[i]Most players complaining about The Crucible's RNG reward system argue that it defeats the purpose of skill in matches.
Although players who play poorly, or do not have enough expertise playing Destiny, will argue that it would be unfair to rule out players just because they can't preform at the same level as other players. This is a solution to satisfy everyone![/i]
[u][b]The Crucible RNG Fix:[/b][/u]
Implement two types of loot; [b]Crucible Rewards[/b] [i](Weapons/Armor)[/i] and [b]Participation Tickets[/b] [i](Redeem at Tower).[/i]
[u][b]Crucible Rewards[/b] and how it works:[/u]
There are two kinds of matches, Large Games (6v6) and Small Game (3v3). Every game will guarantee loot to the top players.
In a [u]LARGE GAME[/u] (6v6) the [b]top 3 players of the Winning Team[/b] will receive 100% Crucible Loot; [b]The top 2 players of the Losing Team[/b] will also receive 100% Loot. The Rarity of the loot will be determined from [b]RNG[/b], the higher your position the better your chances.
In a [u]SMALL GAME[/u] (3v3) [b]the top 2 players of the Wining Team[/b] will receive 100% Crucible Loot; [b]The top player of the Losing Team[/b] will also receive 100% Loot.
[b][u]Crucible Rewards Specifics:[/u][/b]
[spoiler]
[b]Level Distribution:[/b]
[b]Level 1-10:[/b] Common & Uncommon [i](White & Green)[/i]
[b]Level 11-20: [/b]Uncommon & Rare [i](Green & Blue)[/i]
[b]Level 20-30:[/b] Rare, Legendary, & Exotic [i](Blue, Purple, & Yellow)[/i]
[b]Leaderboard Distribution [u](In Accordance with Level Distribution)[/u][/b]
[b]LARGE GAMES (6v6)[/b]
[b]1st Place (WIN): [/b][Common:40% - Uncommon:60%] [Uncommon:40% - Rare:60%] [Rare:90% - Legendary: 7% - Exotic:3%]
[b]2nd Place (WIN):[/b] [Common:50% - Uncommon:50%] [Uncommon:50% - Rare:50%] [Rare:93% - Legendary: 5% - Exotic:2%]
[b]3rd Place (WIN):[/b] [Common:60% - Uncommon:40%] [Uncommon:60% - Rare:40%] [Rare:96% - Legendary: 3% - Exotic:1%]
[b]1st Place (LOSE):[/b] [Common:60% - Uncommon:40%] [Uncommon:60% - Rare:40%] [Rare:96% - Legendary: 3% - Exotic:1%]
[b]2nd Place (LOSE):[/b] [Common:70% - Uncommon:30%] [Uncommon:70% - Rare:30%] [Rare:98.5% - Legendary: 1% - Exotic:0.5%]
[b]SMALL GAMES (3v3)[/b]
[b]1st Place (WIN):[/b] [Common:40% - Uncommon:60%] [Uncommon:40% - Rare:60%] [Rare:90% - Legendary: 7% - Exotic:3%]
[b]2nd Place (WIN): [/b][Common:50% - Uncommon:50%] [Uncommon:50% - Rare:50%] [Rare:93% - Legendary: 5% - Exotic:2%]
[b]1st Place (LOSE): [/b][Common:60% - Uncommon:40%] [Uncommon:60% - Rare:40%] [Rare:96% - Legendary: 3% - Exotic:1%][/spoiler]
[u][b]Participation Tickets [/b]and how it works:[/u]
Participation Tickets (Renamed to avoid confusion) will be handed out randomly to[u] ALL PLAYERS[/u] (Same as RNG Today). This is an alternative to how RNG is used today; Handing out "Crucible Rewards" Randomly across the board. [b]EVERYONE[/b] will have a chance at receiving Participation Tickets [i](Even the players who don't contribute much)[/i].
These tickets are stored and can be redeemed at the tower. You will be able to turn in Participation Tickets to receive your choice of [b]Glimmer, Planetary Materials, Class Materials, Crucible Marks, and other Cool Stuff.[/b]
[u][b]Participation Rewards Specifics:[/b][/u]
[spoiler][i]It is randomly distributed to all players in quantities of 1, 2, and 3. (This is RNG).
