"WE NEED MORE KEYS" - A response and suggestion

Son of Mu·2/10/2017, 11:34:51 PM·5 votes·1,021 views

http://i.imgur.com/PxbAkVR.png

Hello,

A recent message from Riot concerning key fragment drops basically says that many players aren't completely satisfied with the key drop system. According to what many players seem to be saying, the players feel they aren't getting enough key drops.

It is my opinion that the primary part of the problem is not actually the rate at which players can get keys, but rather the randomness factor - the frustration of being mostly clueless as to whether this round will grant you a key or not.


For anyone who doesn't know: A brief explanation of the key fragment system (as per what Riot has explained)

1.) Only wins can drop fragments. 2.) Fragment drops are random. 3.) Being in a party slightly increases drop chance. 4.) Drop chance is altered based on a per-player window of time, which seems to be four weeks. The drop rate is much higher at the start of this period, and the drop rate decreases as you acquire more keys within that period. At the end of this period, the drop rate resets back to full. The purpose of this is to allow players who don't play super often to still get a decent amount of fragments. If they didn't do this (and, let's say, there was just a flat 25% drop rate for fragments), then, people who play A LOT would be allowed to get way too many of them.


However, it's frustrating to have the drop rate and random chance factor totally hidden from you. So here's my suggestion:

Adjust the key system slightly (will explain shortly), and illustrate to the player on their profile page, their progress of getting the next key fragment. The drop rate system could be simplified as follows:

In the given per-player window of time (let's say it's still four weeks), a fragment is dropped upon X number of victories, where X increases by 1 after every fragment drop, and where X starts at 1. This means that on the first victory of the per-player window, a key frag drop is guaranteed. After that, it takes two wins for another drop. After that, it takes three wins. After that, four wins, etc. After the window of time (four weeks) is up, this resets, and it's back to only requiring 1 win for a drop.

If this ends up making the drop rate ultimately SLOWER than the current drop rate, then simply adjust the increment appropriately. Maybe something like: 1 win, 1 win, 2 wins, 2 wins, 3 wins, 3 wins, etc.

Regardless, with a system like this, it would be very easy to illustrate to the player exactly what their position is in getting the next key. They could check it on their profile, just like they're able to see how many ARAM re-rolls they have, and how many Hextech chests are available.

http://i.imgur.com/PxbAkVR.png

4 Comments

Warlord Scrap2/11/2017, 9:44:29 AM1 votes

But your always 125 RP away from a key.

Son of Mu2/22/2017, 10:08:06 AM1 votes

Bumping this again because I feel that it is a solution for the problem of being frustrated with key fragment drops. Being able to tell -exactly- your progress until you get a key drop would not leave you in the dark.

It would work like most RPGs work when leveling up. You need an increasing amount of XP (or wins) in order to get the next key, but - just as in RPGs - you can always pull up your character sheet and see exactly what is your progress to getting the next level. This is the same thing, but instead of "4458 out of 7000 XP until next level," it would be "2 out of 3 wins for next fragment" clearly displayed on your profile.

Right now, I personally have won about 30 games and have not gotten 1 fragment. I don't believe I've gotten 12 fragments already in this "per-player time session" (1 month). I'm not sure if I'm getting bad luck or what, but, being able to simply see "30 out of 32 wins for next fragment" would be less frustrating than being completely in the dark. For all I know, I could play 30 more and still get 0 fragments.

Regant2/22/2017, 5:38:39 PM1 votes

Problem is, being in a premade is supposed to increase drop chance?