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Copy of Lootbox with Pity System

E Serhat Kılıç

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Use to simulate a system that lowers the difficulty or increases the odds of something if the player hasn't succeeded in a while. This can apply to competitive games where the user hasn't scored a point in a while, or loot box systems where the player hasn't earned something rare in a while

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Edited 6 days ago
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This diagram is a forked version, originally created by
Catalin Ichim Systems Designer, docs
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