Redeeming your ticktets is simple, they act similar to strange coins and Xur (Except you won't have to wait until the weekend).[/i]
[b]Items available for trade:[/b]
[b]Spinmetal (20):[/b] 40 Tickets
[b]Helium Filaments (20): [/b] 40 Tickets
[b]Spirit Bloom (20): [/b] 40 Tickets
[b]Relic Iron (20): [/b] 40 Tickets
[b]Primary Ammo Synthesis (3):[/b] 1 Ticket
[b]Special Ammo Synthesis(3): [/b]2 Ticket
[b]Heavy Ammo Synthesis (1): [/b]3 Ticket
[b]Glimmer Exchange (300):[/b] 1 Ticket
[b]Hardonic Essence (2): [/b]1 Ticket
[b]Plasteel Plating (2):[/b] 1 Ticket
[b]Sapphire Wire (2):[/b] 1 Ticket
[b]Crucible Marks (5):[/b] 20 Tickets
[b]New Emblems: [/b]50 Tickets
[b]New Shaders: [/b]50 Tickets
[/spoiler]
[u][b]Distribution of Rewards:[/b][/u]
There are two slots available at the end of every match to receive loot. If you place high enough on your team, you receive 100% Loot (Only 1 item). Everyone will roll for Participation Tickets (1-3 Tickets).
Let's look at it through another perspective. Every other game you get a rare item, you end up dismantling it for class upgrade materials or weapon parts. Nothing special. Compare that to the rewards you can cash in from the participation tokens. The RNG tables would be the same. So in the end you are just adding guaranteed loot (rewarded for skill) on top of the participation ticket disbursement. It all boils down to wether you prefer class materials or loot from tickets. I see it as a win for everyone (including those who don't win often).
[u][b]TL;DR[/b][/u]
[spoiler]TL;DR (Too Long; Didn't Read)
Two Separate loots; Guaranteed and Participation Tickets. Top players in every game get guaranteed loot (Weapons/Armor), EVERYONE undergoes RNG for participation tickets used to by cool stuff (see Participation Rewards Specifics). This way, players can actually receive Weapons/Armor through skill, and even players who did not contribute as much can still reap the spoils of RNG.[/spoiler]
[i][u]NOTES: [/u]
-Changed "Participation Token" to Participation Ticket" to avoid confusion. This is placed in the "Mission" Section of your inventory (Same as Iron Banner Token).
-Congratulations everyone, we've reached 200 likes!
-We hit 250 Likes![/i]
Thanks for reading!
[i]I invested a lot of time on this post, If you agree with what i wrote here, [u]please show your support[/u] by [b]Liking[/b] this thread and leaving some [b]feedback[/b]![/i]
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2 通の返信Needs to be seen, too many times I get like a 20+ k/d, get nothing and the thumbless kid at the bottom of the board gets an exotic for going 1-20 on the losing team...
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2 通の返信Let's see if people will ever understand this... CRUCIBLE WILL NEVER HAND OUT GUARANTED REWARDS! how many pieces of gear do you think are in this game? Good players would have everything within 2 days? Come up with a system that might ever be ACTUALLY implemented, instead of this. It's cool, and also will NEVER be approved by bungie. Sorry man.
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2 通の返信No vault space for another currency. Also, if you don't like rewards being RNG you're in the wrong game. You may be justifiably frustrated when you do well and get nothing or when some bozo gets a good reward for a crap perfirmance, but that doesn't mean the whole system should be thrown out. You don't DESERVE anything you aren't getting. Especially when PvP can be so gear/room defendant
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The best player in the match should have guaranteed loot, -blam!- this communist bullshit of everyone getting loot even if you suck anus in crucible, survival of the fittest and if your not down with that take your scrub ass out the crucible and stay in vanguard roc
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The thing is... The game is more fun to me just to play, and receive things randomly here and there. Playing -> fun RNG -> spurt of excitement To you, the game is more fun when you receive items from RNG. Basically you play for RNG. Playing -> RNG -> fun If you play to have fun, RNG does not matter in Crucible. Your proposal caters to hardcore players only.
