Why Drop Rates Seem So Low and Cruel – Math and Psychology

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Qeltar
4326 posts Member
edited January 2016
Introduction
We’ve all experienced it: you sim 6 nodes to get a shard and none drop. Or you buy a 120 energy refill and try 15 times to get a purple bit and get none of them. And it always seems to happen at the worst time, such as when you only need one more item. It’s infuriating, and it makes it seem like the game is bugged, or even nefariously programmed against your interests.
The CG developers have denied any sort of manipulation of the odds. And when I look at numbers over a long time I believe them. So what’s really going on here? A combination of phenomena: random numbers are weird; probability is hard to understand; and people’s perceptions are colored by biases they often don’t realize they even have.
I hope the following helps some of you understand what’s going on here. Please don’t view this as me lecturing from on high, incidentally, because I’ve fallen prey to all of these things myself.

Random Numbers are Weird
People do not understand random numbers. In fact, people are so bad at understanding them that humans cannot generate truly random numbers. (Try it yourself: attempt to come up with a list of 10 random numbers between 1 and 10. You will find that after the first couple, you will be thinking about what number should come next. You will be influenced by what the previous numbers were. The results will not be random. In particular, humans will tend to “distribute” the numbers to something that seems random, fearing that duplicates are not “random enough”. As an example, I just used a computer to randomly generated these numbers: 1, 1, 2, 4, 3, 3, 4, 5, 8, 4, 3, 1. No human would generate a sequence like this because there are so many duplicated numbers, and all but 1 is 5 or below, so it seems “unrandom”.)
A major confusion comes in the form of believing that if a random chance has a particular value that this means you should always, or usually, get the stated percentage. So if there’s 1/3 chance of a shard dropping from a hard mission, simming it 3 times should always or usually give 1 shard.
The truth is that random numbers are unpredictable and do not tend to follow consistent patterns (see the example 10 numbers above). Long stretches of uneven results are not only normal, they are expected. In the case of a 1/3 chance of a shard and 3 hard missions, the chances of getting exactly 1 shard are actually less than 50%. More than 50% of the time, you will get some other value (0, 2 or 3).
Streaks are also entirely normal with random numbers. This is what makes people think that there are bugs, or the game is cheating against them. Here’s an example. Yesterday I decided to keep track of enemies in GW/Arena when Old Daka was on the team to see how often enemies self-revived. The nominal odds of this are 10%. At one point, I experienced a streak where there were 7 self-revives out of 25 kills in only 5 games. That’s 28%, almost triple the expected number! But then later on, I had another streak where there were only 2 self-revives out of 43 kills, which is less than half the expected value. These streaks are entirely normal.
Quit 7/14/16. Best of luck to all of you.

