EDITED MATH AND EXAMPLES TO CORRECT CURRENT 5 PULL RATE TO 15%*
I’ve seen a few discussions suggesting the developers should institute a cap on how many non-5* pulls you can get in a row before guaranteeing a 5*.
But if they simply add a cap, then the effective pull rate goes up. Today, the pull rate is 15%. So, in 20 pulls you will on average get 3.00 5s (ignore BH for the moment). If they said, "okay, if you go 19 pulls in a row without a 5 the 20th pull is a guaranteed 5*" then the effective pull rate actually increases to 15.6%. Now, every 20 pulls you’d be expected to get 3.12 5*s. Maybe this is one of the reasons they haven’t done it.
So my question to the community: would you be willing to accept a lower pull rate in exchange for a cap that keeps the effective pull rate the same?
For example, the below are all within 0.1%-0.2% on an effective pull rate basis:
Current: 15% pull rate, no cap
Proposal 1: 9.4% pull rate, cap at 9 (10th draw guaranteed if 0 for last 9)
Proposal 2: 13.2% pull rate, cap at 14 (15th draw guaranteed if 0 for last 14)
Proposal 3: 14.3% pull rate, cap at 19 (20th draw guaranteed if 0 for last 19)
The lower the cap, the lower the pull rate needs to be and thus the more likely you are to hit the cap. At the extreme, the pull rate could be 0% with a cap of 6.
One other side that might make this never happen: any cap reduces randomness. The randomness is part of what psychologists call random rate reinforcement which is what keeps us playing and earning and pulling and playing and earning and pulling and playing and earning and pulling…
So giving us a cap might actually be counter to a good business model, which relies on an active player base. The question then is, which is higher: players who give up and stop playing because it is too random, or players who get bored and stop playing because it is not random enough? But I digress. Focus on the original proposal! Pull rates and caps: what’s your ideal?