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11/24/2014 11:54:37 AM
3

solution to RNG

What if in multiplayer and strikes and all? If they just boost the best performing players chances? Like that way bungie is happy with keeping they're random loot drops and then we are happy because people performing better will be more likely to get good rewards? What do you guys think?

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  • Edited by Ballzier: 11/24/2014 1:08:23 PM
    I had a similar thought, but it made me realize it might discourage those unsung heroes and wingmen who take one for the team and play undesirable pivotal roles that lead to less impressive stats but are for the good of the team. Like I know I wouldn't want to battle for/guard control point B on shores of time, when the kid sniping the doorway is going to have a better chance at good rewards than myself. Like I know in this past iron banner I would often times run to the other teams control point right off the bat because I knew if I could at least slow down their capture or neutralize it while getting 2 or 3 kills in the processes it would help the team much more than traveling in one pack to our control point, and then control point B to pick incoming people off, I'd more likely get more kills, less deaths, and control bonus points. At least that was my own way of spotting holes in that idea when I thought of it. For pvp it might be a little more possible because the variables are more defined. For example, when I was in the raid this week, I took the center conflux which is more difficult than holding the sync plate. But you could at least make an equation that took into account: [1] what was my killed enemies intended destination, [2] how much life/shield did they have, [3] how much damage were they dealing. You just don't want the kid who only goes after ADs to get a better reward because you were busy taking down the boss

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