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Epitome Dec 17, 2020 @ 2:14pm
Chances of getting items from badges by rarity class.
As we know, items created from badges have different chances of receiving, depending on their rarity.
If several items are in the same class, then, obviously, they have the same chances.
But what are the chances of obtaining items of common, uncommon and rare class? Are these odds constant, or do they depend on the number of items in each rarity class?
For example, I accepted for myself that these chances are as follows: 80% for the common, 15% for the uncommon and 5% for the rare items, regardless of how many items are in the common, uncommon and rare classes.
Did anyone collect that statistics? Does anyone know anything about this?
This information is always useful, because the cost of any object primarily depends on the chances of receiving it.

PLEASE refrain from commenting on the kind "items obtain randomly, it is all hardcoded in Steam code, nothing to do with it." If you do not understand what it is about, go through in silence.
Last edited by Epitome; Dec 18, 2020 @ 6:26am
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Showing 1-4 of 4 comments
Sazzouu Dec 17, 2020 @ 11:47pm 
This "rarity"-system was once implemented but never actually used - at least on badge-drop items. Since it is up to developers to tag their items with such rarity classes the level of abusement would've been way beyond belief. E.g creating illusions of rarity for items that cannot have any actual "rarity" or just basically "inflation" of the term "rare"

So infact it is nothing but a tag currently. "Rare" items drop as often as "uncommon" or "common" items. The reason why "common" items seem to dominate the spot here is basically because once developers found out that it has a hot ZERO in terms of influence on the drop rates they stopped giving a shoot about tagging their items accordingly so they just grabbed the default which is "common".

The only thing actually rare about "Rare" is the amount of items being tagged as such.
Thats at least the case for your requested items. There are infact items on Steam that have actual probabilities based on rarities but those are just the ones received from actually playing the game such as wearables on Unturned.

For further information read through this:
https://partner.steamgames.com/doc/features/inventory/itemtags
Last edited by Sazzouu; Dec 17, 2020 @ 11:49pm
Epitome Dec 18, 2020 @ 3:56am 
Your information is wrong. It is disproved both by my personal experience and, more importantly, by reality. For example, look at the number of items currently represented in rarity classes:
https://www.steamcardexchange.net/index.php?gamepage-appid-374320
Since the number of tests is very large, it can be considered that the number of presented items completely correlates with the number of dropped out.

I read carefully what is written in the documentation. There we are talking about setting up tags and chances of IN-GAME items.
The following quote refers directly to the icons and cards: "Some features like Trading Cards can be set up entirelessly in the Steamworks portal."
Therefore, we will wait for the person who is engaged in the development of games and saw this page live. I'm trying to reach out to a few people.
Last edited by Epitome; Dec 18, 2020 @ 4:01am
Sazzouu Dec 18, 2020 @ 5:06am 
Originally posted by Epitome:
https://www.steamcardexchange.net/index.php?gamepage-appid-374320

An external source which does not provide ANY sort of source and infact claims not to be partnered or anything with Valve and furthermore not claiming 100% rock-solid facts but guesses.

Originally posted by Epitome:
Therefore, we will wait for the person who is engaged in the development of games and saw this page live. I'm trying to reach out to a few people.

Which is essentially what I've done multiple times because I once was at exactly your position. The average human being would think that there has to be something about those rarities but - and you will learn that sooner or later - there is not.

Anyways. Why exactly are you asking when you seem to be sure to know it better anyways? No offense here but I am sure that you got my response a lot of times already given your footnote...
Originally posted by Epitome:
PLEASE refrain from commenting on the kind "items obtain randomly, it is all hardcoded in Steam code, nothing to do with it." If you do not understand what it is about, go through in silence.

Now guess what: you got that answer a few times already because it is basically what the situation IS. For emoticons and backgrounds there is no such thing as rarity. It is just fancying up those items. Which is basically the reason why the market is pretty much equal for "rare" and "common" emoticons.
Epitome Dec 18, 2020 @ 6:14am 
Any question aims to gain knowledge - the clearer, more reliable and referring to facts the answer is, the better.

You didn't even follow the link.
Then I will explain what this example is:
current number of "common" quality backgrounds from Dark Souls 3 on the market is (635 + 618 + 439) = 1695
"uncommon" = 433
"rare" = 169
Total number of all items = 2297
Assuming that the images themselves are about the same attractiveness (people do not want to keep themselves something specific), we get that the number of items offered on the market corresponds to the number of items created in a long period of time.

This is followed by the numbers:
"rare" = 169 / 2297 ~= 7%
"uncommon" = 433 / 2297 ~= 19%
"common" = 100 - (19 + 7) ~= 74%

Thus, the assumption that items have the same rarity is refuted.
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Date Posted: Dec 17, 2020 @ 2:14pm
Posts: 4