Pending Stop The Steal

SmellyGoatThing

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Problem:
Out of the last 25 days, 71% of lottery winnings have been won by staff.


This is caused by them getting on or being on near the lottery drawing time and flooding the lotto with as many points necessary to garner essentially a 90%+ at being picked.
Nearly all (sans Coriandr's draw of 64k) of non-staff winnings are sub 20k. This is greatly discouraging for anyone to enter the lotto to naturally raise its jackpot value, as right now it's a blatant waste of points just to have the pot stolen last second by someone already sitting on a hoard of points they can't use.

Solution:
-Implement a ticket cap of some sort. Lottos should be about RNG and Randomness, not favoring those who have played the server longer and already have the points they're so-desperately bankrolling for. It could 1, 10, 20. 20,000 points would be the max you could invest into the Lottery. You could do this, and still have a chance at losing it all to someone who merely invested 1k. No bankrolling, but better chances.
-Increase base ticket price. Right now it's merely 100, which, I understand wanting to give everyone a chance at entering, but 100 points does not raise the lottery's jackpot very much. It's also very little risk to bet 100. Up it to a 1k entry fee, per ticket.
 
I won the lottery!?!?!?

-Implement a ticket cap of some sort. Lottos should be about RNG and Randomness, not favoring those who have played the server longer and already have the points they're so-desperately bankrolling for. It could 1, 10, 20. 20,000 points would be the max you could invest into the Lottery. You could do this, and still have a chance at losing it all to someone who merely invested 1k. No bankrolling, but better chances. This is something that I feel would definitely help out with the lottery winners being more randomized, but in return definitely would make lotteries less plentiful for a win. I think for a good return rate it needs to be multiplied by like 1.75x per ticket, so like 175 points in the lottery for 1 ticket (that costed 100 points).
 
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Is there a way to add a mechanic (say a flat 10%) of the house winning. If the house wins, the amount is carried over to the next day? That way there’s more inherent risk of someone full porting into the lottery and can actually lead to some pretty fun big competitive pots
 
Is there a way to add a mechanic (say a flat 10%) of the house winning. If the house wins, the amount is carried over to the next day? That way there’s more inherent risk of someone full porting into the lottery and can actually lead to some pretty fun big competitive pots
I mean this would be awesome in general but in no way stems the current problem. While a 10% may seem intimidating, a 90% chance (or I guess 89% chance) of winning certainly isn't intimidating. It's not as if staff members are going head to head with their last minute lotto swipes with 50/50 odds. It's usually just one so-called high roller swiping the 90+% chance at winning at the very last second.
 
Let the people gamble the way they want to gamble. Whatever points you put into the lottery, you should be fine with losing if things don't go your way. It's a risk you are willing to take when you put points into the lottery.

-1
 
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Problem:
Out of the last 25 days, 71% of lottery winnings have been won by staff.


This is caused by them getting on or being on near the lottery drawing time and flooding the lotto with as many points necessary to garner essentially a 90%+ at being picked.
Nearly all (sans Coriandr's draw of 64k) of non-staff winnings are sub 20k. This is greatly discouraging for anyone to enter the lotto to naturally raise its jackpot value, as right now it's a blatant waste of points just to have the pot stolen last second by someone already sitting on a hoard of points they can't use.

Solution:
-Implement a ticket cap of some sort. Lottos should be about RNG and Randomness, not favoring those who have played the server longer and already have the points they're so-desperately bankrolling for. It could 1, 10, 20. 20,000 points would be the max you could invest into the Lottery. You could do this, and still have a chance at losing it all to someone who merely invested 1k. No bankrolling, but better chances.
-Increase base ticket price. Right now it's merely 100, which, I understand wanting to give everyone a chance at entering, but 100 points does not raise the lottery's jackpot very much. It's also very little risk to bet 100. Up it to a 1k entry fee, per ticket.
still refuse to belive zero one 5 in a row
 
What if each ticket cost more and more expensive instead of a hard cap?

I.e first ticket you buy is 100, then 150, 200, 250 etc. with a cap at 500

You are still increasing your odds but are paying more than other people for the same odd increases after your first few tickets.
 
still refuse to belive zero one 5 in a row
It isn't random or luck based. It's how much you're willing to swipe. Zero is not a fickle beast it'd seem.
What if each ticket cost more and more expensive instead of a hard cap?

I.e first ticket you buy is 100, then 150, 200, 250 etc. with a cap at 500

You are still increasing your odds but are paying more than other people for the same odd increases after your first few tickets.
This is caused by them getting on or being on near the lottery drawing time and flooding the lotto with as many points necessary to garner essentially a 90%+ at being picked.
Nearly all (sans Coriandr's draw of 64k) of non-staff winnings are sub 20k. This is greatly discouraging for anyone to enter the lotto to naturally raise its jackpot value, as right now it's a blatant waste of points just to have the pot stolen last second by someone already sitting on a hoard of points they can't use.

In my mind, the change you are proposing does not target the problem above. Those with points to spare (primarily staff, i.e the longest-time players) are not heeded by price points. My only suggestion to raise the ticket-buy price was because individual ticket costs did not make the jackpot as desirable. (100 a ticket is very cheap.)
 
It isn't random or luck based. It's how much you're willing to swipe. Zero is not a fickle beast it'd seem.



