I got it!
I realized that a spinning wheel means you reset randomness every time, unlike a physical gacha (with a moderate amount of balls). But there’s the same issue with digital gacha, so they have to add pity (which is just natural with physical ones). So my brain started thinking how to physically apply this concept to a wheel.
A. Assuming 1 pick = 1%, you could remove a slice of 1% from the area you landed it. But then you’d have to split that new empty area into the same proportions as the rest of the wheel, and that would be crazy. If you don’t do that, the empty area will grow bigger and bigger until the player has to spin the wheel too many times not to fall into it.
B. Or you could have area radial separators pushed from each other by elastic materials, such as gumballs inside, the more the bigger the area (or reversely a rubber band, the stronger, the smaller the area), giving a relative importance to each area, similarly to flex-basis in CSS. Then you’d remove some gumballs (amount to decide) / strengthen the rubber band so the relative proportion of the area selected last is reduced.
Hm, all in all the ball system is probably easier…
