Badlag247 said:
There seems to be some confusion between "random" and "randomized" in this discussion.
Random would be if you could get anything, at any price, without correlation between packages and costs, and where past performance has no influence on future results. Just because you can't predict the next offer based upon the past offers does not mean past offers do not influence the future ones.
As noted: Past purchases do affect the price of future offers. For example: in 1 of their games, after 2 weeks without coining, offers start showing up with 95% discount. ($100 offers for $5). If this were truly random, it would not have been predictable, but it was predicted, and happened just when I was told that it would. It also was a pre-set package, not randomized content.
Another thing that might be of some confusion is the RNG. (Random Number Generator.)
There are basically 2 systems employed by RNGs, and any given RNG will use 1 or the other:
1) Number lists
2) Calculated random number
If the first case, which was the original way to do RNGs, there is a list of numbers. Each number in the list is accessed once, then the pointer is moved to the next number in the list. The list is very long, but if you reach the end of it, you restart at the beginning, and run through the list again. Thus "random" events can happen again and again in the same manner. Randomized, but not random.
In case 2, some system is used to seed the calculation, often this is pulled from checking time, then dropping anything larger than a second and using the fractional second of the time to multiply by a variable. Thus the fractional second will be a value between 0 and 1, but never 1. If you want to generate a number between 1 and 100, you multiply this fractional second by 100, then add 1.
Due to the reality of computing, this system isn't entirely random either. For example: in 1 game I was able to repeatedly get an unusual event to occur by timing 2 keyboard entries. While the event was supposed to happen less than 1% of the time, I could get it to happen over 25%. Thus one key element to this randomization being effective is that the user not know when the randomization is occurring so that they can not influence the results.
Rule of thumb then is as follows: If it is happening on a computer, it is randomized, but not random.
As to the OP: the issue was not the content of the package, but the price of the package, and the developers have already stated in several places that they do track your usage and make offers based upon your usage. This is the opposite of random: it is catering to the user. (Or as some have suggested: targeting them with tailored marketing.)
The solution would be for the company to consistently offer packages of the same size as the customer typically buys, and offer a slightly better deal if they choose to upgrade. The work around for the customer currently is to wait until the prices fall back to "acceptable" levels. I put that in quotes because acceptable is a subjective thing which varies by user.
There is also the option to forgo the packs and simply buy diamonds at the price you choose, but you will likely get a lot less "bang for the buck" by going that route.
Basic price depends on the basic amount of Diamonds. Bonuses added are random (well, not completely random, but random within a certain range). So basically you buy the 99$ regular offer (16500+4200) and get some extra bonuses for your purchase. Sometimes you receive more, sometimes less.
It's an absolutely fair system as for me.