20,000 Credits - The One Day Grind


(c00face) #1

Okay. So playing many MMO’s, MOBA’s, and any sort of game that requires grinding. This game was no exception. That 50,000k for a mercenary, O… M… G… (look at her butt…) I decided to put to the test how I can achieve all mercenary’s without paying a single dime. Because if you’re like me, you just don’t want to spend anymore money on online gaming anymore.

On the first day, I was able to achieve 10,000 credit before going to bed.

The next day, I figure, I could actually hit 20,000 credit. And Sure enough, I was able to hit 20,000 credit and putting me at a total of 30,000 credit.

You see, realistically, you could grind your way to all the mercenary in just a month, and still have a ton of cases to open without ever buying any.

Out of 10,000 credits that I grind on the first day, I was able to achieve roughly 10 cases from drops, and leveling one time. During the next day on my grind to 20,000 credits, I was able to achieve roughly 20 cases from drops. That’s roughly 10 cases per 10,000 credits that you’ve grind in one day!

This is all simple math from here. It means, if you were to only grind 10,000 credits per day, you’ll be able to purchase a mercenary every one week. One mercenary + 10 cases per 5 days. Within a month, you’ll have six mercenary’s and 300 cases.

Grinding only 10,000 credits is for those who don’t really have time. For those who do have time and play this game more than others. Grinding to 20,000 credits a day is more ideal and possible. Simple math again; within one week, you’ll be able to purchase three mercenary’s + 140 cases. In a month, you’ll have 12 mercenary’s + 560 cases.

The trick is this: Don’t spend your hard earn credits or use the case box at any means. You have to understand that, with a luck base game, having more boxes will increase your chance of getting a very nice rare card. Oppose to opening 1-5 boxes each time you receive it.

Here’s a screen shot:

*I used at least 5-7 boxes before I started saving it instead. :smiley:
*During my 10,000 and 20,000 credit grind; there was no extra credit giving because of a beginner level. I have already received the 12,000 credit when I started playing and I purchased Vasili. The above statement and picture was from me grinding WITHOUT the 12,000k at level 2 and 4. It was just from daily challenges and first win of the day.


(c00face) #2

Oh btw. If you think this grind is way too much, then try League of Legends where you have to grind 3 years to get all the champion + runes + pages. At least for Dirty Bomb, it’ll only take you roughly 1-2 month.

I also would suggest any one reading this, to start doing what I’m doing now. Once new mercenary’s continue to add to the list, it’ll be a lot harder to purchase all mercenary’s with credits without paying (that’s if the price stays the same.)


(ghostBase) #3

You get 10,000 Credits when you level up to level 2,3, and 4 which adds up to 30,000 credits in levelling rewards.

20,000 points in a stopwatch match gets you about 400~450 Credits. The average is 15,000~18,000 and it takes you up to 30 minutes to complete one match, which is a whopping 900 credits per hour IF you manage to get 20k points in both matches.
55 hours of gametime to unlock a single merc, without missions. And even with missions it took me about as long since I was dumb enough to spend my initial 30k on cases.

League of Legends is a horrible game in general though so I’d still prefer to play Dirty Bomb for 55 hours.


(Backuplight) #4

[quote=“ghostBase;49636”]You get 10,000 Credits when you level up to level 2,3, and 4 which adds up to 30,000 credits in levelling rewards.
[/quote]

It’s 12,000 at 2 and 4. Including missions, and daily rewards for playing one objective, one stopwatch, and winning a match (500 creds each) the gain really isn’t that bad, even if you just play enough to do one set of missions each day or two. I don’t understand the hurry people have to unlock everything - pace yourselves!


(CCP115) #5

I would just like to point out two things with OP:

  1. not everyone can play everyday. Some of us have school related stuff, or maybe work heaps (though work would still leave time everyday for playing)
  2. Statistically, saving up more cases wouldn’t do anything. Each case is individual (mutually exclusive?) so it wouldn’t matter, just unbox every couple of minutes.

