Talk:Christmas 2017 Event/@comment-219.92.249.61-20171219162302/@comment-31734709-20171219185010

And I just said there's no decent sense making reason to do it...

Why not?

Alrite, first off was already told to you. Laws.

Second, how do you gauge such a limit? Let's say, for a million players playerbase. They can't gauge the amount of actually online - that is, those who are playing - and pulling players, much less the amount of quartz they have stored - nor the amount they are willing to buy.

Make the limit too small, and it's going to be discovered in a second when NOBODY gets it past a certain amount of hours.

Make the limit to large, and it's a "what's the point" question.

And that's not considering the 1% base chance. How do you gauge how likely is the amount of players that will actually hit that 1% - and then the rate up for her - and make an appropriate limit for that?

Additionally, how will that increase substantially the amount of money gained? You think it's brilliant to limit, borderline enough that people are able to pull it so people don't notice they are limited yet enough to increase the money, so at the very least it must be adding some amazing amounts of money - to the point they'd be willing to bypass laws.

And what, with the amount of people that pull in the first day, setting any limit means that certainly that limit will be hit. Nevermind for argument's sake people noticing nobody pulling her anymore, if they do actually put on a limit that fits the first day's worth of pulling, then that limit is pointless the next day due to the sudden drop on people pulling.

What, you think they'll recalculate what limit they should set for the next day? Then for the next day? How many times would they need to readjust that limit for it to have a point? How much is that effort of calculating imprevisible changes worth breaking the law?

How can you find someone whose mathematics - and their social knowledge - are so good for calculating this? You think a diplom or five is enough to know how many people will roll - then know how many quartz they likely have - then how likely they are to buy quartz - then, how popular will the character be - how many of those will roll how many on which day - amongst other many factors [current economic situation, the 13th salary, free quartz given [which likely spikes the amount of rolls for a moment - a day].

And the most varying factor uncalculable and unpredictable - character's Charisma. How many will like her? Nobody knows. You can vaguely know "this character is very liked". You can not calculate how many that like her will roll for her. Small, small things can push characters from "meh" to "I want her" in making her character in-game. Those who didn't like her character in babylonia may like her now because she got new clothes in her third ascension, for example. Those who sort of wanted her but not enough may be charmed by her voice. Those who didn't like her may find her nicer now.

I'll sum it up. It's too troublesome, too untrustyworthy, too risky, law-breaking. As for actually calculating a limit to be set, it's far too unpredictable.

And don't think that such a "small-seeming" thing won't risk causing enormously ridiculous bugs such as temporarily making it absolutely impossible to roll for her, like freezing the count at 0, which DW would have to deal with.