The only thing I don’t like about these games is that I don’t think the rolls are random.
Random data is lumpy, you see long runs of unlikely events every now and then
but the runs of unlikely events appear to be far too common
If I was designing one of these games and instituting a variable schedule of reinforcement to make it as addictive as possible what I’d do is:
Say the proc rate of some weapon is 10%, I’d have a random seed that drops you into Eg a bin with 5% proc rate, or one with 10% proc rate or one with 15%. After a certain amount of time the random seed would be rolled again to see which you fell into. Obviously you could make the numbers of bins and spacing between them as fine or as gross as necessary.
What this would achieve is very satisfying runs where everything go’s right for you, middling runs and unsatisfying runs ie a nice addictive variable schedule of reinforcement with an overall probability rate of proc (assuming you cover enough random seed periods) that corresponds with that which is advertised.
I’m not sure that these games will ever be banned but I’m always surprised that it is not a legal requirement to have advertisements etc about the dangers of gambling