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Thread: Noob Question - Digital Booster Packs

  1. #21
    I understated the total number of commons.

    And the comment was, not if the probably was probable, but possible.

    So we go 150 commons, add up the chances for 5-11 of the same, then multiply by the number of boosters open in a day in this game. We start to approach actual probability.

    Just cause some is highly unlikely doesn't mean it won't happen. I mean the probability of me existing is like 1 in 400 trillion, but I'm still here

  2. #22
    Gigantisaur
    Join Date
    Oct 2010
    Location
    Paris, FRANCE
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    Quote Originally Posted by Erebus View Post
    I mean the probability of me existing is like 1 in 400 trillion, but I'm still here
    I got to meet a 1 out of 400 trillions (via forums ok) and I never won the 1 out of 100 millions lottery ;(

    I'm so unlucky

    ~

  3. #23
    The question about digital "print runs" is quite interesting; it does have possible gameplay implications, especially in Draft. I've drafted Magic quite a lot in the past, and you'd often be able to recognise segments of a print run (mostly in the commons section) coming up time and again. More dedicated players would even memorise the specific print runs, so that when passed a pack they could spot a print run with a card missing and know exactly what their neighbour was drafting (which is why you should shuffle your bosoter before passing it on!). As well as ensuring a fairly even spread of commons, then, print runs can also add a kind of strategy in themselves.

    I don't know how most online TCGs currently manage this, whether they attempt to replicate the paper print run or just use their own RNG (the Pokémon TCGO, I know, had a problem with their pack randomisation when Boundaries Crossed was first released - the reverse holo card in every pack was replaced with a card at the same rarity level as the rare, so any pack with an ultra rare card in would have two ultra rares in!) but since Hex has no physical print run to copy I'd assume they'll just use an RNG...

  4. #24
    Gigantisaur
    Join Date
    Oct 2010
    Location
    Paris, FRANCE
    Posts
    1,225
    Pure RNG wouldn't work for draft.

    There needs to be some kinda balance between colours/types etc...

    ~

  5. #25
    Quote Originally Posted by Erebus View Post
    I understated the total number of commons.

    And the comment was, not if the probably was probable, but possible.

    So we go 150 commons, add up the chances for 5-11 of the same, then multiply by the number of boosters open in a day in this game. We start to approach actual probability.

    Just cause some is highly unlikely doesn't mean it won't happen. I mean the probability of me existing is like 1 in 400 trillion, but I'm still here
    Ok even so, if the chances of something happening are 1/lets say 5 billion were the true proportions of getting the same pack of cards in a row. That doesn't mean that if you open 5 billion backs you will get two in a row. It's an average essentially.

    Take for example a quarter, 1/2 chances. On average u will get 1/2 but when trying to go for tails you may get 3 or 4 heads in a row. So yeah at some maybe... like really really unlikely, you will get two packs that are similar but the odds of it happening are so slim that you shouldn't worry about it.

    Quote Originally Posted by Showsni View Post
    The question about digital "print runs" is quite interesting; it does have possible gameplay implications, especially in Draft. I've drafted Magic quite a lot in the past, and you'd often be able to recognise segments of a print run (mostly in the commons section) coming up time and again. More dedicated players would even memorise the specific print runs, so that when passed a pack they could spot a print run with a card missing and know exactly what their neighbour was drafting (which is why you should shuffle your bosoter before passing it on!). As well as ensuring a fairly even spread of commons, then, print runs can also add a kind of strategy in themselves.

    I don't know how most online TCGs currently manage this, whether they attempt to replicate the paper print run or just use their own RNG (the Pokémon TCGO, I know, had a problem with their pack randomisation when Boundaries Crossed was first released - the reverse holo card in every pack was replaced with a card at the same rarity level as the rare, so any pack with an ultra rare card in would have two ultra rares in!) but since Hex has no physical print run to copy I'd assume they'll just use an RNG...
    True this would make it easier to know that the cards will be distributed correctly but at the same time ensure that yes you could get two packs that are very similar much more easily.
    KickSTARTER
    Grand King

    Hex IGN: Ares

  6. #26
    Either is strictly random or skewed in such as way that the distribution of cards is closer to what they should be in terms of ratio. The answer to either question is likely never going to be known to us unfortunately.

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