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Pseudo-Random distribution for shiny rates?


Loundemon

Question

What do you guys think about implementing a pseudo random distribution of sorts, at least at a species level for shiny encounter rates? It'd be a big change mechanics wise, but is a more reliable method for catching shinies.

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8 answers to this question

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Short answer: No, shiny rate is fair.

 

Longer answer (probably only questions):

Look at it this way: Why do you suggest this idea? What impact would it have on the current shiny economy? Would people really get happy catching a shiny with 1/3k chance insteed of 1/30k? How would you compensate people that already own a few shinies, that have spent thousands of hours hunting them if those shinies got a higher shiny probability?

 

Just because you said "a more reliable method for catching shinies", imagine if tenta-cool/-cruel had a shiny rate of 1/3k, the avrage price for a shiny tenta-C would be around 120-150k, you would have to catch around 8shiny tentas to afford a 5x31 natured not shiny comp pokemon.

 

I'm gonna state the obvious, you just want an easy way to get a shiny because you dont want to spend hours & hours grinding to get one, then just maybe an grinding mmo game aint for you.

You have to think outside the box of your own interests and consider the whole playerbase when thinking about in idea.

 

So my answer stil stands as: No, shiny rate is fair.

 

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I agree with your assessment, but still wanted to have this discussion

22 hours ago, Znooz said:

No, shiny rate is fair.

I am talking about the distribution of the rates, not the actual shiny rates themself). Both Pseudo-Random and Random have their pros and cons mechanics and market-wise. At some point, if most of the player base is in favor of pseudo-random, would pokemmo stick to its initial game direction or would they try to align at some points with their player base? These are things I am trying to understand about this game to decide how long-term I'd be playing. And why are you so confident that the majority player base prefers just a random distribution(has this conversation happened before?). With the retention rate and number of new players added to this game everyday, the player base is costantly changing. A fraction of that base are the long-term players who don't like too many changes in things they are comfortable with. Which category would your opinion belong to? Also to clarify, I am not asking about lower the shiny rates, I like these shiny rates. I am just trying to discuss a reliability factor for those shiny rates. Lowering shiny rates would be a disaster for this game and would definitely make it less improtant for me. What pseudo-random distribution does is it increases the chances of shiny by a little bit everytime you don't encounter one, and resets when you encounter one. With the discussion of having an encounter counter in-game, they'd have most of what they'd need to implement pseudo-random distribution. I am all for the long-grinds, I just want to see them more reliable, that's it. So, even with pseudo-random, the overall shiny catching rate is still 1/30k, if you catch one in 3k, you are just lucky. I guess once poke-force(who have declared a pseudo-random distribution for shinies) is out, the actual in-game mechanics of pseudo-random shinies can be tested out by players.

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Our system for shinys is already pseudo-random. There is no true Randomness in computers. The thing is we don't know the current seed we are or the algorythm used to determine the RNG, or what are the triggers to make those algorythms being executed, and if we had acess to that information, then there would be no randomness at all. Just we would wait until reach X/Y seed needed for some event to happen

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Shiny rate is unfair. My last shiny in 2022.4  was a raticate  i used 60+stacks pp . Since then i never encountered shiny again . i encounters about 200K pokemon now.

Don't worry too much. Shiny just a part of the game . relax~QQ20240402193121.png.4cd557b4d0d2dbecc582d76abc3c1f8a.png

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On 3/31/2024 at 2:41 PM, caioxlive13 said:

Our system for shinys is already pseudo-random. There is no true Randomness in computers. The thing is we don't know the current seed we are or the algorythm used to determine the RNG, or what are the triggers to make those algorythms being executed, and if we had acess to that information, then there would be no randomness at all. Just we would wait until reach X/Y seed needed for some event to happen

i have already discussed this a lot, thats a lie, leaving apart if rng its really random or not, its better to use SHA1PRNG instead of NativePRNG parameter option in SecureRandom lib.

Edited by KiritoHakz
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4 hours ago, ayyerr said:

welcome back to "players with <50h try to uproot 10+ years of balancing"

i have like 900 hours at least lol i even noticed which algo was used for shinys by just playing, and then get the info here.

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