In my mind, the change you are proposing does not target the problem above. Those with points to spare (primarily staff, i.e the longest-time players) are not heeded by price points. My only suggestion to raise the ticket-buy price was because individual ticket costs did not make the jackpot as desirable. (100 a ticket is very cheap.)
How doesn’t that help nip it a little? Creates a larger jackpot with less total tickets, and allows people with less tickets to have more influence for a smaller buy in. Might need some fine tuning on the numbers, but the goal should be if someone is bankrolling they need to risk more to achieve the same goal.

The other thing you could do is blindly randomize the drawing time within a four hour window, and announce it at the end. If tickets were bought after the drawing happened blindly, they could go towards the next day, allowing for some counter play.
 
Personally I think we'd see more general ticket buying if the initial prize was higher, paying 1000 points for a chance to win 2000 ain't much. Staff are, almost by definition, spending the most time on the server and have more opportunities to earn points and enter. With more generalised ticket buying the random chance of things would see repeat winners have a lower % of winning the next lottery and therefore whether you want a better chance of winning or simply want to watch staff/repeat winners lose a lotta points that'd be the best fix.
 
How doesn’t that help nip it a little? Creates a larger jackpot with less total tickets, and allows people with less tickets to have more influence for a smaller buy in. Might need some fine tuning on the numbers, but the goal should be if someone is bankrolling they need to risk more to achieve the same goal.

The other thing you could do is blindly randomize the drawing time within a four hour window, and announce it at the end. If tickets were bought after the drawing happened blindly, they could go towards the next day, allowing for some counter play.
Nip it a little? I can agree it has an impact and it would cause these RNG-Thieves to hesitate in putting forth a larger percentage of their over-engulfing wealth on the line to win the 14k (now turned maybe 37k after your change) by dumping a larger bucket into the pool at the last second of drawing, but let's face it. They do not care. They have the points to spare. If Zero saw "oh look, 37k worth of tickets are in the lottery"

37k with a tier system like this? That'd be (100 * 12) + (150 * 12) + (200 * 12)+ (250 * 12) + (400 * 12) + ((500*4) * 12) across 12 players in the lotto (which mind you, is rare as of now because only few are foolish enough to blow points in the face of evident legal rigging). 4 represents the number of 500-Point tickets each person buys, we'll say each bought about 4, which would round down to 37k given the equation.

That means she'd only have to spend 37k on 77 tickets to garner a 50% chance at winning against 12 players. And if you really wanted to max out and get a 91% chance at success, about a 400k. Which many long time players (especially staff, primarily staff even) have collected.

Basically, it does not matter how expensive the tickets are if the money's already there. It's like suggesting we raise parking ticket fees to 10k to punish the rich, when in reality all you're doing is making things worse for the POOR. The rich have the $10k to spare for a ticket, the staff have 400k points to spare for a lottery rigging.
 
Personally I think we'd see more general ticket buying if the initial prize was higher, paying 1000 points for a chance to win 2000 ain't much. Staff are, almost by definition, spending the most time on the server and have more opportunities to earn points and enter. With more generalised ticket buying the random chance of things would see repeat winners have a lower % of winning the next lottery and therefore whether you want a better chance of winning or simply want to watch staff/repeat winners lose a lotta points th
Are you suggesting we increase the jackpot amount to entice more people into the lottery?

The reason the jackpots are so naturally low right now (before staff swipe them that is) is because there's so little reason to enter. The 1% is making this supposed 'lottery' a money sink for anyone who can't blow 100s of thousands of points trying to rival these last second steals from staff; why would anyone who's perused the recent winner list (Zero, the same staff member nearly 6 times in a row) bother wasting points on an evidently rigged game?
 
Are you suggesting we increase the jackpot amount to entice more people into the lottery?

The reason the jackpots are so naturally low right now (before staff swipe them that is) is because there's so little reason to enter. The 1% is making this supposed 'lottery' a money sink for anyone who can't blow 100s of thousands of points trying to rival these last second steals from staff; why would anyone who's perused the recent winner list (Zero, the same staff member nearly 6 times in a row) bother wasting points on an evidently rigged game?
I've been on the server for ~an hour and made enough in points for 21 tickets, if the normal gameplay time gets a 1% chance of being a millionaire vs waiting a few weeks for upgrades I'm splitting the difference and buying 10 tickets and a single upgrade.

What I am arguing here is to increase the incentive for low points spenders, subsequently lowering the odds of higher spenders. Lottery tickets are stupid cheap, you can earn one from a single good round of TTT, the expense in minimal it's the reward that's unenticing.

I'm saying the constructive way to defeat repeat winning is to empower the 99% to become the 90%.
 
What I am arguing here is to increase the incentive for low points spenders, subsequently lowering the odds of higher spenders. Lottery tickets are stupid cheap, you can earn one from a single good round of TTT, the expense in minimal it's the reward that's unenticing.
I'm confused, what are you suggesting that does this?


You will never be able to out-buy the people who can play constantly. While you are just starting your point hoard they are furthering their point hoard.

Edit: By "people who play constantly", I mean the staff members who have the highest point values who will only increase it during your duration here. While you "become the 1%" they are becoming the 0.1%. They will always have more points than you as points are play-time based, and they will always have exponentially longer time than anyone who joins now.

A larger jackpot would not solve this. It would only make the rich richer.
 
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