Percent chances for Loot Boxes!

You can’t do that because that doesn’t make up 100%. This will confuse players, and they won’t know the exact chance.

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you can have a look at my last post
Edit: what @GalaxyGourmet said

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Image 3-3-21 at 1.04 PM
Just keep in mind that the chances have to actually add up to 100%. Failure to do this is against Roblox’s virtual items policy and it can get you banned. The picture above adds up to 110%.

This is something I did for a personal project.
common1: 35%
common2: 25%
common3: 15%
rare1: 10%
rare2: 8%
epic1: 5.87%
legendary1: 1%
legendary2: 0.1%
legendary3: 0.02%
secret1: 0.01%

Hope this helps.

Also, try to have all the items at a less than or equal to 50% chance. This is just something I do to help keep my % equal to 100.

Oh I see ok yeah I’ll do that, thanks!

Policies?
I don’t think you can get banned or even warned for that, it’s not against ToS that I know of.

If its for a currency that you can buy with robux, or if it costs robux then yes, you can get banned for it.
Here is a link. Anything against Roblox’s policies can get you banned. While in most cases you won’t get banned, it’s definitely a possibility.

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Ah. Did not know that existed.
I guess you look over the rules more than I do lol.

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For a fair chance, I’d recommend
40% - Common
30% - Rare
15% - Epic
10% - Legendary
5% - Mythic
Or you could fake high numbers.

Would it make any difference the way I would set the percentage, if I had it like this: the way I have it is a scrolling loot box system, where it will randomly choose based on the percentage, the next box that will pop up, so should I make it easier to get a better item because they first have to get the percentage chance right, AND then you have to actually land on it. robloxapp-20210314-1837373.wmv (2.9 MB) this is my loot box system…

against tos btw

this post

that doesn’t make any sense to me so let me check that video out

You still have to disclose what percentages each are, meaning that it does matter.
Also there is a high chance the system would error out if you were to make it above 100%.
Edit: Randomized Virtual Items Policy | Documentation - Roblox Creator Hub

I thuonk you should go with 5 rarities.

My suggested chances are.

Common - 60%
Uncommon - 25%
Rare - 10%
Epic - 4%
Legendary - 1%

Edit: And if you really wanted, you could add a secret/godly rarity that could be like 0.2% or less.

sorry, that isn’t what I meant, I am asking should I make the items a little easier to get, lets say a legendary or an epic, because they super rare for them even to appear, much less the line actually land on the items…

Wait, actually, would that be an accurate representation of the percentage, if it only was calculating the percentage of how many times it appears, not if you will land on it or not?

That’s perfectly fine, but if you have a system that has 3 systems of rarity that could get a bit confusing for not only the player but the system.
Several scripts running at the same time (complicated, I’m assuming) could lag, crash, or even straight up freeze the server.
Edit: I don’t do rarities so this is new to me lol.

Now that I think about it, no, that would not be efficient.
If you were to do this and not follow this post, you would have to do different percentages each to prevent the server from being overloaded.
And, of course, every single scripter knows that server problems = client problems and therefore client lag.
Edit: Client AND server lag. Sorry, I’m tired today.

But yours didn’t add up to a 100% either.

Instead of using purely percentages, you can try using weights per rarity instead which is a lot easier than trying to squeeze numbers to 100% in summary. The whole weight shall be a number that is the summary of all weight per rarity. You can for instance distribute a number of 50 000 to each rarity and 1 in 50 000 is quite low already.

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Thank you for pointing that out. I’ve edited my reply.

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