My response to "We need more keys"

Skorch··3 votes·431 views

I'm particularly bother by the portion that says "'I’m not getting enough.' Some of that can probably be solved with a clearer feedback system, but some of it might be unavoidable. Who doesn’t want more free stuff?"

While technically yes, players would be getting more than what we have now. It would feel better. In the current system I think everyone agrees getting 4 chests a month isn't hard. But the keys are (sort of) randomized up to a total of 4 keys per month.

The problem I have with this isn't that 4 per month isn't enough. Its the fact that one resource is fairly symmetrical and straight-forward to always get 4 per month, and the other is a randomized generator to get a MAXIMUM of equal.

Making the keys more accessible (while technically allowing you to get usually the last chest you need) isn't giving more free stuff, its allowing us to have equal parts of to get the chest. The free stuff is limited by the unchanging variable of chests.

I think keys should be slightly easier to earn cause it feels like after 4 fragments it just declines heavily. And you can technically earn infinite keys, but with the diminishing returns tweaked to the point where.. The average player gets somewhere between 10 and 15 key fragments per month. You also still wont get infinite free skins as its limited by chests you get.

I understand the current method can be used as a business move since it encourages players to buy more keys for the chests. But nothing feels worse than sitting on a lot of chests that you have to pay money for for a random shard. When I throw money into league, chances are its for a skin.

The method I proposed also allows people to need to spend money occasionally, the only difference is Instead of always needing to buy keys, there are some months where maybe you are sitting on too many keys for once and need more chests. And if someone does get REALLY lucky and gets say 30 key fragments in a month they are gonna want to spend money to get more chests.

JSYK I am one of the lucky ones currently sitting on 4 chests. I know people in WAY worse situations than I am

4 Comments

Zielmann1 votes

I'm on the other end of the spectrum here, so it's hard for me to really tell if there's that big an issue with fragment drops. I play a lot of ARAM, and not sure if it's intended or not, but I feel like I get a LOT of fragment drops from ARAM. On the downside, I play champs how the team needs them played rather than just for score. This makes getting chests from ARAMs pretty rare for me. This has resulted in me having a surplus of like 20-30 fragments at any given time.

On SR, I'm a support main. I quickly got chests for may main few champions, so those are done. Pretty much anything else I get this season will be due to queuing normal games with a few friends, and only if somebody else in my party gets an S while I play something I don't regularly play.

Skorch1 votes

Aram players usually do have a lot of keys, because the games are shorter if you win you have more opportunities to get keys. Most players on SR especially ones that dont play too often end up with a SURPLUS of chests.

For the most part: Players play a few games a month: Will get a few keys from wins, but as long as they play a few games they will get all of their chests (unless they are one tricking the whole time but few people do that) OR a player plays a short game mode and wins a lot, or WAY too many games to be healthy and they'll get a lot of fragments.

But yeah typically most people complain about not enough keys, enough for Riot to make a post about it.

DollaMenunaire1 votes

I think the weird solution is to make chests a bit harder to get, just so they come in more evenly.

Honestly the crafting system is pretty commendable on Riot's part since I've gotten probably 20 skins/champs straight up free

Skorch1 votes

The way I see it is chests are an "unchanging variable" you will probably get all 4. Keys are a "changing variable" Where its iffy how many you get and dependent on factors. I made this post based off that idea.

The issue i have with making chests harder to get (as I did consider it) isn't that we'd get less, but for the fact that I don't know how to make it more difficult while still being an unchanging variable. And 2 unchanging variable just feels gross.

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