Triggs
Active member
- Joined
- May 29, 2020
- Messages
- 44
It can feel bad sometimes when crates drop and what you get is based off of 100% RNG. It can either be a really bad crate or a god crate and can wildly differ. Getting a bad crate feels really bad when you should be rewarded for popping off. I've designed a potential revamp of the crate system so that you get crate loot based off of the difficulty of kits you kill. The harder kits you've killed, the better your loot.
Basically, the system assigns each kit a kit value (KV) based off of how hard that kit is to kill in combat. That KV is multiplied by your percentage kill participation to calculate how much kill streak value (KSV) you received from that kill. Once your percentage kill participation is greater than 4, your total KSV is calculated to give you a crate (tiered 1-4) based on what type of kits you've killed. It then resets your KSV to 0 so that your 8,12, and so on crates are based off your 4 most recent kills.
Kit Values can be changed later, I just put in some place holders I thought were relatively close to where each kit would land. As a reminder, Kit Values are based off of difficulty to kill in PVP, not game impact. This was done because kill streaks (while helping win the game) feel like a trophy of skill, not game contribution.
All the math and stats are in this Google Sheets spreadsheet:
Basically, the system assigns each kit a kit value (KV) based off of how hard that kit is to kill in combat. That KV is multiplied by your percentage kill participation to calculate how much kill streak value (KSV) you received from that kill. Once your percentage kill participation is greater than 4, your total KSV is calculated to give you a crate (tiered 1-4) based on what type of kits you've killed. It then resets your KSV to 0 so that your 8,12, and so on crates are based off your 4 most recent kills.
Kit Values can be changed later, I just put in some place holders I thought were relatively close to where each kit would land. As a reminder, Kit Values are based off of difficulty to kill in PVP, not game impact. This was done because kill streaks (while helping win the game) feel like a trophy of skill, not game contribution.
All the math and stats are in this Google Sheets spreadsheet: