Containment War Event: Chance vs. Quota


(IcySkyz) #1

Over the past month, the Containment War Event has been going on in which there is a chance a CW case will drop along with a chance to get a limited edition CW skin for a random merc. I love the idea that Nexon is giving us a chance to earn limited edition skins, however, I recently have been wondering, why are these “events” chance-based and not quota-based?

For example (keeping focus on the idea, and not the random numbers I am putting down), why not reward players for completing certain task (ex. Month-Long mission: Complete 100 Matches -> Recieve a CW Case, Complete 300 Matches -> Recieve 5 CW cases) rather than leaving it to RNG to reward players?

Its seems quite detrimental when an avid player of the game can go through the whole event without getting a CW case while a player who spent very little time playing the game throughout the month recieve a CW skin by luck.

In addition, I am unsure as to why the drop-rate of CW skins are so low. What purpose does it fill? Is it to make it feel more exclusive? Cobalt cards in-itself are already very exclusive. Few individuals have their ideal loadout card in Cobalt for their merc, so why continue to make more items that only further this exclusiveness?

To me, the idea of an event is to make players more inclusive, to promote players to play together, collaborate and bring something extra to the game. I hope that in the future, events will aim to bring new ways for players to collaborate together to gain event rewards rather than leaving it to chance.

Thanks for reading! Feel free to comment below and tell me off if I am crazy!


(gg2ez) #2

Yes please! RNGeezus always manages to fck me in the as during events like CW. Any kind of contract-based event has my approval.


(RyePanda) #3

They need the chance to be low so they can sell the $35 bundle that guarantees a CW card/


(FalC_16) #4

answer is simple, its about monies for SD and exclusivity for players… I am amazed how people are willing to pay for vanity these day…also in real life xD


(triteCherry) #5

Exactly this. If you ever played a Nexon game you’d know they like to do the RNG based cash shop to earn money from players weak to gambling/collecting. It’s effective because it only takes a small percentage of people with large excess funds to fuel their profits. If these people collectively stopped paying they could influence game production but the chances are very low due to the anonymous nature of the internet and addictive personalities.

Generally all events have a catch or play to push people into potentially spending money, its very rare for games to just give away cash items without pushing the player towards the pay door.


(Jostabeere) #6

Because “achievements” don’t bring any money into the company. It’s easy as that.
Luck and getting those luck manually by paying brings in money.


(IcySkyz) #7

I definately agree that CW skins are acting as a sort of “money grab”, however wouldn’t the overall distribution of players recieving free CWs still be around the same given a task/quota based system?

For example,

If the distrubtion of individuals recieving a CW skin based on total hours in a month was something like:
10 hrs - 5%
20 hrs - 10%
30 hrs - 15%
40-59 hrs - 30%
60 hrs+ - 60%

I would assume switching to a task system would cause a shift towards individuals with more hours, which I feel is a fairer system (although some may disagree which I respect).

Aside from all this, I guess what I wanted to say was personally, I feel its simply unneeded. As the number of mercs continue to grow, along with the various loadouts for each one, the chance of a player getting a useful loadout for a merc that they not only own already but use frequently gets smaller and smaller. I feel its quite absurd, but thats just me.