Spielerando

The rare drop is set to five percent and testers say they never see it, is it broken

A handful of unlucky players does not show a bug, and a handful of lucky ones does not show fairness. Your AI can say how likely the reported number of drops would be if your setting is right, and how many tries are needed before the answer is clear.

Why this works

Chance produces streaks, so the question is whether a result is too far from the setting to be luck. Adding up the exact odds of that result or anything more extreme gives an honest answer, with no guessing from feel.

When not to use it

If drops depend on the player's progress or on a pity rule that raises the chance after misses, this plain check does not apply. Test the rule's own numbers instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 19 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "The rare drop is set to five percent and testers say they never see it, is it broken" (read_entry rpg-drop-rate-feels-too-low) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP