For a average player that plays either game mode a few hours a day/week there is a huge disparity in terms of what one can expect to get in return for Save the World (STW) Events and Battle Royale (BR) Battle Passes (BP). Before I go any further let me be clear. I do not believe every player should get or is entitled to every item from an Event or BP. If you do not play enough or play correctly you should not earn everything. I do believe that RNG should not factor into a players ability to earn Event/BP items.
Currently there is a huge disparity between STW Event rewards and BR BP rewards. The former is heavily influenced by RNG from Event Llamas while the latter is not. In the BR BP a player need only complete the weekly challenges, which are usually so simple that even my 6 year old can complete most of them. Each of the last two seasons of BR he nearly completed the BP. He, however has no chance of getting all of the STW Fortnitemare Event Heroes and Weapons even if he plays it 2-3 times more than BR. The reasons: RNG and incredibly low drop rate of Event Currency (Candy).
Two hours of BR BP play will allow an average player to complete all the new weekly challenges. Two hours of STW play would allow an average player to earn 1-2 Event Llamas. The BR player will unlock 6-7 tiers of BP rewards while the STW player will receive 3-4 Event items (Heroes, Survivors or Weapons) that are random and often duplicates. The BP rewards might be irrelevant such as sprays or banners but the player knows what they will receive at each step of the process while the STW player has no idea what they will receive.
This leads to my question in the topic line above. Should STW Events be similar to the BR BP? This would not mean that STW players would have to pay for access to the quests simply the structure would be set at the beginning so a player knows what they can expect to earn based on their play time.
What would it look like? Let's look at the current Fortnitemares Event. The current quest line could be structured in a way so that completing each quest would reward an Event Hero or Weapon in addition to Event Currency (Candy). There are seven Event (Llama) Heroes and five Event (Llama) Weapons and each has an Epic and Legendary version.
Quest 1: Epic Hero + 125 Candy
Quest 2: Epic Weapon + 125 Candy
Quest 3: Epic Hero + 125 Candy
Quest 4: Epic Weapon + 125 Candy
Quest 5: Epic Hero + 125 Candy
Quest 6: Epic Weapon + 125 Candy
Quest 7: Epic Hero + 250 Candy
Quest 8: Epic Weapon + 250 Candy
Quest 9: Epic Hero + 250 Candy
Quest 10: Epic Weapon + 250 Candy
Quest 11: Epic Hero + 250 Candy
Quest 12: Epic Hero + 250 Candy
Quest 13: Legendary Hero + 375 Candy
Quest 14: Legendary Weapon + 375 Candy
Quest 15: Legendary Hero + 375 Candy
Quest 16: Legendary Weapon + 375 Candy
Quest 17: Legendary Hero + 375 Candy
Quest 18: Legendary Weapon + 375 Candy
Quest 19: Legendary Hero + 500 Candy
Quest 20: Legendary Weapon + 500 Candy
Quest 21: Legendary Hero + 500 Candy
Quest 22: Legendary Weapon + 500 Candy
Quest 23: Legendary Hero + 500 Candy
Quest 24: Legendary Hero + 500 Candy
Each quest will reward the player with Event Currency (Candy in this case) and either an Event Hero or Weapon and the player can choose which Even Hero or Weapon they receive from the pool. For example after completing Quest 1 the player would be able to choose any Epic Event Hero from the Event and that Epic Event Hero will be removed from the pool for future selection. After completing Quest 2 the player would choose an Epic Event Weapon and that Event Weapon would be removed from the pool for future selection. And so on until all 24 quests are completed at which time the player will have one of each Epic/Legendary Event Hero and Weapon.
The quests are playable in sequential order so that a player cannot access Quest 2 until Quest 1 is complete and the quests are progressively more difficult, not necessarily more grindy but more challenging. This setup will reward players that play more, which is what any game developer wants while also allowing all players that have the time and skill to earn all the Event Heroes and Weapons.
At this point you might be asking what about the Event Survivors? They will still be found in Event Llamas as they are now but with a higher drop rate since the Event Heroes and Weapons can be earned by completing the quest line. The Event Llamas would still be able to drop Event Heroes and Weapons for players that want more than one. The Event Llama would still cost 500 Event Currency (Candy in this case).
In addition to the Candy listed above each mission would also reward Candy, preferably higher than the current 50, maybe at least 125 so that completing four missions would reward one Event Llama.
Lastly let's look at the pros and cons of this revised Event reward system.
All players would likely be able earn at least an Epic version of every Event Hero and Weapon.
Players know up front what they need to do in order to earn each Event Hero and Weapon.
RNG will only factor into earning Event Survivors and extra Event Heroes/Weapons.
There is a higher chance of receiving Event Survivors from Event Llamas.
Event Survivors are only obtainable via Event Llamas (although this is currently in place).
Depending on the event players will need to complete a lot of quests to earn all of the Event Heroes and Weapons.
Players that purchase llamas to earn Event Currency (Candy in this case) will have a lower chance of receiving Event Heroes and Weapons from Event Llamas.
Players that open saved llamas that return Event Currency (Candy in this case) will have a lower chance of receiving Event Heroes and Weapons from Event Llamas.
Would this be a more acceptable format for STW Events or do you prefer to keep them as is?
What type of quests would you like to see for STW Events? Most right now are simply find X items or visit X places. Are those okay or would you like more variety?
What would you think about a quest for the Fortnitmares similar to Build the Memorial from Canny Valley only here you need to rebuild a castle around an Atlas and defend it? Similar to Retrieve the Data players could activate the Atlas after a set time that allows for building the castle.
Do you think the Event Currency drop rate is sufficient?
TLDR: There's no way to quickly summarize everything above so please take 2-3 minutes and read it all. Thanks!
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