Krojous
New member
- Joined
- Apr 20, 2021
- Messages
- 3
Hello! This is a thread which pertains to Search and Destroy kits and the problem the current kit system is facing (in my opinion). Shall we?
Due to all of this, the current way kits are priced seems to be completely inefficient, misleading, and unnecessary for what its intended purpose is. So, I went to the drawing board and thought of some ways the kit system can be changed.
As you can see, there are three categories for kits: Frequently Used, Used, and Underused. These are simply based on how frequently these kits are seen played on the server by players. This generally seems to be all correct, more or less. The sub-categories of them (which I did not get an opinion of), separates kits based on if they are Offensive, Offensive/Defensive, Defensive, Defensive/Support, and Support. If you do not agree on these sub-categories, that is completely fine as they are just meant to show kits have multiple ways of being played. As long as we agree that some kits cannot just fit in one of the three main sub-categories (Offensive/Defensive/Support), then we can proceed.
This list establishes a multitude of things. It shows us that the most frequently used kits have an average of the least credits to purchase them, used are slightly above, and underused has a massive over-100 gap. Free kits were taken into account when dividing for the average. It is also notable that a good chunk of the Underused category kits can only play at their best potential with games that are bigger than what Athios gets on a daily average, so if we removed them (Spy, Skinner, Berserker, Vampire, Dwarf, Teleporter) then we get a new average of ~320 credits. This is still about the same, so it doesn't really matter if some kits are not that useful in the smaller games, it still shows the higher a kit is the chance of being used is less.
Another thing to notice is that there is no pure support class in Frequently Used. This made me think of the idea of pricing kits based on the three main categories, where offensive kits cost the most, defensive in the middle, and support the least. However, this quickly was shattered as some kits can be counted in two (or even three but i didn't bother trying to account for that) categories and can lead to a disaster such as the Overwatch category system.
It could be said that the underused kits simply need a buff or their prices reduced, although I think that this would still make kit prices seem too random and I think we need to fix more than just kit variety as shown in my points inside the first section of this post. With all this foundation now laid out, I can finally present the best solution as far as I've thought about it.
That's all to this post. I hope my solution or some change will happen to the current kit pricing system. Thanks for reading!
The Current Kit Pricing System
Ever since I joined the server, it seemed to me the kits were all randomly priced. Since there is no reasoning labeled on kits as to why they are priced that way, a new player has a very good chance of also believing this. These prices could also give off the idea that some kits are inherently overpowered or at least better considering how big the gaps are. If there was a gap of ~150 maximum between kits then it would seem much more situational, but when there is a 200 and 500 credit priced kit - a 300 difference which could buy a whole other kit itself - its only logical to assume some kits are just greater than others. After questioning the pricing system in #athios-feedback on the Discord, I learned that kits are in fact priced based on how niche they are and difficulty to use. Thus, pricing niche and more difficult kits higher stops any new players from purchasing a kit that is too complex/situational compared to a kit like Ghost. While this is understandable, I do not believe such big price gaps is the best way to stop this from occurring. - If a kit is more niche or complex, shouldn't it be less than a kit that is more general and easy? Players who purchase these kits are taking a gamble that they know how to use it efficiently and well. These kits are easy to mess up when using them, so why do they cost more? The system is unfair to those who main more skill-necessary kits.
- If a new player did regret their decision of buying a kit too complex, there is already a refund system put in place for this. Assuming the new player doesn't hold onto this kit they dislike for more than a day or two, they can get a majority of their credits back from that purchase and just grind a bit more for a different kit.
- As stated prior, even though there is a method to the madness, there is no labeling! A normal player has no clue why kits are priced the way they are and can mislead them into believing some kits are simply superior to others.
- Kits are ultimately shown their usefulness by the person who plays them. A person could be very bad at melee and skilled at shooting or vice-versa, you can be great at Ghost and terrible at a tankier kit, etc. While in theory some kits are more "useful" than others, it all depends on the player.
- The scarcest kits in the game tend to be on the higher-priced end (I'll get to this more later!). Therefore, it is safe to assume this pricing system stops potential kit variety.