Replies

  • Qeltar
    4326 posts Member
    edited January 2016
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    People Do Not Understand Probabilities
    One of the reasons why games like this exist, and why lotteries and casinos make a fortune, is that probability is hard to understand. People tend to make assumptions about odds that are false. They also tend to believe they have a better chance at a good outcome than they do.
    Lotteries are an easy example. Have you ever noticed that the Powerball numbers always seem to be random, unrelated numbers? For example, they are usually something like 5, 17, 32, 39, 61 and 70. When is the last time you saw a lottery where the winning numbers were 1, 2, 3, 4, 5 and 6? If this ever happened, it would make the news, people would scream and claim that the game was rigged. In reality though, that result is just as likely as any other. Think about how many times you have seen lottery numbers and how you probably never have seen a regular pattern like that (or 1, 3, 5, 7, 9, 11, etc.) That gives you an idea of just how unlikely it is that you will ever strike it rich.
    People also again expect to see odds “even out” over time, which doesn’t always happen. Each random occurrence is independent of the others, and the cosmos is not keeping track. While over a long time the average will tend to converge to the probability rate, this is because the numbers get very large so differences become less important in percentage terms. It doesn’t mean that after a long stretch of misses on a sim that you are “due” to get shard drops. This is called the Gambler’s Fallacy, and has made many people walk out of a casino with their pockets empty and a sour look on their faces.
    Let’s think about those hard missions again. You have probably simmed a hard mission 3 times and gotten 0 shards and felt frustrated. And then said to yourself: “How come I get 0 so often and never seem to get 3? I should be getting 3 sometimes to offset all these 0s!” I’ve been there. Would you be surprised to learn that, if the chance is really 1/3, the odds of getting a 0 result are 8 times higher than getting a 3 result? That’s how the math works out. In fact, with a 1/3 chance, you should get 0/3 almost 30% of the time. That’s why it happens so often.
    (Full odds assuming 1/3 chance: 0/3 result 8/27 times; 1/3 result 12/27; 2/3 result 6/27; 3/3 result 1/27).
    What about double-simming two hard nodes, so 6 tries? Assuming 1/3 chance, you should get 6/6 only 1 out of 729 tries. The game’s only been open for something like 45 days, so if 6/6 has never happened to you, that’s why: the odds say it shouldn’t. But the odds of getting 0/6 are only 1 in 11, or 64x as often as a 6/6 result. So you should have had this happen, on average, at least once every two weeks. That’s why it seems like the game isn’t being fair.. it’s just the math not being fair.
    Now this assumes a 1/3 chance of a drop. If it is lower, as I suspect, things get even worse. If the odds are 1/4 to get a drop, then your chances of going 0/3 increase from 32% to 43%. Your odds of going 3/3 decrease from 3.7% all the way to 1.6%.
    If the odds of a purple item dropping are 15%, then if you sim 15 times, you should go 0/15 8.7% of the time, or about once every 12 refills. If you refill 3 times per day, you should expect to get 0/15 every few days.
    Quit 7/14/16. Best of luck to all of you.
  • Qeltar
    4326 posts Member
    edited January 2016
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    Confirmation Bias
    This is a scientific term that describes the tendency of people to assign more weight to outcomes that match their preconceived notions than outcomes that contradict them. Simply put, when something happens that matches what we expect, we notice it and tend to use it to confirm our beliefs. When something happens that doesn’t match what we expect, we tend to either not notice it, or disregard it as being “atypical” or otherwise not relevant.
    For example, I’ve read several comments over the last few days that “drop rates have been reduced since the update”. This is possible, but I doubt it. I don’t notice any difference. But if you are convinced that this is the case, you will tend to notice cold streaks much more than hot streaks and believe that this is proof that your theory is correct. This isn’t malicious, it’s just how most people work.
    This sort of thing also leads to superstitions that get passed around, usually when something happens out of coincidence but a person finds a pattern that they believe explains it. For example, yesterday I saw someone say that if he is having a cold streak trying to farm a purple gear item, he goes and does something else and then comes back and has better luck. No programmer would write code that works in this way, so this is purely psychological. (It’s actually good advice, but not because it actually works, but rather because it encourages you to cool down rather than getting aggravated, so you view things more clearly.)
    Another example: when I was having trouble getting Dooku shards someone suggested to me that I not do Dooku first but rather some other character I cared less about, and come back and do Dooku later, because he had better luck this way. I tried it, and it made no difference at all. Again, I highly doubt the developers bothered to tweak the odds based on what order you sim missions. It’s just a cognitive bias he developed because he had better luck doing Dooku later in the day a couple of times.
    Quit 7/14/16. Best of luck to all of you.
  • Qeltar
    4326 posts Member
    edited January 2016
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    “Red Light Syndrome”
    We tend to notice things more when they are unusual, when they are annoying, and when they happen at what seems like a bad time.
    Ever tried to drive somewhere and you hit every red light? Ever noticed that this always seems to happen when you are running late or in a hurry? Of course the traffic lights don’t know anything about your schedule. You just notice the red lights more when you hit a lot of them, and especially when you are in a hurry. I’ve actually tried to look at this phenomenon and noticed that sometimes I actually hit all the green lights. But I have to pay attention to notice them. When I hit all the red lights I need no effort to notice it.
    This happens in games as well. You notice the 0/6 because it irritates you; you notice the 4/6 much less because it’s a good outcome (and also because you “expect it” since you are “overdue” from having so many 0/6 results).
    I have in the past remarked that I never seem to get 3/3 from hard missions. Yesterday I paid close attention and it happened to me 3 times, on different characters. But I probably would have glossed over it if I hadn’t deliberately been paying attention.
    The “in a hurry” part comes in with a game when you are trying to get that last shard or item drop. You have 79/80 shards and you sim 10 times and get 0 drops. Clearly the game must be deliberately torturing you by lowering the odds! It’s not true. I’ve actually examined this and found no difference in drop rates as I approach an unlock point. It just seems this way because you are paying much more attention to shard #80 than, say, shard #17.
    So, no, the game is not trying to prevent you from getting that character you want. You are just noticing every failed attempt because it's important to you.
    The same thing happens when you are running low on a resource. Say you only have enough energy for 4 tries at something.. you'll notice if you fail at those 4 much more than 4 tries first thing after a refresh.
    Quit 7/14/16. Best of luck to all of you.
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    I did not read it all but looks like you put a lot of effort into it. Why not simply make it that the rewards cycle through tries so that you have the same drop rates in the long run compared to rng?

