself.

    I've done one of the large sample tracks and personally think the drop% is fine for me but the eyeball test looks like there's induced variance, intentional or not. Extremely low probability sequence of events happen quite often. It'll even out in the long run sure but doesn't make it any less annoying going through it.

    F2P people might rage quit but those with the means rage buy because they don't want to go through the discomfort and have the means ease it. If you knew that every 3rd sim would guarantee a drop, no less no more, spending only makes it faster, there is no feeling of despair that unless they buy, they'll never get anywhere. Euphoric highs, desperate lows. Casino's bank on both.



    Also, ppl seem to remember the bad things more than the good. Get a good drop rate? Yay. A bad one? You remember for days.