Which of the offered reward cards do players pick, compared with pure chance?
When each reward round shows only a few options out of many, the plain count of picks mostly reflects how often each option was shown. This entry shows how to compare the picks to what chance would give and find the options nobody wants.
Why this works
A pick means little until you know what chance alone would give. An item shown in every round gets picked more just for being there, and a round with fewer choices makes each easier to hit. Comparing with the chance share shows what players truly prefer.
When not to use it
Don't trust it for items offered only a few times, or when players choose by who they are rather than by item, like a build that needs a certain combination. Then read picks together, not one by one.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 32 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 "Which of the offered reward cards do players pick, compared with pure chance?" (read_entry strat-reward-pick-rate-offered) 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