    Example:
    Node rewards: 1 shard, 1 green item, 1 blue item, 1 purple item.

    1st run: green
    2nd run: green + blue
    3rd run: blue + purple
    4th run: green + shard
    Continue from the beginning

    Green drop rate: 75%
    Blue drop rate: 50%
    Purple drop rate 25%
    Shard drop rate 25%


    I guess the problem is, that this would be too boring and people actually prefer the kick of gambling, even if this leads to complaints after a streak of bad luck.
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    Wow that's a lot to take in
    Very good, constructive post tho!
    Good job OP
  • Nauros
    5429 posts Member
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    Great post, to the top with it!
    Should be pinned at the top for everyone to see.
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    As a long time poker player I can vouch for the fact that these are essential concepts to grasp for anyone who hopes to successfully play games where RNG is a factor and not have a rage stroke.

    It is well within the realm of statistical variance for you to get hosed by luck for long stretches. It does not mean the game is broken. The "law of averages" only is valid over many many stretches of instances, and as the OP has pointed out, the game has not been running long enough for variance to be smoothed out.
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    Holy cats! Awesome work, @Qeltar!

    Stickied this for future reference.
  • Darth_Pigbreath
    15 posts Member
    edited January 2016
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    Droprates are low. Fantastic. I dont need a game I can master in 2 weeks. I've currently been playing a similar game for over 2 year already. Im happy with the rate I am progressing in this game atm
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    Computers can't generate random numbers either...just saying.
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    Ah. Reading this article brings back all of the frustration and misery from farming a shard/gear I experienced, which I hoped to move away from, to me. What a joyful sensation.

    Jokes aside, great article!
    Ally code: 323-282-152. Member of TNR. The New Rebellion
  • J7000
    2059 posts Member
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    Great post, Qeltar. Even better critical thinking skills. :)
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    Random is random :D
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    Pretty accurate and informative. If anyone is interested in errors we humans make by being a neural network and "machine", Thinking Fast and Slow is a great read.

    One of the difficulties in the game is that the games provides no indication of which nodes whave which drop rates. If you are against randomness, it would be fair to use a color label to indicate yields by red to green colors, where red could be the lowest (say below 10%) and green anything above 50%.

    I have niticed some people don't notice the odds of lower energy missions that are first available for an item, have abysmal drop rates. And that you are best leaving those to when you unlock a higher level. By trying to have 1 char completely maxed, they waste energy, and have a weaker rooster even when investing as much as another player that noticed this first. For example, mk8 Blastech prototy to complete Sid's bottom left gear level VIII gear has nodes at 5H and 7F. And I cannot yet confirm, but based on experience, farming 5H may cost you orders of magnitude over 7F.

    Trying to do something high end when you are not really advanced is discouraged, but not impossible, and this is only frustrating once you notice odds vary greatly as you progress.
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    Excellent post! :smiley:

    Now only if the forum could auto-forward any of those "drop rate is @$!&%" threads to this post...
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    tldr;

    Drop rates sucking have nothing to do with biases and everything to do with what the developers set those drop rates at.
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    tldr;

    Drop rates sucking have nothing to do with biases and everything to do with what the developers set those drop rates at.

    yep...not sure why this long epistle...

    "If the odds of a purple item dropping are 15%" meaning true cost of 1 purple is 40 energy or so...
    with upgrades that cost 50 energy or 2000 energy, or a week give or take (excluding refills) you can clearly see it's just an artificial way of obfuscating the lack of content. No apologetics will hide this...
  • J7000
    2059 posts Member
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    CptKloss wrote: »
    tldr;

    Drop rates sucking have nothing to do with biases and everything to do with what the developers set those drop rates at.

    yep...not sure why this long epistle...

    "If the odds of a purple item dropping are 15%" meaning true cost of 1 purple is 40 energy or so...
    with upgrades that cost 50 energy or 2000 energy, or a week give or take (excluding refills) you can clearly see it's just an artificial way of obfuscating the lack of content. No apologetics will hide this...

    The thread offers no apologetics concerning the drop rate but a well written response to those claiming the system purposely changes to hurt them when they need mats the most or if they refresh. If you want the drop rates increased its an entirely different issue. I would hope they would increase them myself.
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    IMHO, pleople would be more happy to have 45% drop rate and requiring 60 items than requiring 20 and having 15% drop rate. Instead of trying even out luck (which also destroys the joy of positive streaks), a higher drop rate and higher count is more rewarding. It sets expectations about how hard it is, as opposed to using very low drop rates as a control mechanism, as people have no information about likelyhood of drop rates.

    People are not dumb. They are just shoked when instead of a 50% they face a 10% drop rate with no information whatsoever until they have learned this by using 5 refills to feed their statistical machine inside their head. It's not as people can anticipate any drop rate if these are unknown - so I side with them, and I am one of them.
  • Darivon
    134 posts Member
    edited January 2016
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    Based on your example:
    Qeltar wrote: »
    Another example: when I was having trouble getting Dooku shards someone suggested to me that I not do Dooku first but rather some other character I cared less about, and come back and do Dooku later, because he had better luck this way. I tried it, and it made no difference at all. Again, I highly doubt the developers bothered to tweak the odds based on what order you sim missions. It’s just a cognitive bias he developed because he had better luck doing Dooku later in the day a couple of times.

    I would like to point out that it actually was just an attempt to cheer you up, and everyone else for that matter, and calm the mood in your thread:
    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/4679/could-someone-from-cg-please-clarify-drop-rate-chances-from-missions/p1
    With a somewhat humorous comment in regard to stuff like probability and confirmation bias.
    I even used the word SUPERSTITION in my last sentence related to Aaron's comment:
    Stevie Wonder has something to say about this.

    (Superstition aint the way, dude.)
    on a similar matter.
    To emphasise the "don't get frustrated part" cause it was repeatedly mentioned by you and others.
    Qeltar wrote: »
    • ANOTHER 0/6 on Dooku this morning. It makes me want to throw my phone against a wall.
    • I had been spending crystals to unlock more Dooku missions but today I feel like this will just leave me more frustrated.
    • I'm happy for you, but no less frustrated for me.
    • I'm afraid to even try the unlock today.
    • 0/6 on Dooku, second day in a row.
      This is so much fun! I can't even describe what fun it is to be restricted on how often I can try something and then make no progress at it at all for two straight days.
    • The frustration here is real. If there's a problem with this thread, I'm happy for a real mod to tell me, not a player who has taken this role on for himself.
    • Etc.

    There were numerous comments from people "not" sharing your frustration on that matter.
    So the idea was to change the pace/negativity in there. Since all your points made it that thread were based on
    Qeltar wrote: »
    I haven't kept track religiously. But I can estimate.

    I'm glad if it played a part in contributing to you reconsidering your point of view on that matter and writing up this GREAT POST.
    Although it may have served a just cause, in that it corroborated your otherwise sound point(s), I don't see it happen again, anytime soon.
    Assuming that it led for you to conclusions like:
    Qeltar wrote: »
    It’s just a cognitive bias he developed
    Hopefully emboldening AND using capitals on the the only actual relevant part of this comment will suffice for you to understand what i mean (this time).
    On a side note: Would have been interessting to know how many more people would have been needed confirming this method for CG to check their code. Never underestimate the Power of SUPERSTITION! ;)
    On a further side note: There ARE rules/laws/correlations between all kinds of things, everywhere. Especially in Man-Made-Stuff. Just cause you don't SEE/UNDERSTAND them doesn't mean they aren't there.
    Have a nice day.
    Post edited by Darivon on
  • KAULI
    517 posts Member
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    Stadistics are a liars!

