by Jorge » Thu Sep 24, 2015 3:50 am
Benjamin is right. I figured it out a long time ago playing the fb version. It doesn't really add any relevant difficulty programming wise though, and in fact it helps handling the potential issue of one player entering the map with the x1.5 drop rate but fading mid-play, and vice versa.
I've played a lot of hell and especially insane bonus maps in facebook and I get at least one gold chest in pretty much half my runs (granted, in insane, most of them are usually the common gold chest). Often, the hardest part is to actually be patient enough to wait for the gold chest(s) to drop which could easily be over 500 spins or even 1000. The thing is that the drop time of a chest seems to be memoryless, so if the gold chest hasn't dropped in an hour, (assuming that a gold chest was drawn when starting the map) it doesn't mean that you're more likely to get it within the next minutes, so technically you could be waiting forever. I wouldn't be surprised if a lot of the complaints come from people who end many of his runs with 3-0 or 4-0 without knowing that the missing chest was almost guaranteed to be a gold chest by then. While gold chests won't necessarily take a lot of time to drop, the drop time of brown chests is so low compared to that of the gold chests that if all chests have not dropped by the spin ~400-500 you can be pretty much sure that it's because the remaining one(s) is/are gold chest(s) based on probability alone.