No they don't. Right now there's a function that gets called when you press the button to turn one in, that calculates how many you get in the trade. Assuming it's called TurnInOneCrystal, then super basic code to do that for an arbitrary number looks like this:
Production code would need to check that you have that many, do error handling, be better optimized, and such. But the logic is not at all complicated and doesn't require altering the premise of how things work at all. Want to do 500 turn ins? Call the RNG 500 times.Code:public int TurnInLotsOfCrystals(int quantity) { int totalCrystals = 0; for (int i = 0; i < quantity; i++) { totalCrystals += TurnInOneCrystal(); } return totalCrystals; }
While it would be possible to turn in 500 and get 500, it'd happen at exactly the same rate it can happen right now. Nothing changes except you don't have an idiotic grind to do turn ins due to poor UI.