RexNovis

Member
Oct 25, 2017
4,584
A post made in another thread caught my eye. In it the poster stated that someone within the industry confided in him about how some lootboxes were actually not managed by any sort of random generator with defined percentages but instead managed by predictive algorithms. Algorithms that could examine your play history and figure out what you actually wanted and then give you things that were not that to ensure maximum spend to get what you want.

What I'm saying is that many/most games don't use RNG to determine the contents of your crate, what they do is look at your account, work out what you are looking for and tease you. So you might get the wrong gear for the right class or the right gear for the wrong class. You might get something valuable that you can't use so you know it can happen. Eventually you'll get what you want but you'll be looking for something else by then and so it goes on. You have zero chance of getting what you want on the first drop (unless the algo chucks come random good drops in just for hype reasons). You have to pay the money. Anyway, this is what I was told by a dev in wellish known studio who is working on a AAA game (which does not (currently) have plans to use loot crates). And, to be honest, it makes sense.

Even casinos are beholden to being actual games of chance where the odds are defined despite, more often than not, being in the house's favor. If some of these paid loot monetization structures are indeed operating under the guise of chance when, in fact, they are designed with algorithms to manipulate spenders into spending more money by determining what they want and withholding that from them that is a gross distortion of even the standards to which traditional gambling is held.

When thinking about the implications of something like this I was struck by just how little (if any) coverage there seems to be online of the actual mechanics behind these lootboxes. Yes there has been coverage shedding light on how these things are designed with the help of experts and psychologists to stimulate the pleasure centers of the brain as much as possible but when it comes to the nitty gritty of how the actual loot is calculated and distributed there is absolutely nothing. Why? Why is there no coverage of this? How is this not something that industry journalists have interest or desire in covering. The design of the boxes themselves is only a part of their draw. These mechanics, the way they assign the actual loot is even more integral to the ways in which they may or may not be exploitative.

If it turns out that these companies are using algorithms in this manner instead of random generators with assigned values would this change the way you view them? I often see people dismiss these things as less of a concern than gambling because there is no value or cash out but if there are systems at play to determine what each player values and then manipulate the odds to withhold it from them is that not even worse?

Even if this ends up being a red herring, should we not, at the very least, be discussing the sorts of mechanics at play here to determine the loot given to any player? Should we not be discussing the potential for developers to change the odds of "drops" on a whim or alter a previously assigned chance value for a consumer transaction. Being able to manipulate and change these things adds a whole other element to these systems far beyond other traditional games of chance. Should we not, at the very least, be talking about this and demanding coverage and accountability?

My hope in creating a topic on this is not to stir further controversy but to show those who cover the industry (some of whom frequent these very forums) that this is something we need to see coverage of. It is up to us to demand that these systems not be allowed to hide behind shrouds of secrecy with no accountability. It is up to us to demand transparency be it from the publishers themselves or from those covering the industry.
 
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diablogg

Member
Oct 31, 2017
4,017
I agree with getting this topic visibility but I think most publishers and devs have shown they will do pretty much anything to avoid disclosing drop rates. I suspect mostly becuase the odds are insanely low or they use variable drop rates to maximize profit.
 

texhnolyze

Shinra Employee
Member
Oct 25, 2017
24,878
Indonesia
Lots of mobile games already have disclosed the drop rates due to fans and regulations demand. It's only a matter of time until AAA games follow suit.
 
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RexNovis

RexNovis

Member
Oct 25, 2017
4,584
I agree with getting this topic visibility but I think most publishers and devs have shown they will do pretty much anything to avoid disclosing drop rates. I suspect mostly becuase the odds are insanely low or they use variable drop rates to maximize profit.

This is my assumption as well which is all the more reason for people to be covering the way these things operate behind the scenes. We have people whose job it is to cover the industry and yet nobody seems interested in covering the most important aspect of how these lootboxes work. Its baffling to me.
 

Mivey

Member
Oct 25, 2017
19,231
I think the issue here is transparency. I feel any game can have whatever insane drop rates it wants. But you can't ask for people's money (including microtransactions) without informing them what kind of bad deal they are getting. So I'm all for regulation that ensures transparency.
 

Pokemaniac

Member
Oct 25, 2017
4,951
You have to be pretty scummy to include loot boxes to begin with, so it wouldn't surprise me if the drops were set up to actively screw people over.
 

Pancracio17

▲ Legend ▲
Avenger
Oct 29, 2017
20,589
I would bet on this happening all the time if the game doesnt disclose drop rates.
 

jchap

Member
Oct 27, 2017
1,802
Seems to be too much effort. rand() and low drop rates seem much more likely and would be completely sufficient over large sample sizes.
 

