[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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While this sounds interesting, and I surely support the notion of giving players more incentive to actually do good, I for one am opposed to the thought of guaranteed loot for the top players, or relegating lesser skilled players to "mundane" rewards. The whole point of RNG rewards is that even people that don't do well have a chance at getting something really good. While this is by far not a perfect system, it does encourage everyone to play Crucible, even people that don't enjoy it enough to actually try and get good at it. People that join friends in a match. People that just got the game. People that simply are not that interested in PvP, and prefer to mix it up with the AI. Now, the latter already have "a bit" of an issue with the way Factions only sell the good stuff for Crucible marks - not to mention the Exotic Bounties that require PvP. And while you can certainly manage to get Marks, I know a few people that kinda gave up on the Thorn and Bad Juju bounties, but that's not really the point. Yes, if you should do well, you should be rewarded, but if you don't, there should be a chance you could be rewarded as well. That way, even people struggling with the PvP have an incentive to keep on playing, and even more incentive to get better. I think that your CHANCE at getting quality loot should increase depending on your performance - and preferably both your personal performance judged by your previous performance, and compared to other peoples' performances. If you break a personal record in a Match, you should be rewarded. If you're the best around, you should be rewarded. If you have your first 10-Killstreak, you should be rewarded. If you have the best game you ever had, but still end up in the middle of the scoreboard, you should be rewarded. Destiny tracks so many stats, it shouldn't be too hard to determine when someone had a good game, and then using that to increase the likelihood of getting good loot at the end of the match. Add to that loot chance increases through PvP Match Medals, and a few thresholds determining some "minimum" of rewards, and you'd have a system that not only gives EVERYone a chance at something, but rewards both your personal performance, as well as your performance compared to the others in the game. If you have a good game for you, you will most likely be rewarded. If you have a good game compared to the others, you will pretty surely be rewarded even more. If you rule the Crucible, you will get something sweet. If you have a horrible game (due to the lag, of course), you still have a chance to get something, even something really, really good. As an example: Everyone starts the match with a 10% chance of getting something, anything, from Greens to Exotics. For every personal record you set in that one match, you get another 10%. For each medal you earn in that match, you get another 1-8%, depending on the medal. Once you top 50%, you will be guaranteed to get SOMEthing, and have a good chance to get something Legendary. If you reach 100%, you will be guaranteed something good, have a good chance at getting something Legendary, and a decent chance to get something Exotic. And should you happen to have the game of your life and get up to 250%... something... special happens. I guess. At least, that's what I think...
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2 通の返信
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1 返信The crucible rewards mostly blue engrams and gear, and very rarely, legendary engrams or exotics. It's frustrating to see a player who did worse than you get an exotic, but the very low possibility of randomly getting one makes playing crucible a little more exciting, and also prevents grinding low-level enemies for engrams from being a potentially more profitable use of game time than the Crucible. Out of the 12 non-exclusive exotics on his loot table, Xur has already sold: 1) Red Death. 2) Gjallarhorn 3) Suros 4) Icebreaker. 5) Plan C 6) Mida 7) Truth 8) Patience and Time 9) Last Word. So, most exotics are generally available anyway. If you take away rewards, the lower performing players will quit. And then you might not be in the top 3 on your team anymore.
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Sorry, this still would break the RNG system. It is implemented for fairness. In the long run, both the top and the bottom get the same amount of loot. If you're first, good for you, but why wold you the make the best stronger? That would create a huge gap between the sucky and the elite. RNG is meant to keep the game challenging and not easy.
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5 通の返信Well... this really doesn't "satisfy everyone!" like you claim. Looks like a typical strong -> stronger approach is all. The "redeemable" items you've mentioned certainly don't make a less-geared character have the potential to gear up to be on par with the top 3 of the winning team/top 2 of the losing team (for a large match) and would further increase gear-gap potential. Not to mention playing certain roles for a team to win often comes at a cost to individual performance (sniping, capturing zones, defender titan bubble, defending zones, etc...). Everyone knows that killing foes grants more points than being a zone-capturer/zone-defender (assuming there are at least 2 bothering to capture/defend). So, simply because the spawn-camper point-farmer approach gets people into first place in a control match, it really isn't what determined the outcome of the match. Salvage and Skirmish matches will again favor kills over objective-based play. Now, I'm certainly not against bestowing rewards based upon performance, but in objective-based maps, the point-reward system doesn't accurately reflect an individual's efforts towards objective-play (and if it did, matches would end too quickly). Those with the highest score values are USUALLY the players with the fewest captures, objective completions. And in all honesty, even if someone is incapable of putting up big score values due to a lack of having exotics, I'm against the implementation of a system depriving them of the possibility to "catch up" to those that outscore them when they're using them. What I feel would be fair to all AND rewarding to those based upon performance: Leave the system as is, but double the odds (or give a second RNG roll, entirely) for the top 5 players (drawn from both teams, so 5 out of 12 for instance) based upon performance without modifiers over the duration of them being in-game (i.e. kill-streak point boosts, captured zones modifiers, super/grenade/melee/headshot/heavy kill bonus). Take all those added point-modification boosts out of the equation and divide a raw point-value over time to get an average. This will weed out the afk's, campers, heavy-dependents (those that seriously can't get a kill until they get launcher ammo, then simply go the rest of the match with it), etc.., and still permit (potentially even heavily favor) late-entry players who put in an effort to actually have a chance at the loot.
