Since you have worked in both gambling and games, how much do each “fix” the RNG? For example, how much are there “guaranteed wins” baked into loot boxes or slot machines to keep engagement (say a legendary skin/a win every 100 pulls even if the raw RNG would not have given it)? Conversely, how often are there “you can’t get a legendary skin/a payout unless you pull 100 times regardless of what the RNG would have given you?”

Honestly, a lot less than you think. Most of the time, we actually fix the RNG in the player's favor in order to avoid the more frustrating events. This includes loot systems that will force quest items to drop after N attempts without a success, and often massaging hit rolls behind the curtain to give players better chances than displayed.

For things like gacha, it isn't worth it to ham-hand things because it doesn't actually matter - any student of statistics knows that with a large enough sample size, things approach the mean. Any gacha game will have millions of players each doing hundreds or even thousands of pulls. As long as the overall distribution of the SSR units over those pulls closely approximates the given percentage chosen (1%, 2%, 0.5%, whatever), it doesn't matter if somebody goes for a thousand pulls without getting his waifu or if he gets it on his free pull. If there are 3 million players each pulling ~30 times each, that's 90 million pulls. A 1% distribution will see roughly 900,000 of that specific SSR distributed among those 90 million pulls. Some players will be extra lucky and get multiple, while many will be unlucky and get nothing. It doesn't really matter to the devs whether a specific player is one of the lucky ones or the unlucky ones, only that the general population is happy enough. If the gacha rates make too many people unhappy, the developers add a second-chance mechanic, usually a "sparking" mechanic where players can get to choose the SSR unit they want after some number of failed pulls. Fire Emblem Heroes actually does this - if you can somehow go for 100 pulls without a single SSR unit, the next circle will be guaranteed all SSRs. There's actually a super low chance, a little over 1/500 chance of it happening.

For actual casino gambling, there is no messing with the RNG at all. The RNG must be digitally signed by a government-approved testing lab across many hundreds of years of tests (multiple RNG simulating computers running tests for weeks at a time), and that RNG with that specific checksum/signature must be certified to be used in gambling machines. This is because any messing with the RNG at the casino level means the revocation of licenses by the government and basically destroying the business upon which it is built.

This is the same reason gacha companies don't mess with the RNG too much either - in any country where they must post rates, any statistical evidence that could bring them legal compliance trouble simply isn't worth it. These companies have millions of players, often who pull hundreds or thousands of times. That's a lot of statistical data out there for anybody who wants to collate it. Any sort of statistical discrepancy will come out with a sample size that big, so it's just not worth it to us to manipulate it when the consequences are legal.

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