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#feedback

Edited by YerbaGremlin: 1/26/2015 12:35:03 AM
0

Possible Solution to Crucible's Broken RNG reward system.

YES

13

nah

1

Dont play much crucible

1

Is the Crucible reward system broken? : For me, it is. In more than 20+ games, I've seen the lowest-scoring player on the team receive the best or only loot. While many would argue that low-scoring individuals should receive it, it seems too unbalanced for all players hopping into a quick skirmish or control. With this being said, I've proposed a solution to the RNG reward system which hopefully everyone will at least feel ok with. Also, i don't take comments harshly, so i am very open to how other guardians feel and think about The Crucible's reward system. BTW: I spent a lot of time on this, so please leave a bump and a like ;D 1: Why its bad: The current loot system in the Crucible is awfully unbalanced. You either get nothing or very little for being the best on the team, or you do the worst and get nearly everything. All players should receive rewards, regardless of how well they played, but this level of unbalance is too great to be ignored. 2: Crucible Marks: Crucible marks right now are decent. You have to earn enough to get the gear you want, and earning enough is about two to tree days in the crucible. (1 day in the crucible means ONLY crucible) Only gripe i have about them is only 3 for a win? For legendary crucible weapons, it costs 150 crucible marks, which is equivalent to 50 wins. Lets be honest: No one, even the best players, can have a win streak of 50. (except maybe the developers) boosting the amount of marks from a match will in my opinion allow more players to really feel like they are getting what they deserve from a crucible game. Winning only rewards you 1 more mark than losing, and that doesn't provide a lot of incentive to at least try and do good. Buffing up the mark amount to 5 to a win and 3 to a loss will even out the ratio of total time and total rewards. That way, only 30 wins in the crucible, which, for an average player, might take only 1-2 days in the crucible. That is a HUGE improvement to the system, and would boost up the approval of Destiny's pvp system. 3: The complete reward system: Down and dirty, into the real stuff. With the crucible, the most rewards you get at lvl 20 or higher are rare. while this is ok, there needs to be a better loot table for how well you do. Reward the better players, but help help pick up the worse ones. I've conjured up a few ideas and equations for how to equally administer loot: Level 9 or lower: Crucible drops are only common (white) Level 10: Crucible drops are now uncommon (green) Level 14: Crucible drops are now rare (blue), but have a 25% chance for uncommon (green) Level 15 and higher: Crucible drops are now always rare (blue) , but now implement, 'the loot equation' <3.25> "The loot equation": With my so called, "loot equation", all players will be helped in getting more rewards, and getting better to earn those extra rewards. Lets start off with medals. In the crucible as of today, there are 4 medal-ranks: *I don't know what they really are called* *Common: These medals are the white and red ones that you receive when you do a minor action in the crucible. ex: overwatch, victory, i see you, postmortem, double down, etc. When you earn a common medal, you will receive a .2% buff to all loot you get, meaning that you have an extra .02% to get legendaries~ and exotics~. ~Each have their own percentage to get, down below *Rare: These medals are blue, which include examples like the best around, lone wolf, strength of the pack, enforcer, machine lord, triple down, etc. These medals will give you a .5% buff to all your loot percentage, which a skilled player can get many. *Legendary: These hard-fought for medals are navy blue and orange, and are the 2nd hardest to obtain. These include: gutted, lock down, salvage crew, way of the gun, reign of terror, relentless, etc. Earning one legendary medal gives you a .1% buff to all your loot percentages. *Exotic: I call these medals exotic for two reasons: 1: they are the toughest to get, and two: they are gold and black. These medals are the corn of the crop, but you have to do almost impossible feats of skill to obtain them. Some notable examples are: mark of the unbroken, seventh column, and sum of all tears. Get one of these babies, and you get a 10% boost to all loot percentages. Now you may be asking, why so little buffs? Well, if you are a decent pvper , you can get well over 30 medals ranging from common to legendary. 20 rare medals gives you a 10% buff for all loot percentages, which is VERY generous. <3.5> "The less-than-average player" I know some people will respond to this post, saying that low-skill players should also get rewards, and i agree with that, but not completely. With my proposed loot system, low-playing players will get "a shot to the arm" to help earn them more kills. Lets say you are a less-than-average player. You are doing control, and you just can't seem to get any freaking kills. With the new loot system, you gain 5% damage increase from all weapons, 3% increase in speed when aiming, and 5% faster recovery time for 1:00 minute for 5 deaths with no kills. This will get low-scoring players a lift in the crucible, and level it out for both sides of this debate. <3.75> Better loot percentages As you can expect, both legendary and exotic items in my proposed solution will be given a true percentage in the crucible. Meaning: At some point, you will earn an exotic! Here are the percentages for all engrams and gear: level based items*: *Stated in 3.25 *primary: P= 10% *secondary: P=10% *heavy: P=10% *helmet: P=10% *gauntlets: P=10% *chestpiece: P=10% *boots: P=10% *class item: P=10% materials~:strange coins, motes of light, ascendant materials P= 19.75%~ only players level 15 and up can get these materials legendary^: can be any of the above P=.015% ^only players level 15+ exotic^: can be any of the above P=.05%

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