Make a 25 percent critical hit feel like 25 percent without long dry spells
Fixed chances produce hits in clumps and long droughts that players blame on the game. A chance that grows after each miss evens it out, but only if you pick the growth number so the long-run rate still matches what you promised.
Why this works
Fixed odds clump by nature, and players remember the long droughts and bursts, not the average. Letting the chance grow with every miss trims both ends, and because early tries are weaker, the starting step must be tuned so the promised rate still holds.
When not to use it
Skip it when the player knowingly gambles, or when hits can be read from the pattern and exploited, for example waiting until a hit is nearly sure before a big move. Use plain chance there, so that a miss is just a miss.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 38 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make a 25 percent critical hit feel like 25 percent without long dry spells" (read_entry streak-protected-critical-hits) 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