![]() Instead of "randomly" guessing how the base number of credits changes after the patch, I made some theoretical calculations here, with a detailed explanation of how I arrived at the figures I did: I think Ahskance's example with the numbers (~10:50) could be simplified a bit. But if players stop running credit modifiers because they know they aren't getting everything they used to get, won't that lead WG to mistakenly not increase the +17%, or increase it less than they should? I'm guessing based on what he's saying that WG will look at how many MO games run credit modifiers like signals and camo then increase the current +17% flat rate accordingly so the "average" of all games is the same before and after 0.10.7. Essentially, you'll miss out on 10.18 cents for every dollar. Is that a big difference? I will leave that up to you.īased on video, the devs want to keep a mission with a flat rate. A 2 million dollar game becomes a 1.796 million dollar game. TL DR With near-maximum modifiers (all signals, gamescom Black camo, and MMC flag) and regardless of premium time status, a million dollar game with the pre-0.10.7 Missouri becomes a 898k dollar game. ![]() I think that a 1 million base credit game pre-0.10.7 should be around 825,000-850,000 credits post-0.1.0.7 (base modifier before was 2x, after was 1.65x-1.7x).
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