Igniz12

Member
Oct 25, 2017
7,756
Desire sensor!!!
SillySaneAvocet-size_restricted.gif
 

enzo_gt

Member
Oct 25, 2017
6,299
I think the issue here is transparency. I feel any game can have whatever insane drop rates it wants. But you can't ask for people's money (including microtransactions) without informing them what kind of bad deal they are getting. So I'm all for regulation that ensures transparency.
I've read a lot into various algorithms that social networking sites use too and I agree that this should be a requirement across the board, and further scrutiny and regulation of these algorithms should be on the table as well. It's a public health issue and should be treated as such.
 

samred

Amico fun conversationalist
Member
Nov 4, 2017
2,679
Seattle, WA
so long as no legislation requires audits of RNG odds, nobody breaks American law by doing this. unsure about other territories.

if you have worked with or know of game devs/studios who engage in this specific practice, by the way, I'm working on something and will be discrete if you send any anonymous information my way. (my contact info's in my profile.)
 

night814

One Winged Slayer
Member
Oct 29, 2017
15,506
Pennsylvania
Even if a company tells you what the drop rate is I wouldn't believe it for a second. They have no reason to be truthful about this.
 
Oct 27, 2017
83
I always find it so surprising when people equate loot boxes to packs of collectible cards since the card packs have random contents set while loot crates analyse all of your play data and then specifically decide what items to give you.

Disclosing drop rates wont really help because all that will happen is they say "you have a 2.26% chance of a legendary weapon, 1.65% chance of an exotic skin". They can still easily analyse the data and work out that if you spend a lot of time using a certain weapon/type then the skin that drops will be for a different one, and the weapon that drops will be of a different class. Obviously with just enough things you kind of want to keep you buying more.
 

John Omaha

Member
Oct 25, 2017
2,950
Wouldn't be surprised if this applies to Hearthstone packs as well. Been playing the game for about a year, and I've rarely opened key epics or legendaries for my most played classes/archetypes.
 

saenima

Banned
Oct 25, 2017
11,892
I thought this was pretty obvious and well known by now? It's one of the reasons i think this is worse than gambling in some aspects. This shitshow needs to be regulated yesterday.
 

Imperfected

Member
Nov 9, 2017
11,737
I mean if you just want to do some mild, garden-variety evil when someone batch-buys/opens boxes you check them to see which one is the "best" and then make it so that's the last one in order when they open them. No actual changing the odds, just prodding at that little bit of aberrant human psychology that says, "I can't stop while I'm on a roll!"
 

Billfisto

Member
Oct 30, 2017
16,358
Canada
One developer admitted to tinkering with droprates of items in loot boxes on the fly in another thread, so we're already at least at the point where the odds aren't the same for every purchase/customer.

For the people who're saying it's easier to just use a random number generator, we're at the point where any schmoe with a computer can put Nicholas Cage's head on a pornstar. I wouldn't be surprised if a middleware solution actually exists already.
 
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ampere

Member
Jan 20, 2018
347
I think this would be illegal in China (based on how they have to actually list drop rates there by law), but probably something they could get away with in the US/Europe.

I have yet to get hooked on lootboxes in any games, but I agree some more transparency would be good here, especially given how much money people spend on them.
 

Imperfected

Member
Nov 9, 2017
11,737
One developer admitted to tinkering with droprates of items in loot boxes on the fly in another thread, so we're already at least at the point where the odds aren't the same for every purchase/customer.

For the people who're saying it's easier to just use a random number generator, we're at the point where any schmoe with a computer can pit Nicholas Cage's head on a pornstar. I wouldn't be surprised if a middleware solution actually exists already.

A general algorithmic solution isn't even as hard as all that. It's not really a deep learning/neural network/etc. sort of problem, it's really just classical programming.

I mean I'm not even your go-to guy for optimized algorithms and I could handle it.
 

jman2050

Avenger
Oct 25, 2017
6,114
"I wouldn't be surprised" doesn't cut it for me. Honestly, I downright expect this kind of thing until proven otherwise.

Some people need to understand, the underlying mechanics or how "fair" a system like this is not the issue. It was never the issue. Speaking in terms of degrees is missing the forest for the trees.

Companies can and will exploit their consumer base if given the chance. They will. Years of history in every single consumer industry in existence past and present testify to this. The propensity for abuse in these F2P systems without proper oversight by anyone except themselves is well-documented. You might say "just because they can do this doesn't mean they are." to which I say, why do you assume they aren't? Because it would be too "scummy"?

