'Rogue en Vogue' Drop Boosters Explained


(Chris Mullins) #1

Hey guys

Just wanted to address some of your concerns around the ‘Rogue en Vogue’ event Drop Boosters for Event Cases. While we can confirm that the mechanic is functioning correctly, we understand that our description hasn’t adequately explained how it functions, which we want to address here.

As you play through the event you have a small chance of being awarded an Event Case. This chance slowly increases through play until it reaches a maximum drop chance. Once this cap is reached, the average player will receive an Event Case in about the same time frame as an Equipment Case. Statistically, the chance can mean that 1 in 1000 players might get over 12 Equipment Cases before receiving an Event Case.

Boosters work by reducing the amount of time it takes for you to reach this cap. Each booster purchased reduces the amount of time by 10%, so purchasing 10 allows you to reach it straight away. Without purchasing any boosters the average player should get an Event Case drop after at least 30 Equipment cases have dropped, however due to the nature of chance this means a rare few could receive an Event Case after only a handful of matches, while 1 in 1000 players might receive over 90 Equipment Cases before they get one.

We apologize for not being as clear as possible with our explanation of the Drop Booster mechanic and hope this helps to clear things up for you.

shoe.


(ostmustis) #2

too bad we missed the first week G_G


(Sovrakha) #3

5 Boosters, 33 regular cases, no event cases Q_Q

In time… I must have used up all of my RNG luck trading up


(light_sh4v0r) #4

So the chance for an event case increases through playtime?
How much playtime to get to maximum droprate without boosters?


(ailmanki) #5

You know lottery? Now your chance is 100x better with 10 boosters, your chances are now 1:million instead of 1:billion


(Kl3ppy) #6

Then I was lucky that my first case drop was an event case drop (had 10 boosters running)


(Mustang) #7

Well that really cleared things up… (I’m still totally clueless :tongue:)


(light_sh4v0r) #8

Exactly…
It sounds like a drop booster skips part of the drop chance increase curve? Then what happens when the booster runs out?

Let’s see if we can get this sorted out. To me, Shoe’s explanation sounds like it works as follows:"

The longer you play, the higher the chance for an event case drop, capping at 30%. We don’t know what ‘x’ is.
So here is a usecase:

Say playing for 20 hours without a booster has increased my drop chance to 10% (average 1 case in 10 games). If I now use a single booster, that drop chance increases to 13% (10% + 1/10th of 30%).

So if the cap is at 30%, then most people running 10 boosters are wasting money on them right? In our usecase, if I were to run 10 boosters, the last 3 boosters do absolutely nothing because with 7 boosters I’m already at 30%. That’s why we need to know ‘x’…


(ostmustis) #9

more like a flat line until x then 30% and boosters just gives you game time


(light_sh4v0r) #10

Oh I see…
Strange model, but ok, that works.

Still, without knowing x you can be wasting cycles on boosters you don’t need.


(Chris Mullins) #11

[QUOTE=light_sh4v0r;550201]Exactly…
It sounds like a drop booster skips part of the drop chance increase curve? Then what happens when the booster runs out?

Let’s see if we can get this sorted out. To me, Shoe’s explanation sounds like it works as follows:"

The longer you play, the higher the chance for an event case drop, capping at 30%. We don’t know what ‘x’ is.
So here is a usecase:

Say playing for 20 hours without a booster has increased my drop chance to 10% (average 1 case in 10 games). If I now use a single booster, that drop chance increases to 13% (10% + 1/10th of 30%).

So if the cap is at 30%, then most people running 10 boosters are wasting money on them right? In our usecase, if I were to run 10 boosters, the last 3 boosters do absolutely nothing because with 7 boosters I’m already at 30%. That’s why we need to know ‘x’…[/QUOTE]

This is pretty much it yea, however the Boosters remove time required to get to the drop rate cap, instead of directly improving your drop chance (although this is a by-product of removing time). Each one removes 10% of the time required to get to the cap and that is total time, not 10% of your remaining time.


#12

Thanks for explaining, shoe. :slight_smile: