Quote Originally Posted by Balek View Post
I just got one again in the second part of the event. Keep in mind that if you max her to level 100, she will no longer appear in the boxes (source: Nutaku response to a ticket, see previous page of this thread).


I posted that before EvilAngel pasted the support tickets responses. Nutaku said they increased the chance TWICE because it was too low (possibly due to some bug they couldn't find) so in this case, the drop rate actually changed.


This "sometimes" and "sometimes" thing you describe is really called a random. You can get something in your first try or you can not get it after 500. That doesn't mean the rate has changed. People in general tend to find/create explanations for things that are either not consistent or they don't understand and it has been proved scientifically. It's how the human mind works.
Think about it. What would be the point from the game developer's perspective to put increased/decreased drop chance based on time or any other factor? It's just pointless, doesn't make any sense and requires more work. And even if it was real, things like that should be known to the public from the very beginning.
HOWEVER, Nutaku is very unprofessional and it wouldn't surprise me if they MANUALLY, silently changed event items drop rate from time to time.
I still can't believe that the rate is flat and constant. I get that RNGs can give you streaks by complete chance, but I think the game would be more fun if there were periodic changes in rates. If you play enough, you'll have streaks of great luck, and you'll have streaks of poor luck. My theory explains this better. And it also keeps you coming back. You want to get back to the better luck you had before. It's not that hard to code something that makes rates fluctuate up or down for a couple minutes every X minutes. If players happen to be on at that moment, BAM, we all have good luck.

I wouldn't expect it to be periods that last for hours, but if you make the fluctuations small enough, they seem very random. It's what I would consider good game design. Making it too flat would decrease the fun factor.

As for the rate increasing, that still doesn't change my theory. If the rate is too low across the board, you bump the 'base' rates. But you still could have the periodic fluctuation throughout the day or throughout the hour that lead to changes in success rates.