There are so many videos and stories of people getting screwed by the mystery boxes, even if they have spent thousands of gold on them. Here is a possible solution that will try not to take money away from Deca while still increasing the chance for people to get the jackpot.
In some games, mostly f2p, there is a mechanic where the percentage increases after a certain amount of times you roll the mystery box or the loot box or whatever. Take the always-present ambrosia box for example.
There are 9 possibilities, so let’s separate them into two halves: from 5 ambrosia to 1 ambrosia, then from taco to cookie (assuming that they are in order from rarest to most common from top to bottom). Here’s the idea: after 10 rolls (can be 5 or some other number), the possibility for each item in the latter half decreases by 0.25% and the possibility for each item in the top half increases by 0.25% (these numbers are still arbitrary so don’t pay attention to those specifically). The chance for the middle item, the cheeseburger, wouldn’t ever change. You don’t have to roll 10 at a time: it’s a cumulative 10 rolls, or whatever number. If you do roll an item in the top half, then your percentage resets to default. But, if you’re rolling 10 at a time and you have a high percentage already, your percentage doesn’t reset until that 10 roll ends, so it could be more profitable to roll 10 at higher percents.
This way, after spending more gold, there would be a much higher chance of getting better items, and there is also a higher incentive on spending more money on gold when you do have that high percentage. Of course, there’s the chance that your percentage gets reset by fries, which would suck, but I’m trying not to make it totally in our favor.
It is a little bit complicated, and perhaps not worth the time for developers to set it up for each individual box and make new percentages every single time, while still keeping us informed. Obviously this method of putting it in halves wouldn’t work for all mystery boxes; maybe a scaling percentage would work better, but I’m not sure.
Another problem is that the percentages are obviously not public, and there is no real way for players to tell whether or not this would actually happen. I don’t think, if implemented, that Deca would lie about it though.
Good idea? Based it off of gacha games, of course, though it’s slightly different.