This is just the way the corporate machine is designed. This is not necessarily a bad thing so long as the theoretical abuse can be curtailed by enough outside influence, whether that be from government or from the market forces themselves. That's where capitalism shines the most, when there's a proper give-and-take between the corporations and the people who they service. But in cases like lootboxes and other similar systems, where there is no current government oversight and where the nature of the abuse is such that they don't need overwhelming consumer support, and where it's by far the most profitable option, we see the full might of the corporate machine in action. But yes, do tell me about how certain games "only do it for cosmetics" or other similar refrains and convince me that that actually matters to anyone except people trying to make themselves feel better.

A general algorithmic solution isn't even as hard as all that. It's not really a deep learning/neural network/etc. sort of problem, it's really just classical programming.

I mean I'm not even your go-to guy for optimized algorithms and I could handle it.

It's not even classical programming. It's literally just math. You could design the necessary algorithms on a piece of paper with no programming knowledge whatsoever so long as your math skills are aligned with this task.
 

ZeroDotFlow

Member
Oct 27, 2017
928
Predictive algorithms are a lot of work for a really dangerous outcome. If it was ever found out that you were rigging the odds depending on someone being a big spender or based on what they wanted you would very quickly be sued into the ground.

For gacha-based games there's usually a wealth of data. People reporting how many pulls they did, the contents of each pull etc. When something similar happened in Granblue Fantasy the reaction from the players was swift and incredibly harsh.
 
Oct 27, 2017
6,960
How credible is the friend who works in the AAA industry? How widespread is the knowledge if someone from a different studio knows the inner-working of another game's lootbox mechanics? How likely are you to believe in conspiracy theories without a shred of evidence?

Any time developers revealed drop odds, they co-related to the community's drop statistics. You should go and organize the long and painful process of logging the drop rates to check the games which you suspect of skewing RNG odds, that would be much more productive than a bunch of people discussing lootbox conspiracy theories on the board which already hates lootboxes.

At the very least you should specify the games in question. I wonder which AAA game with lootboxes is wise enough to predict their players builds, since most of the AAA games don't have a strong balance and rely on the community to figure out OP builds and useless items.
 
Oct 26, 2017
1,267
I could have predicted this crap. In COD WW2 I kept getting epic and herioc sniper rifles and costumes for classes I never play. I was almost never given an Airborne or SMG drop and that's the class I play 99% of the time.
 

SephLuis

Member
Oct 25, 2017
1,343
when it comes to the nitty gritty of how the actual loot is calculated and distributed there is absolutely nothing. Why? Why is there no coverage of this?

There is literature about how those things works, but when you actually engage people to read this they really aren't interested.

https://en.wikipedia.org/wiki/Random_number_generation
https://en.wikipedia.org/wiki/Pseudorandom_number_generator

Anything digital is easier to manipulate if compared to their real life counterparts. So either you trust the company or they have some kind of third party audit.
The best users can do is check if the pulls from a large sample of users really are close to the disclosed rates.

The case you brought forward isn't really applicable in the gatcha games I play at least because the "most wanted unit" are usually the ones in the current banner. I'm not sure if this could be applicable in games such as PUBG where they don't have banner mechanic.

Obviously, even with banners, what they can do is skewer the real rates in favor of pushing the player to spend more and more and this is another big hole of issues.
I would really like taht companies would use a trustworthy RNG system, however, we have no idea what they are currently using in their games so it's up to the player if they truly believe that chance or not.
 
Oct 26, 2017
10,343
Considering the fact they're entirely digital, I'd be staggered if they weren't heavily manipulated in some way. I genuinely believe they will use good items to hook buyers and ease off over time, then when they detect people are getting fed up, they'll throw an awesome drop to grab them back in. Rinse/repeat.
 

pants

Shinra Employee
Avenger
Oct 27, 2017
3,997
As I understand it (anecdotally, based on what I have heard from industry people) Candy Crush definitely does this, and builds complex psychological profiles of users to game how much they are worth and how to squeeze the most out of them.

Not loot boxes proper, but the logic (and science) behind it would carry over to Activision Blizzard just fine.
 

4859

Banned
Oct 27, 2017
7,046
In the weak and the wounded
As I understand it (anecdotally, based on what I have heard from industry people) Candy Crush definitely does this, and builds complex psychological profiles of users to game how much they are worth and how to squeeze the most out of them.

Not loot boxes proper, but the logic (and science) behind it would carry over to Activision Blizzard just fine.


No guys. No.

They just supply people what they already want and demand!

They only do that because people demand it with their dollars!

They don't use psychological gimmicks to get people to spend money when they otherwise wouldn't!
 

Deleted member 1852

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This is why in Asian countries, they are required by law to disclose the pull rates in games and keep records of all game results so they can be audited if the government demands it.
 
Oct 27, 2017
6,960
As I understand it (anecdotally, based on what I have heard from industry people) Candy Crush definitely does this, and builds complex psychological profiles of users to game how much they are worth and how to squeeze the most out of them.