Due to all of this, the current way kits are priced seems to be completely inefficient, misleading, and unnecessary for what its intended purpose is. So, I went to the drawing board and thought of some ways the kit system can be changed.
Kits Overview/Statistics
First, I wanted to create an in-depth list regarding kits. This is what I came up with, based on what I've seen for this past month and a quarter that I've been playing Athios as well as pigpig's, Onett's, Mythless', and Microwave's opinions. Sorry in advance if its too messy.Frequently Used Kits (~206 credits/kit)
[Offensive]
Trooper - Free
Rewind - Free
Ghost - 200
[Off./Def.]
Shortbow - Free
Burst - 350
Explosive - 400
[Defensive]
Demolitions - 350
[Def./Support]
Sorcerer - 350
Used Kits (~229 credits/kit)
[Offensive]
Marine - 200
Ninja - 300
Sabreur - 200
Frost - 150
[Off./Def.]
Juggernaut - 500
Arbalist - 150
Wraith - 250
[Defensive]
Trigger - 400
Longbow - Free
[Support]
Medic - Free
Centurion - 300
Warper - 300
Underused Kits (~331 credits/kit)
[Offensive]
Venom - 400
Spy - 350
Skinner - 350
Berserker - 400
Trickster - 300
[Off./Def.]
Vampire - 400
Porcupine - 300
[Defensive]
Dwarf - 500
[Support]
Paladin - 300
Teleporter - Free
Operator - 350
As you can see, there are three categories for kits: Frequently Used, Used, and Underused. These are simply based on how frequently these kits are seen played on the server by players. This generally seems to be all correct, more or less. The sub-categories of them (which I did not get an opinion of), separates kits based on if they are Offensive, Offensive/Defensive, Defensive, Defensive/Support, and Support. If you do not agree on these sub-categories, that is completely fine as they are just meant to show kits have multiple ways of being played. As long as we agree that some kits cannot just fit in one of the three main sub-categories (Offensive/Defensive/Support), then we can proceed.
This list establishes a multitude of things. It shows us that the most frequently used kits have an average of the least credits to purchase them, used are slightly above, and underused has a massive over-100 gap. Free kits were taken into account when dividing for the average. It is also notable that a good chunk of the Underused category kits can only play at their best potential with games that are bigger than what Athios gets on a daily average, so if we removed them (Spy, Skinner, Berserker, Vampire, Dwarf, Teleporter) then we get a new average of ~320 credits. This is still about the same, so it doesn't really matter if some kits are not that useful in the smaller games, it still shows the higher a kit is the chance of being used is less.
Another thing to notice is that there is no pure support class in Frequently Used. This made me think of the idea of pricing kits based on the three main categories, where offensive kits cost the most, defensive in the middle, and support the least. However, this quickly was shattered as some kits can be counted in two (or even three but i didn't bother trying to account for that) categories and can lead to a disaster such as the Overwatch category system.
It could be said that the underused kits simply need a buff or their prices reduced, although I think that this would still make kit prices seem too random and I think we need to fix more than just kit variety as shown in my points inside the first section of this post. With all this foundation now laid out, I can finally present the best solution as far as I've thought about it.
The Solution
The kit system should be changed to one where all the kits are evenly priced and have a difficulty system shown within their lore in the kit GUI. Kits would be priced at 250 each, which is essentially the average price of all kits (taking into account free ones) combined. This allows for fair credit usage for players who main any kit(s) and allows generally for more kits to be owned. The more kits someone owns, not only does variety increase but it gives them more incentive to keep playing to get new (and now cheaper) kits. Refunds given via /sellkit will be more useful now as a player regaining credits from a newly-bought kit would only need to grind just a bit more again to be able to pick any other kit of their choosing. All the prices being the same allows for clear communication to new players that all kits are viable and have their own use, and pairing them with a difficulty of stars or easy/medium/hard etc. can stop them or serve as a proper warning before they buy a kit too complex/niche. Since kits expire after a month either way, I don't see a reason as to why kits need to even be up to a price as high as 500 considering that's (assuming you win them all) at least 100 games. Something that could take a casual player a month to reach and even the more active at least a week, all to be able to obtain one kit for a month.That's all to this post. I hope my solution or some change will happen to the current kit pricing system. Thanks for reading!