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3 通の返信This would discourage some players from participating in crucible. I think RNG is fine. Additionally, top score doesn't equate to high KD. You can get high score with lots of shotty kills and just running it gunz ablazing, but the 4.0 KD guy at the bottom gets nothing? Stay with RNG. People who are bad need loving too.
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The crucible reward system isnt a reward system its just a thanks for playing. Your reward is the marks, rep and glimmer. The gear is not a reward otherwise everyone would get something or their would be a way to achieve the reward.
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3 通の返信While I agree with you that the RNG needs to be changed, especially with players who invest more and perform well, I think eliminating loot for the bottom tier players is the wrong way to go. I was a terrible Halo 3 player, still am. I was never able to make it past rank 10, my light switch game was über strong and my KD was lower than the Marianas Trench. If your loot system was implemented in Halo 3, I would get nothing, zippo, zilch, nada. I may have been a dedicated player, and plugged a lot of hours in, but determination is a very hard thing to score. Now, if the RNG were to favor those who did in fact put out the extra effort, and let's say tip the scales to the top 20% of each match in a noticeable manner, then that would fix a lot of problems. Lower tier players still get loot, while upper tier gets a higher chance of scoring better loot. Also, participation tokens are a great idea, a great first step to a potential player driven economy!
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1 返信I don't know. I've had shit luck since the beginning of the game. Never get anything good, yet there has not been one single Strike where I've not killed more (sometimes more than both combined) than the other players, and lately I finish first in 95% of Crucible matches. I still get jack shit all the time, and yeah it really is frustrating. Especially when someone who joins with thirty seconds on the clock ends up with an Icebreaker. But then looking at it from an "everybody" perspective. I don't think I should be showered with gold because I perform every game. These guys paid the same as me, they should be rewarded as well. Rewarding lesser players creates better players. Better players create more players. More and better players create a better experience for me. Butterfly effect. In short, I hate that I never receive shit, despite putting an effort into everything I do.. But at the same time, we're all in the same boat, and this is designed to be a community. We're meant to want to help eachother, and not restrict or get jealous at someone else's stuff.
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28 通の返信so the best players get the best stuff.. and the people that are bottom of the list get glimmer and armor resources..... so the better players/hackers/exploiters get better stuff.... those that need help.. get nothing. ARE YOU FREAKING STUPID?!?! deej specifically stated the RNG is MEANT to reward everyone.. not just the top players/ exploiters. giving the lil guys a chance to get improving items as well. and being 99.9999% of the crap that drops is USELESS blues... which becomes redundant to ANYONE past level 23... why are you crying? do a lvl 24 strike and get 3-5 blues a run. secondly.. the crucible ranking system is borked any ways... it rates MVP by largest score.... despite it being a K/D ratio environment.. it takes nothing into account of the K/D ratio.. points captured. or anyone playing a support role. i see people break 30+ kills a run all the time.. but usualy break even in a 1/1 KD... which in crucible.. means you were completly useless to your team points wise. yeah you earned 6-7k points.. but the enemy earned 6-7k off you as well. how does this make you MVP or more deserving of the victory prize then the other 5 players on your team? simply put.. to make certain everyone has a chance at loot.. and to do your best to prevent exploiting and farming through wins OR losses.. RNG is the honestly.. fairest way to go. you go into crucible to play as a TEAM... you should win.. and profit as a team. but people stuck on a losing team that cant work togeather to save thier lives vs a clan of 6 well oiled players.. and dont rage quit when brought into an already well losing game.. deserves praise and reward for toughing it out as well. so while your ideas are indeed well thought out... your failure to find a way to fairly evaluate each player as "best"... or to only support the farmers with better gear where the lesser players get pratically nothing.. makes your system even more unfair and unballanced then it is now. i condone your idea.
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2 通の返信