idea for cases


(Ballto) #1

This is just an idea im going to toss out there that will maybe make people less salty about the RNG in this game.

I shouldnt have to explain how cases work so ill skip it.

Make it so there are 6 (7 for event time) different kinds of cases that will randomly drop at the end of a game, at the same percent to get a case as it is already, but each case will give you a guaranteed of whatever rank the case is.

These 6 different cases will have the same chance to drop if you get a case as whatever quality the card i it would drop is, so lead will be 98% (ish?) and cobalt will be 0.1%

This might make most players feel better about the RNG, because while its still happening at the exact same drop rates for a shiny card, most players will not be concious of it, or at least not as much so.

I could also see it making people less salty about holiday cards, because while its still a low drop rate for a event case it wont be the same feeling as getting 50 normal cases and 40 leads and 10 irons.

Players will still get that “WOO A SHINY BLUE CARD” moment when they see a cobalt case drop, and it will still be random what class comes out. We already know they can do multiple cases with different drop rates from the event special cases

Just an idea that might help peoples opinion of rng in the game by simply making it all happen without us knowing.


(tominatorx) #2

I actually really like this idea. Good thinking! :slight_smile:


(Rjsto) #3

I assume the ones bought from store would still have all rarities in them?


(Jostabeere) #4

So instead of having a percentage we have now, you wanna drop cards with a third of the present percentage? How would this make people not salty about the RNG?
With your idea a guaranteed Cobalt case would be a 0.033%


(Hibbsan) #5

Horrible idea. As @Jostabeere said, how would this not make people whine about rng even more? it totally would.


(BananaSlug) #6

this really wont change any thing :confused: maybe sppliting cases into loadouts soo you will get lets say 383 sparks case and then you will have a chance to get something better than lead… or lead


(blisteringOwlNest) #7

Maybe in addition to regular cases, this would be a cool idea. Getting one of those cases would be pretty cool.


(Ballto) #8

yes, or they could have all 6 for different costs. lets say 10x that od trading to that tier, but that mightget a bit silly


(Ballto) #9

[quote=“Jostabeere;129599”]So instead of having a percentage we have now, you wanna drop cards with a third of the present percentage? How would this make people not salty about the RNG?
With your idea a guaranteed Cobalt case would be a 0.033%[/quote]

lets say that cases drop 70% of the time after a game because i dont know the actual droprate

lets say i get the 70% chance at getting a cas and its a standard case

another roll is made when i open it, and that second roll determines the grade of the card, class, what loadout it is, etc

if this were added, it would roll for me to get a case on the 70% chance, and i get a case

now, this second roll happens before i open it to figure what tier of card i get

then theres more rolls when i open it to figure class and what card

this wouldnt actually affect the RNG chances of getting a cobalt or gold or whatever at all


(Ballto) #10

It wouldnt change the drop chance of a cobalt at all, i mean i guess per case youll have a 0% chance of a cobalt with the lead cases but getting an actual cobalt case would still happen 0.1% of the time.

ill give you an example using a different style of game.

Lets say i was playing Fantasy Fan Service Weeaboo MMO 2015, and i had to grind giant tentacle monsters to get a pair of magical schoolgirl underwear

Lets say that each tentacle monster i killed dropped a bag of schoolgirl underwear, and had a chance at giving me 6 different kinds of underwear, but the one i wanted was the rarest because i dont know it was purple, and there was a chance that i wouldnt even get panties for a class i played the bag. Eventually i would just say “Fuck these bags, i keep getting yellow panties instead of purple or just none for my class at all, the RNG is rigged”. id probably say this quickly, and id get even saltier because i could see the rolls happening and failing

Now lets say the tentacle monsters themselves just dropped panties at the same rate as the bags, i mean sure eventually id get tired of grinding tentacle monsters and bitch about the rng, but it would take much longer because i cannot see the rolls happening. It goes from “RNG is rigged and bad” almost right off to “Fuck it at least shits getting done” then to “Fuck RNG im done grinding giant octopi”

and either system may be functionally identical, but some players would hink differently about always getting panties from invisible rolls instead of having to open a bag and see the roll in action knowing they missed their panties by ~that~ much

For other players who dont care it wont change anything


(Jostabeere) #11

You still have one third of the chances as the normal cases we have right now.
You can drop a case with 30% after a game (60% in SW) and a CObalt case would be 0.1% So instead of rolling a case you will roll another dice and a roll for 0.1% in 30% of the cases.


(Bestfinlandball) #12

It wouldnt change the drop chance of a cobalt at all, i mean i guess per case youll have a 0% chance of a cobalt with the lead cases but getting an actual cobalt case would still happen 0.1% of the time.

ill give you an example using a different style of game.