(Ghosthree3) #6

The only advantage I can see to saving cases is if you open them now you can’t get cards for a future merc.


(PhoenixElite) #7

@c00face said:
The trick is this: Don’t spend your hard earn credits or use the case box at any means. You have to understand that, with a luck base game, having more boxes will increase your chance of getting a very nice rare card. Oppose to opening 1-5 boxes each time you receive it.

I’m going to stop you right there. The equipment case literally does nothing other than essentially giving you a single loadout card. Opening multiple boxes as opposed to a large quantity at a time does absolutely nothing, and that is not how it works at all. EACH equipment case has a fixed percentage to get whatever, which is completely unaffected by how many cases you open at the time.
Technically speaking, opening several cases does grant a better chance to get something nicer, but only in the sense of you opening several, as opposed to one.
Basically, what I’m trying to say is; Opening a case as soon as you get it is EXACTLY the same as you opening a lot more cases at a time further down the line. Generally speaking, it is better to open a case once you get it, because if the RNG gods shined upon that one case, you would get a nice card sooner, rather than having to wait for several more case drops to then open all cases, including the ‘one’ that the RNG gods shined upon.
Edit: First post, yay.
Edit2: After several attempts to fix the quote, nothing was fixed, and so, I have said ‘screw it’ and chosen to leave it as is.


(Gi.Am) #8

True on the flipside the chance of getting a loadout for one of the starter mercs is dimishing with every new Merc release.


(c00face) #9

Okay. I would like to address those who say that saving up cases doesn’t do “anything.” Unless the game lock the cases as a certain number once you obtain it, then it wouldn’t matter too much. But if the game doesn’t, and if it generate a random outcome as you open it, then saving up cases have a lot of effect.

What ever the “case” may be, opening a number of boxes oppose to opening one every hour, the probability of you getting a rarity card is higher.

I don’t know how the random cases are calculated, but if it’s by chance that it calculated as you open the box, then the chances of you getting a rarity card increases. Here’s an example of such probability.

Ex. 1 John plays the slot machine. The slot machine generates random outcomes as he pull the lever. If the number comes out as 7, he wins $50.00. Playing the slot machine, he pulls a number 6. The next number on the slot machine will randomly hit 7, but John doesn’t know this. Instead of pulling the next lever, he waits for tomorrow, and the machine has already randomly change the outcome. John didn’t win the $50.00 because he didn’t pull the next lever when the slot machine would of generated the “7” at that certain time.

You see, if John was to simultaneously and open each box 1 after another, more than likely, if there was a 7 as the “next” winning number. He’ll be able to pull that 7, oppose to waiting another hour or so. Until somebody can verify how the cases randomly select cards in Dirty Bomb. It’s better to stick to the idea that the cases randomly generates an outcome “as you open.” Rather than “as you obtain.”

What do I mean by “as you obtain?” Lets assume that the number 1-10, the number 5 is cobalt card, the number 4 is gold, and the number 8 is iron.

  • The case will randomly set a number, you obtain a case, and that case is number 5. When you open the case, you’ll receive a cobalt card no matter what.

What do I mean by “generate as you open?”

  • The case doesn’t set a random number as you obtain it. Instead, it will only generate an outcome as soon as you hit, “open.” How the calculation works, I don’t know. It could be that the percentage of each rarity depends on how many cards are in the deck. For example, 50% chance to win a gold card, means, there will be 50 gold cards in the deck of 100 cards. In theory, 0.4% to win cobalt card, probably just mean there will only be 1 or 2 cobalt card in a deck of 140. Again, I don’t know how the random generator works.

Besides, it feels great to open a case one after another. It gives you that feeling you’ll succeed in obtaining a nice rarity card, as oppose to opening 1 every hour. And on top of this, Nexon charge you to buy a bundle of case. In my sole reasoning because of this, I assume that the random calculation benefits more when you have more cards to open back to back. I sure hope so, because you’re paying for it with real money. If not, why are you buying bundles then?


