I have no idea how difficult this would be to do in a mobile app but I have played online mmorpg that introduced a bad luck protection algorithm.
A frustration with any game or activity that relies on RNG is that regardless of how much effort you put in there is no guarantee you will complete a task. Personally, for most tasks in the game there is no real time limit and what I don't complete today I can try again tomorrow (or when I get the next map etc.). However with events there is a limited window once a year to try and complete it.
For events you need to be lucky enough to get a drop and then it needs to be the right one - that frustration grows when you get lots of drops but because of RNG it never seems to be the right one.
The bad luck algorithm could after every drop slightly reduce the probability of items you have lots of and then slightly increase the probability of ones you have less of (without changing the total probability of getting a drop).
Increasing the chances of a drop in the first place would help alleviate some of the frustration but make events easier for everyone to complete (which I'm not sure the develops want) but at the same time still run the risk of getting lots of one item but never the one you want.
A frustration with any game or activity that relies on RNG is that regardless of how much effort you put in there is no guarantee you will complete a task. Personally, for most tasks in the game there is no real time limit and what I don't complete today I can try again tomorrow (or when I get the next map etc.). However with events there is a limited window once a year to try and complete it.
For events you need to be lucky enough to get a drop and then it needs to be the right one - that frustration grows when you get lots of drops but because of RNG it never seems to be the right one.
The bad luck algorithm could after every drop slightly reduce the probability of items you have lots of and then slightly increase the probability of ones you have less of (without changing the total probability of getting a drop).
Increasing the chances of a drop in the first place would help alleviate some of the frustration but make events easier for everyone to complete (which I'm not sure the develops want) but at the same time still run the risk of getting lots of one item but never the one you want.
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