Not loot boxes proper, but the logic (and science) behind it would carry over to Activision Blizzard just fine.

You probably don't even know what Candy Crush sells, so you don't understand. Candy Crush's main items are lives, moves or instant levels. Candy Crush is one of those games which sells fixed items for the fixed price, it is very transparent without RNG purchases.
 

Billfisto

Member
Oct 30, 2017
16,358
Canada
No guys. No.

They just supply people what they already want and demand!

They only do that because people demand it with their dollars!

They don't use psychological gimmicks to get people to spend money when they otherwise wouldn't!

Exactly! I have a hard enough time spending all day at work earning money to spend on lootboxes to avoid playing my games any more than necessary because I have no free time. Why are we even discussing lootbox conspiracy theories on the board which already hates lootboxes?
 

Twig

Member
Oct 25, 2017
7,841
Seems to be too much effort. rand() and low drop rates seem much more likely and would be completely sufficient over large sample sizes.
It really ain't that hard to track player activity and react accordingly. Games have been doing it for ages.

Even if it was for some reason difficult, putting in that effort pays off big time. These people know what they're doing.

Whether or not many devs actually are doing this, is another matter entirely. It may be a bridge too far for a lot of people. Then again, maybe not.
 

Deleted member 9714

User requested account closure
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Oct 26, 2017
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I think Blizzard does with Overwatch for sure. I would assume it's why they were so quick to find a way to avoid disclosing their odds in China.
 

spam musubi

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Oct 25, 2017
9,482
Hearthstone does the opposite of this, it's called the pity timer, where the odds of you getting a legendary increases with every pack you don't get one in, and at 40 packs you are guaranteed to get a legendary.
 

Imperfected

Member
Nov 9, 2017
11,737
Hearthstone does the opposite of this, it's called the pity timer, where the odds of you getting a legendary increases with every pack you don't get one in, and at 40 packs you are guaranteed to get a legendary.

That's not actually the opposite. That's reinforcing the Gambler's Fallacy, which is one of the primary psychological levers you use to manipulate people with gambling addictions.

To clarify: the nefarious shit the average person has to watch for isn't Big Bad Activision sneaking into your lootbox and taking all the prizes out to replace them with sprays. The nefarious shit happens when they give you exactly what you want.
 
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RexNovis

RexNovis

Member
Oct 25, 2017
4,584
so long as no legislation requires audits of RNG odds, nobody breaks American law by doing this. unsure about other territories.

if you have worked with or know of game devs/studios who engage in this specific practice, by the way, I'm working on something and will be discrete if you send any anonymous information my way. (my contact info's in my profile.)

Glad to hear you are working on coverage of this. Hopefully the same can be said for other outlets as well. The more exposure this gets the better chance we have of seeing action taken to protect consumers.
 

coolasj19

Member
Oct 25, 2017
5,072
Houston, Texas
One time, when I was getting super burnt on Overwatch and then the January 2017 nerf for her came in, I almost quit Overwatch. Then the Year of the Rooster event happened and in my first loot box was the new legendary skin. I kept playing Overwatch. So by my experience, I believe the concept. /s

I do legit think it's a possibility. And if so, one of the most closely guarded secrets ever.
 

Shadoken

Member
Oct 25, 2017
4,302
I am not sure if every company does this. But as a person in the industry , I do know for a fact that companies do change drop rates based on user activity. They also change drop rates and prices based on user spending habits,playing habits..etc.

It isn't just a simple Rand() call. There are also discounts,ads and specialized prices based on users activities to get people to spend real money. Everything changes based on how you play and spend. They have a lot of detail on you. Its not just evil overlords like Facebook that do shit like this.
 

spam musubi

Member
Oct 25, 2017
9,482
That's not actually the opposite. That's reinforcing the Gambler's Fallacy, which is one of the primary psychological levers you use to manipulate people with gambling addictions.

It's not reinforcing the gambler's fallacy, it's an implementation of the actual mistaken belief that the fallacy is talking about. Your odds actually do correlate over time.

I say it's the opposite of what the OP is describing because instead of giving you things that you don't want, it gives you things you do want.
 

Deleted member 1849

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A long time ago I remember there was someone who studied gambling machines and found that they used every trick in the book to in fact not be random but instead to hook the player (for example, by raising the odds slightly when the machine hadn't been used for a while) and then eat their money.

Loot boxes are even easier to manipulate, I would be stunned if the companies who were against publishing odds did not rig the RNG in some way.
 

MongeSemNome

Banned
Jan 29, 2018
197
That's actually a very disturbing scenario. We see lootboxes as something "physical", but they can change at the last milisecond for something that you don't want or don't need.