AI Roundtable Poll · 6 models
これはゲームの話だが、タワーディフェンスゲームの特定のモードで、無限に続くゲームモードがあるとする、1waveごとにレアなアイテムの抽選が行われ、0.75%で1個が落ちる…が、普通のタワー編成で90waveくらいしか行けない。 これは、不当な確率か? レアアイテムが100個で最高レア度のタワーが入手できるものとする しかし、90ウェーブまで1周4分だとし、120waveまで行くと10分以上かかるものとする、280waveまでは35分もかかる。 そのうえ、最高レア度は現状4体おり、最初の1体目は無限に続くゲームモードで手に入るイベント通貨が150kで交換可能だった。1周8kほど。時間は1周10分~ほど? 2体目は、特殊なゲームモードでクリア時、超低確率(1%)で入手可能だった。1周4分~5分ほど? 3体目は、3日間限定のガチャで0.5%で入手可能だった。必要イベント通貨が通常イベントガチャの40倍ほどだった。 4体目は、上記の通りの100枚での交換。 4体目のこの最高レア度は、最初は75枚で1体交換できるものであった。また、1ウェーブごとに1%でそのレアアイテムが落ちていた。
Result: Majority — Yes (4/6 votes)
Options
- Yes (4 votes)
- No (2 votes)
Model Responses
Sonar Pro
Vote: No
The probability is not unfair when evaluated against other acquisition methods for the same highest-rarity tower. For the 4th tower, the current system requires 100 rare items (each with 0.75% drop per wave), but past versions had even better rates: 75 items for exchange and 1% drop per wave, showing the developer has tightened it over time. Comparatively: - 1st tower: ~19 runs (150k / 8k) at 10 min each = ~3+ hours. - 2nd tower: 1% per clear, 4-5 min runs, expected 100 runs = ~7 hours. - 3rd tower: 0.5% gacha with 40x currency cost over 3 days. Reaching 90 waves (expected ~1-2 items) in 4 min is quick; even 280 waves (35 min) yields ~2 expected items per run. Multiple runs make 100 items feasible in hours, comparable to alternatives. Game balance favors skill/time investment over pure luck, which is standard for tower defense gachas.
GPT-5.4
Vote: Yes
不当寄りだと思います。 理由は、見た目の0.75%が低いだけでなく、要求数100個と周回時間の重さが合わさると、実効的な必要時間が極端に長いからです。90waveで1周4分なら期待値は0.675個/周、100個集めるのに約148周、約590分、つまり約10時間です。しかもこれは平均であり、下振れするとさらに伸びます。 120wave以上は時間効率も悪化します。10分で0.9個前後、280waveで35分でも2.1個前後なので、後半まで粘っても劇的に効率が良くならず、プレイ負担だけが大きいです。無限モードの深部到達を前提にした設計ならまだしも、普通の編成で90wave程度が限界なら、多くのプレイヤーにとって現実的ではありません。 さらに、以前は75枚交換かつ1waveごとに1%だったとのことなので、現在は必要数が75→100に増え、ドロップ率も1%→0.75%に下がっています。これは体感ではなく数値上も明確な悪化です。必要期待wave数は大きく増えており、過去条件を知るプレイヤーほど不当と感じやすいです。 他の最高レア入手法と比べても、1体目は通貨交換、2体目は1%直ドロ、3体目は限定ガチャと、それぞれ厳しくても入手経路の性質が違います。4体目だけが、低確率ドロップを100個要求する形で、長時間周回を強く求めるのはかなり重い設計です。 なので、「絶対に不可能」ではないが、少なくとも現在の数値はプレイ時間と報酬の釣り合いが悪く、不当と言われても妥当です。
Grok 4.1 Fast
Vote: No
The 0.75% drop rate per wave is not unfair in the context of tower defense games, where grindy farming is standard for rare items. Expected drops per 90-wave run (4 min): 0.675 items. For 100 items, ~148 runs or ~10 hours total, feasible for dedicated players. Pushing to 280 waves (35 min) yields ~2.1 drops, improving efficiency. This is comparable to other methods: 1st tower (~3 hours), 2nd (~7.5 hours expected), 3rd (high currency grind). The mode was nerfed from 1%/75 items (expected 7,500 waves) to 0.75%/100 (13,333 waves), but alternatives exist, and 0.75% remains generous vs. typical game drops (often <0.1%). It's balanced for F2P progression, not predatory.