    Thats what one of my friens who works as it, said.
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    IMHO, pleople would be more happy to have 45% drop rate and requiring 60 items than requiring 20 and having 15% drop rate. Instead of trying even out luck (which also destroys the joy of positive streaks), a higher drop rate and higher count is more rewarding. It sets expectations about how hard it is, as opposed to using very low drop rates as a control mechanism, as people have no information about likelyhood of drop rates.

    People are not dumb. They are just shoked when instead of a 50% they face a 10% drop rate with no information whatsoever until they have learned this by using 5 refills to feed their statistical machine inside their head. It's not as people can anticipate any drop rate if these are unknown - so I side with them, and I am one of them.

    Whoa whoa whoa... people ARE dumb. Well, they are human, and subject to certain psychology phenomena/bias... which was the whole point of the original post. They are shocked because the in fact do NOT feed data into to the "statistical machine inside their head". Your head plays mind games with itself.
  • Qeltar
    4326 posts Member
    edited January 2016
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    I said right at the beginning that I have been led astray by these things myself and wasn't claiming otherwise. So it wasn't really necessary to dig up old posts of mine to make me look bad. I wrote this essay at least as much based on observations of my own behavior as that of others.

    I do thank you for the kind words on this post.
    Quit 7/14/16. Best of luck to all of you.
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    I don't find anything wrong with the drop rate I just think it is a little ridiculous that I need 40 or 60 pieces to fill only one slot of armor of
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    YAY! Now I have a link to spam at people when they complain about drop-rates.
    My name is cosmicturtle333, aka CT-333, aka Threes.
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    Thanks for the writeup
    Ally Code: 253-747-318
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    3. Suspected lack of fairness in how shards are dropped in Hard mode -- We reviewed the code and also tried to reproduce the problem. Nothing other than a true randomness is at work here. The team is discussing ways to modify the experience so players don't run into as many hot or cold streaks. (Obviously the cold streaks are the perceived issue.)

    -.-

    the problem for shard drop rate is the low try numbers

    for example if dooku s 4*-5* star needs 650 shards and we can try 60 times at a day the shards percentes will be so close to each player

    but in this too low try system the percentes will be sooooo diff in short term. yes of course in long term ratios will be close but we need 1+ year and it s not logical.

    maybe devs can produce a cold/hot streak defender but it is not the solution. just multiply all the things in game and it will be more fair. but i dont think ea will do that. bec this system push player to spend and they just want the money
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    I really don't see a problem with the shards dropping rate or any drop rate for that matter I have only been playing for a little over 2 weeks and I'm f2p and my main team are all 5 stars and the only problem I see is as I said the armor pieces needed at higher levels 40 and 60 pieces is a lot for only 1 slot of armor and you have at least 5 others to fill not to mention 4 or 5 more characters to do it with I feel like they should just cut those numbers down a little bit
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    d3gauss wrote: »
    Computers can't generate random numbers either...just saying.
    They do a pretty good job of it though as long as you don't instantiate two random (class) objects in a tight group of code. That kind of marries the two instances with relatively the same random time seed value that may seem roughly the same value depending on how you're measuring them. But the developers at EA are much smarter than I, so I'm guessing that's not the issue.

    Great post OP.
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    DaysOfYore wrote: »
    IMHO, pleople would be more happy to have 45% drop rate and requiring 60 items than requiring 20 and having 15% drop rate. Instead of trying even out luck (which also destroys the joy of positive streaks), a higher drop rate and higher count is more rewarding. It sets expectations about how hard it is, as opposed to using very low drop rates as a control mechanism, as people have no information about likelyhood of drop rates.

    People are not dumb. They are just shoked when instead of a 50% they face a 10% drop rate with no information whatsoever until they have learned this by using 5 refills to feed their statistical machine inside their head. It's not as people can anticipate any drop rate if these are unknown - so I side with them, and I am one of them.

    Whoa whoa whoa... people ARE dumb. Well, they are human, and subject to certain psychology phenomena/bias... which was the whole point of the original post. They are shocked because the in fact do NOT feed data into to the "statistical machine inside their head". Your head plays mind games with itself.

    I am just saying that since there are more than 500 nides and more than 2000 item locations, that finding out drop rates by trial error (you need a large sample as statistics are only accurate with a large eniugh sample) is what trickles. Once you learn a node deop rate is abysmal, it's too late. I had already mentioned the post is very good.

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