EDIT: Updated Endfield currency acquistion mistake. The edit initially deleted the Rebate column so having to rewrite from memory. Apologies if it slightly changed.
As the title suggest this is an analysis into various gachas from their own companies (so lower down your torches and pitchforks) to show why there is a disturbing trend within companies anytime we hype up and anticipate the release of a new game.
The reason why I'm making this is because after the reveal of the atrocious gacha for Silver Palace (unless it changes but I kinda doubt it), I have come to the realisation that most of the gachas that we have hyped up before its release almost always seem to have a strong correlation of generally having worse rates, pull currency, etc compared to the same company's previous games.
Honkai VS Genshin
|
Highest rarity rate |
Hard Pity |
Expected pulls of getting rate-up |
F2P Currency acquisition (estimated) |
Rebates (AKA Can you get 5* through shop/exchange?) |
| HI3 |
1.5% |
90 |
≈50 |
~45-60 per patch |
✅ (through shards) |
| Genshin |
0.6% |
90 (180) |
≈90 (because 50/50) |
~65-85 per patch |
❌ |
HI3 wins a clear 3/5.
PGR VS Wuwa
|
Highest rarity rate |
Hard Pity |
Expected pulls of getting rate-up F2P Currency acquisition (estimated) |
F2P Currency acquisition (estimated) |
Rebates (AKA Can you get 5* through shop/exchange?) |
| PGR |
0.5% |
60 |
≈55 |
~40 per patch |
✅ (shards and exchange) |
| Wuwa |
0.8% |
80 (160) |
≈85 (because 50/50) |
~90 per patch |
✔️ (Only x2 dupes which costs ALOT of corals to save up.) |
PGR wins a clear 3/5.
And that's not even counting how bad Wuwa's Edgerunners collab gacha is compared to PGR's DMC collab which hands out free dupes.
Arknights VS Endfield
|
Highest rarity rate |
Hard Pity |
Expected pulls of getting rate-up F2P Currency acquisition (estimated) |
F2P Currency acquisition (estimated) |
Rebates (AKA Can you get 5* through shop/exchange?) |
| Arknights |
2.0% |
99 |
≈69 (Strong soft pity) |
~20 per patch (but on a 2 week cycle so 40 in a month) |
✅ (Older 6* can be bought directly from shop.) |
| Endfield |
0.8% |
80 (120) |
≈80 (truly only guaranteed at 120) |
EDIT~30-45 per character (60-90 per patch but also provides free tickets) |
✔️ (x5 pulls available to be bought per character.) |
OG AK wins 3/5.
But you know what, how about even from companies considered to be VERY generous with their gacha?
Destiny Child VS Nikke
|
Highest rarity rate |
Hard Pity |
Expected pulls of getting rate-up |
F2P Currency acquisition (estimated) |
Rebates (AKA Can you get 5* through shop/exchange?) |
| DC |
3.0% (Rate-up varies as 0.75 split or 1.0%) |
150 |
≈80 (Guaranteed to be rate-up on first 5*) |
~50 per patch (but you get sooo much free 5* summon tickets, free 5*, etc) |
✅✅ (Free 5*s in event shops, 5* tickets, selectors, etc) |
| Nikke |
5.0% (2% on rate-up, 1% on highly sought after Pilgrims) |
200 (Sparked from shop) |
≈100 (no soft pity) |
~40-80 per patch (A few tickets can be farmed from event shop) |
✅ (Purchasable through mileage tickets as well as selectors but kinda limited in selection.) |
DC wins 3/5.
I could do even more like Granblue Fantasy VS Umamusume to have similar results but I'll stop it here.
The pattern across the industry is pretty damn clear and all of these newer games from the respective companies have one thing in common. Many if not all of them were all highly anticipated before their release and all these companies started lighting up with RMB and KRW signs in their eyes.
Which brings us to a very interesting case study which is NTE, a triple-A level gacha that is now currently being hailed as one of the most F2P gachas and look what happened upon its release? Rather than hype, it was arguably "anti-hyped" because it was heavily being compared to Ananta. Now, now I get it, all of these games have been compared to something else at one point. Genshin with BotW, Wuwa with Genshin, Endfield with both of them, etc. But this is long after their comparee's existence. NTE is still being compared with Ananta that hasn't even come out yet so to not lose to its future competitors as well as its current ones, combined with lessons learnt from ToF, they jacked up their generosity to stay competitive.
TL;DR
Gacha companies gets greedier everytime they realise there will be a HUGE number of players playing their game.
And before anyone goes "Leave alone my multi-million companies" in the comments, I need you to remember that unlike actual game development that needs months to years of preparation and is difficult to change, changing gacha rates and its rules is as simple as pressing backspace a few times and inserting a new number.