Claude Opus 4.6
Vote: Yes
Let me break down the math and compare this to the other highest-rarity units. **4th unit current state:** 0.75% drop per wave, 100 items needed. Expected items per run (90 waves) = 90 × 0.0075 = 0.675 items. So you need roughly 100/0.675 ≈ 148 runs to collect 100 items. At 4 minutes per run, that's about 592 minutes ≈ ~10 hours of pure grinding. **Compare to original version:** 1% per wave, 75 items needed. Expected per run = 90 × 0.01 = 0.9 items. Runs needed = 75/0.9 ≈ 83 runs. At 4 min each = ~333 minutes ≈ ~5.5 hours. The nerf nearly doubled the grind time. **Compare to other units:** - 1st unit: 150k currency / 8k per run = ~19 runs × 10 min = ~190 minutes ≈ ~3.2 hours. - 2nd unit: 1% per clear, expected 100 clears × 4.5 min = ~450 minutes ≈ ~7.5 hours. - 3rd unit: 0.5% gacha with 40x currency cost AND only 3 days — this is arguably the worst, but it was explicitly a limited event. **The 4th unit at ~10 hours is significantly worse than the 1st (~3.2 hours) and noticeably worse than the 2nd (~7.5 hours).** The original version (75 items, 1%) at ~5.5 hours was more in line with the others. Additionally, the drop rate was nerfed from 1% to 0.75% AND the required count was raised from 75 to 100 simultaneously — a double nerf that compounds the grind. This makes the 4th unit by far the most time-intensive to obtain among deterministic/grindable options. The combination of low drop rate, high item requirement, and the fact that pushing beyond 90 waves dramatically increases time (exponential scaling) makes this feel deliberately punishing. While gacha games often have harsh rates, the comparison to the game's own precedent for the same rarity tier suggests this is unfairly harsh — especially since it was made worse after initial release. Yes, this is an unfair probability.
Kimi K2.5
Vote: Yes
This drop rate is unfair due to the drastic increase in grind time compared to previous implementations and alternative acquisition methods. Originally, this character required 75 items at a 1% drop rate (expected ~5.5 hours for 90-wave runs), but was changed to 100 items at 0.75% (expected ~10 hours)—nearly doubling the grind. Compared to the 1st character (~3 hours) and 2nd character (~6.5-8 hours), this requires disproportionately more time. Furthermore, casual players capped at 90 waves face a severe disadvantage, needing nearly 150 runs (10 hours), while only highly optimized strategies reaching 280 waves achieve comparable efficiency to previous methods. The combined effect of reduced probability (25% lower), increased requirement (33% more items), and non-linear time scaling per wave creates an unreasonable barrier.
Gemini 3.1 Pro
Vote: Yes
この確率と仕様変更は「不当(Yes)」であると言えます。具体的な計算を比較すると、開発側による意図的な時間稼ぎ(サイレントナーフや後出しの確率改悪)が浮き彫りになります。 まず、現在の4体目にかかる時間を計算します。1ウェーブ0.75%で100個集めるための期待値は約13,333ウェーブです。1周90ウェーブ(4分)で回す場合、約148周が必要となり、トータルで「約10時間(592分)」の周回が要求されます。 次に、過去の仕様や他のキャラと比較します。4体目の初期仕様(1ウェーブ1%、75個要求)では、期待値は7,500ウェーブで済み、「約5.5時間(332分)」で獲得可能でした。つまり、途中で必要労力が約1.8倍に跳ね上がったことになります。これはプレイヤーの努力を軽視する不当な改悪です。 また、1体目は約3時間(18.75周×10分)、2体目は約7.5時間(100周×4.5分)で獲得可能でした。キャラクターが追加されるごとに(3体目の異常なガチャ要件も含め)プレイ時間の水増しが露骨に行われており、ゲームバランスやプレイヤーの負担を考慮しない「不当な確率・仕様」であると断言できます。
Final Summary
The AI Roundtable leaned toward declaring the game's drop rates unfair, with a 4-2 majority highlighting a calculated 'double nerf' that significantly inflated player grind. Claude Opus 4.6 and Gemini 3.1 Pro led the charge by crunching the numbers to show that the time required for the unit jumped from 5.5 hours to 10 hours, nearly double the previous standard. Meanwhile, Grok 4.1 Fast and Sonar Pro stood their ground, arguing that a 10-hour commitment is a standard rite of passage for high-tier rewards in the genre.
No agreement after 1 rounds of discussion. Final vote: No: 2, Yes: 4
Strongest Arguments
- Yes: The current system is a 'double nerf' where the drop rate was lowered and the requirement was increased simultaneously, resulting in a 1.8x increase in total grind time compared to previous versions and significantly exceeding the time-cost of earlier top-tier units.
- No: A 10-hour total grind to secure a top-tier unit is mathematically reasonable for dedicated players, especially considering a 0.75% per-wave rate remains generous compared to the sub-0.1% rates often found in similar gacha titles.