After seeing the design of the new system, I was excited at first to earn reserves from the start, then disappointed to learn you no longer get reserves at tier 101. I did a bit of math in the past to highlight the design and compare it to another game, and also give people an idea of the time invested for the rewards. I want to follow up and do something similar but comparing the new reserve system to the old.
For starters, the simplest part. If you only earn 100 tiers or less, the new reserve system is better for earning reserves. That's simple, and I want to get it out of the way.
Now, after putting a little time into playing while comparing the bars for earning tiers and earning reserves, it looks that reserves take roughly twice as long to earn as tiers. The time still appears to be the same, approximately an hour per tier including menus, and the reserves are approximately two hours each including menus. Free daily tier skips are also still tier only.
So what does this mean for people who go past tier 100? Let's look at some numbers spread over the 58 day period for this Contraband Stream.
- Tier 110; 58 skips, ~52 hours, ~26 reserves
- Tier 120; 58 skips, ~62 hours, ~31 reserves
- Tier 130; 58 skips, ~72 hours, ~36 reserves
- Tier 140; 58 skips, ~82 hours, ~41 reserves
- Tier 143; 58 skips, ~85 hours, ~42 reserves
- Tier 150; 58 skips, ~92 hours, ~46 reserves
- Tier 200; 58 skips, ~142 hours, ~71 reserves
- Tier 250; 58 skips, ~192 hours, ~96 reserves
- Tier 110; 58 skips, ~52 hours, 10 reserves
- Tier 120; 58 skips, ~62 hours, 20 reserves
- Tier 130; 58 skips, ~72 hours, 30 reserves
- Tier 140; 58 skips, ~82 hours, 40 reserves
- Tier 143; 58 skips, ~85 hours, 43 reserves
- Tier 150; 58 skips, ~92 hours, 50 reserves
- Tier 200; 58 skips, ~142 hours, 100 reserves
- Tier 250; 58 skips, ~192 hours, 150 reserves
What this means is that people who hit up to tier 142, or spend roughly 84 hours playing over the next 58 days, the new system is better.
However, for players for hit 145 or higher, or spend roughly 85 hours or more playing over the next 58 days, the new system is worse.
Now, personally, I find this to be very important for one simple reason. The new system is actually less beneficial to hardcore players, and more beneficial to casuals or paying players. However, casual players who don't hit at least tier 100 are still punished as well. The design now exclusively benefits paying players or people who hit between tier 101 and tier 142.
I personally believe hardcore and casual players should get the same relative rewards, with time investment benefiting the hardcore players, as long as content can reasonably be attained by everyone who works for it. But I am strongly against people being able to buy their way through in-game progression systems.
TL;DR- Players who don't hit tier 100 are still screwed (content gets locked behind future reserves, like the SWAT) and players who hit tier 143 are getting screwed (less reserves for their play time).
Edit: All is under the assumption a player attains their free daily tier skip every day.
Edit2: I wanted to do an analysis for Zombies but it's simply too complex and situational. Overall though, the system (for reserves) is worse for players who do Zombies, as any free tier after 100 are now worthless, and you won't earn any in Zombies.
Source: Original link
© Post "Some Math For New Reserve System" for game CoD: Black Ops 4.
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