(Ghosthree3) #10

That’s not how computer based RNGs work.


(OmaGretel) #11

Go back to school please. The chances are always the same for each individual case, no matter what you do.


(c00face) #12

Of course the percentage of each case is the same, it says it on case itself of each percentage for each rarity. The idea behind this is not that the case has the same chance. It just means, opening more cases, you’ll have a higher “luck” to land on a “winning number” rather than to open 1 every other day, as the system generate a different outcome of numbers. As you open 100 cases, the probability of you landing on a winning number is higher than you opening 1 case. Didn’t you learn this in pre-Algebra?

I drew a nice little picture for you so you can understand my friend. More boxes = higher chance win rate. Always remember this.

To elaborate, the percentage of obtaining a cobalt will always be the same for each case. But the chances of you winning one is higher with more case as oppose to one. Thus, saving your cases will always be better than opening it one each day. That concludes the very simple idea that if you buy more cases with real money, it means you’ll have a higher chance of obtaining a higher rarity card. Mind blown


(Gi.Am) #13

ehm @c00face you are mixing things up. Of course the more cases you open the higher the chance to get what you want (i.e. 5 vs 2 like your picture). But it makes no difference wether you open 5 Boxes at once. or if you open 5 Boxes over a month.

You don’t magically get overall more cases because you save them up.

What you are describing is a pure psychological effect. If you open 10 boxes at once and get 2 cobalts you will be very happy and imidently forget about the 8 leads you got 2 seconds ago. On the other side if you open 10 cases for 10 days you will be angry about the bad RNG for a full day everytime you get a lead. and likewise only be happy for a day about your cobalt since the next day you get a lead again and that outweights your win the other day.

But you would end up with 2 cobalts and 8 leads in both situations (or more likely with 10 leads).


(D'@athi) #14

So …
(0.4+0.4+0.4+0.4+0.4)/5=(0.4+0.4)/2
ah.


(Ghosthree3) #15

What he was describing was a true in his example but invalid for this case. It is true that slot machines are not true random and every time the lever is pulled they draw closer to a payout. But that’s not how computers work.


(c00face) #16

[quote=“Gi.Am;49737”]ehm @c00face you are mixing things up. Of course the more cases you open the higher the chance to get what you want (i.e. 5 vs 2 like your picture). But it makes no difference wether you open 5 Boxes at once. or if you open 5 Boxes over a month.

You don’t magically get overall more cases because you save them up.

What you are describing is a pure psychological effect. If you open 10 boxes at once and get 2 cobalts you will be very happy and imidently forget about the 8 leads you got 2 seconds ago. On the other side if you open 10 cases for 10 days you will be angry about the bad RNG for a full day everytime you get a lead. and likewise only be happy for a day about your cobalt since the next day you get a lead again and that outweights your win the other day.

But you would end up with 2 cobalts and 8 leads in both situations (or more likely with 10 leads).[/quote]

Yea? And how can you prove this? Do you know how the random calculation works? It sounds to me that you’re saying the cases are already “set”. So it doesn’t matter if you open 10 today, and 10 next month. You’ll always end up with the same card, the same rarity, and same mercenary.

I’m sure am positive this isn’t how they set up their randomization, because if they did, it wouldn’t be randomization at all.


(c00face) #17

It is how it works if it was coded that way. Again, we don’t know how they are randomizing each case. This could very likely be the way the system randomize the outcomes.


(Ghosthree3) #18

Yeahhhh but…it’s not.

Why would they go to all that effort instead of just making a standard simple RNG.


(c00face) #19

Yeahhhh but…it’s not.

Why would they go to all that effort instead of just making a standard simply RNG.[/quote]

I’m sorry, I don’t know what RNG stands for. Can you help a brother out?


(Ghosthree3) #20

Random Number Generator.