Good Morning Everybody!
For the last 3 years I've set about looking into some of the beliefs the community has in regards to "behind the scenes" actions being taken to psychologically make us spend more money.
While the first of these projects [involving bronziums, stun guns and shard shop currency] is no longer relevant to the game, my most longstanding data tracking saw me looking at the idea that the drop rate on shards is throttled as players near the end of a farm [especially those last couple of shards]..
This project started as one that I took on by myself, tracking each morning as I did my dailies, and as I continued to post my results to different outlets [never on the official forums], I opened the experiment up to other players I trusted to accurately take data.
How The Experiment Worked
I broke down shards into 4 groups to be tracked separately tracking the control group in one big mass, but each of the experimental groups completely separate for each farm
- Group 1: Anything below 75/100
- Group 2: 75/100 - 90/100
- Group 3: 90/100 - 95/100
- Group 4: 95/100 - 100/100
My public copy of the data sheet tracks was last updated on January 31st 2024 [I personally have another 7 farms to add to the sheet, and have not checked with the other players to see what they may or may not have added to our private copy of the sheet].
There are 146 farms accounted for, broken down by farm, account and experimental group; with over 80,000 total data points across all of those groups [the largest being the control group].
A Couple of Notes
- Accelerated drops are accounted for in the math on the summary page of the data sheet. The drop rate is still 33%, with 2 shards dropping [making it feel like 66%].
- Double drops were also accounted for in a similar manner
- Bonus drops and other sources of shards were not counted, as such when looking past the first page some farms may appear incomplete [like say if you received 5 shards from a GC that put you into another group]
- Personally, on all of my own farms, I actively did not farm characters during double drops, in an effort to be as pure as possible.
Summarized Data- Group 1 - Control Group
- Battles: 64,639
- Shard Drops: 21,150
- Drop Rate: 32.72%
- Group 2 - 75/100
- Battles: 4,838
- Shard Drops: 1,620
- Drop Rate: 33.48%
- Group 3 - 90/100
- Battles: 1,593
- Shard Drops: 550
- Drop Rate: 34.53%
- Group 4 - 95/100
- Battles: 1,731
- Shard Drops: 568
- Drop Rate: 32.81%
Conclusion
You can find the public viewable copy of the data sheet here:
https://docs.google.com/spreadsheets/d/19Rvw8UuqNBExfMSi5g3I-MsGYXgpqgwCrJN4ZpRkU9c/edit?usp=sharing
Based on the data we have no reason to believe there is any throttling of any shards going on at any level of gameplay. The drop rate of 33% is consistent and confirmation bias is responsible for making people "feel like" they're getting screwed over at 99/100, without remember they're more likely to. not get a shard than they are to get a shard.
Statistically when we talk about Confidence Intervals, there is no real statistical difference between any of these groups or their data points.
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Thanks to Egnards and his crew for gathering data to test a hypothesis rather than relying on feels.