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Prize Box Statistics

1 Antwort [Letzter Beitrag]
Sa, 11/09/2013 - 21:48
Bild des Benutzers Paintool
Paintool

So I was thinking to myself, "what's a good way to sca- I mean market prize boxes to people?"

In the past, OOO has released prize boxes with some pretty crazy statistics. "5% chance to get so and so, 1% chance to get this and that."
The only exception to this rule was the gourmet prize box, which had a dead even 100% chance to get any of the box contents.

So, question is: Could OOO sell more prize boxes if statistically everything was 100%, given there are many items to decrease the odds?
(100% chance to get 1 of 10 costume helms, 10 armors, 2 weapons, or 1 aura)
Vs.
(90% chance to get 1 of 10 costume helms, 10 armors, 9% chance for 2 weapons, and 1% for aura)

My calculations are probably way off, but I guess what I'm trying to get at is what is the best model to market prize box statistics?

Sa, 11/09/2013 - 22:19
#1
Bild des Benutzers Fehzor
Fehzor

Well, to know that you'd have to model people's behavior and I don't know that we could do that.

You could model it in a number of ways, but you'd have to poll quite a few people. We'd need to know who is opening boxes and why.

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