Lets say i was playing Fantasy Fan Service Weeaboo MMO 2015, and i had to grind giant tentacle monsters to get a pair of magical schoolgirl underwear

Lets say that each tentacle monster i killed dropped a bag of schoolgirl underwear, and had a chance at giving me 6 different kinds of underwear, but the one i wanted was the rarest because i dont know it was purple, and there was a chance that i wouldnt even get panties for a class i played the bag. Eventually i would just say “Fuck these bags, i keep getting yellow panties instead of purple or just none for my class at all, the RNG is rigged”. id probably say this quickly, and id get even saltier because i could see the rolls happening and failing

Now lets say the tentacle monsters themselves just dropped panties at the same rate as the bags, i mean sure eventually id get tired of grinding tentacle monsters and bitch about the rng, but it would take much longer because i cannot see the rolls happening. It goes from “RNG is rigged and bad” almost right off to “Fuck it at least shits getting done” then to “Fuck RNG im done grinding giant octopi”

and either system may be functionally identical, but some players would hink differently about always getting panties from invisible rolls instead of having to open a bag and see the roll in action knowing they missed their panties by ~that~ much

For other players who dont care it wont change anything[/quote]

That is a messed up example…


(Ballto) #13

[quote=“moon_moon;129679”]

That is a messed up example…[/quote]

[quote=“Jostabeere;129676”]You still have one third of the chances as the normal cases we have right now.
You can drop a case with 30% after a game (60% in SW) and a CObalt case would be 0.1% So instead of rolling a case you will roll another dice and a roll for 0.1% in 30% of the cases.[/quote]

im not seeing it, i may just be mathing wrong, can you show me the calculation?

Either way, if that is the case couldnt they ‘buff’ the drop chance of each case to be the same as one card in a normal


(Jostabeere) #14

Okay. A normal case has a 0.1% for a Cobalt.
A dropped 100% Cobalt case would have 0.1% of getting dropped.
and you have 30% of actually drop any case. So your Cobalt case would have a 3/10 dice roll and a 1/1000 roll. Which result (I was wrong by the way) in an even lower probability of 0.003 Chance for a Cobalt case. And that’s if all 6(7) cases can be dropped simultaneously.
So basically getting multiple Cobalts in a row from normal cases is more likely than dropping one of Cobalt cases.


(Ballto) #15

[quote=“Jostabeere;129686”]Okay. A normal case has a 0.1% for a Cobalt.
A dropped 100% Cobalt case would have 0.1% of getting dropped.
and you have 30% of actually drop any case. So your Cobalt case would have a 3/10 dice roll and a 1/1000 roll. Which result (I was wrong by the way) in an even lower probability of 0.003 Chance for a Cobalt case. And that’s if all 6(7) cases can be dropped simultaneously.
So basically getting multiple Cobalts in a row from normal cases is more likely than dropping one of Cobalt cases.[/quote]

ok, can you not just buff the cases drops appropriately then to be more or less the same?


(vdll) #16

OPs idea appeals to me, at least there will be some excitement when you get a better case instead of constantly being “meh, gonna get lead anyway”.

I’m not interested in technicalities since I’m sure Nexon could make percentage rates just as they are now.


(Ballto) #17

you could also guarantee a case drop and leave the percent chance for card rarity as is


(SereneFlight) #18

Meh… I don’t have any problem with equipment cases… except not really fan of special equipment cases but… meh…
What really grinds my gears is how they take a piss on paying customers who buy expert(lol) and elite cases tho… especially special elite cases (seriously SD and Nexon, go swim in your own piss for once and tell me how you liked it).


(DB Genome editor) #19

@Jostabeere the way I understand the suggestion is simply to determine the rarity before opening the case, keeping the probabilities the same. Currently at the end of a round the game only determines if a case should be dropped, the rarity, merc and loadout are only determined when you open it. Based on OP suggestion, at the end of a round if the game decides a case is to be dropped (same odds of happening), it would also select its rarity right away (based on the current rarity distribution), leaving only the merc and loadout to be determined at opening time.

Ultimately this make no difference at all on the probabilities, except you would know the rarity as soon as the case drops.


(Ballto) #20

[quote=“Djiesse;129715”]@Jostabeere the way I understand the suggestion is simply to determine the rarity before opening the case, keeping the probabilities the same. Currently at the end of a round the game only determines if a case should be dropped, the rarity, merc and loadout are only determined when you open it. Based on OP suggestion, at the end of a round if the game decides a case is to be dropped (same odds of happening), it would also select its rarity right away (based on the current rarity distribution), leaving only the merc and loadout to be determined at opening time.

Ultimately this make no difference at all on the probabilities, except you would know the rarity as soon as the case drops.

[/quote]

yeah that, i mean sure you would have the 0.033 of it being a cobalt if you count the case drop but isnt it still pretty much a 0.033 chance at getting a cobalt if you count actually getting the case?

after the 30% (or whatever number it is) that the case drops, you still have the same odds at whatever rarity