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2 通の返信Crucible Marks ARE your "participation ticket". Otherwise a very thoughtful post.
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1 返信YESS. YESSSS. YESSSSSSSSSSSSSSSS. This is an EXCELLENT solution to a broken system. Seriously, kudos, this is by far the best solution I've heard. It puts my ideas to shame. PLEASE BUNGIE, LISTEN TO THIS GUY!!
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Twohothardwareにより編集済み: 12/1/2014 9:06:43 PMThey should do the same thing for Strikes. I'm tired of putting in 150 kills a Strike and the guy that sat in the spawn for half the Strike with 30 kills gets the Gjallarhorn. Effort should determine the number of rolls you get. Then people will stop being lazy and skipping half the strike or sitting around while you kill all the enemies for them.
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Woupseaにより編集済み: 12/1/2014 9:35:12 PMA short story of me and a friend abusing the stupid reward system in the crucible Hunter and warlock were in dire need of reputation and crucible marks and were sick of not being rewarded for their tremendous success in the pvp. Suddenly warlock said "why bother playing? We're rewarded no matter how bad we are right?". So hunter and warlock entered many games in the crucible where the two did nothing but sit down in a hidden area and talk of television. A couple of hours later hunter and warlock each emerged with the maximum allotted marks and some reputation towards their preferred faction. Warlock even got a legendary chest plate. Though it didn't match up to hunters shiny new universal remote TLDR a hunter and a warlock were massively rewarded for literally sitting on their asses
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1 返信I don't like the fact that even through your ticket skill there are no chances for weapons or armor. The best get better while the unlucky have the odds further taken away from them doesn't seem like a nice compromise. I understand what your trying to do and it's a nice idea to try and sort it out so better players are rewarded more however... At the end of the day a player with a higher kill death ratio or even more points doesn't make them a better player. I have seen so many people with lower KD score more points and players with a higher KD score less so how would you determine the better player ? How can you single out a solo prat bouncing about a control Match to a guy trying to be the team effort and holding the fort while the bouncing idiot gets the points. Skill comes in more ways than an end game stat and all this will do is further enhance the heads that most people already have stuck up there arse
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11 通の返信That's fine, reward only the good players. But since we're taking the competitiveness of this game over the top, let's make it like real competitive sports where you have to win the entire season to be rewarded. Win 5 consecutive crucible matches - Rare engram Win 10 consecutive crucible matches - 2x Rare engram Win 15 consecutive crucible matches - Legendary engram Win 25 consecutive crucible matches - 2x Legendary engram Win 50 consecutive crucible matches - Exotic engram You guys want to act like this game is real life and should be treated as such, but you still want your instant gratification, and you want to be rewarded regularly, by the way "cherry picking" is generally known as a logical fallacy in an argument.
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4 通の返信Op did their homework. This post is very well written and thought out. I would put this on reddit in the "destinythegame" subreddit. Tbh the forums on bungie.nets has a lot of idiots and immature people.
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You put in more thought than the actual designers hahha love the idea, especially because I've never placed under 3rd during a full match. Definitely provides incentive for skilled players and for poor players to try to get better. I'm pretty sure that's how most games work normally, but destiny is an anomaly
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8 通の返信I don't think there's anything wrong with your suggestion, but there's already crucible marks awarded. Why a second token system? People just have to realize the random loot after a match is just as random as when a mob is killed in pve. Enjoy the damn irony when a poor performer rolls an exotic.
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Agree 100%,I read the chances of getting legendaries/exotics and it sounds fair,I'm pretty tired of being at the top and get nothing for my effort,right now I don't even feel motivated to play a crucible match
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4 通の返信Thanks Octavius! I am really sick and tired of being rewarded with crap for being good. This plan works great. Just one question: Where would you put the token vendor? [i]Add me! Xbox: ENERGYKING2099 PSN: The_Energyking_[/i]