User Rewards System

The Game Reward System in BloodLoop forms the foundation of the game's crafting system and in-game economy. Players earn rewards based on their performance and participation in matches, and these rewards feed directly into the broader gameplay loop, including crafting and economic progression. By excelling in matches, players gain access to valuable resources that can be used to change their appearance, craft gear, and engage with the in-game economy.

Points serve as the primary measure of performance, influencing player tiers and determining the quantity and quality of rewards received. This system ensures a fair and competitive experience while rewarding skill, effort, and teamwork.


Points System

  • Evaluation: Points are awarded differently across game modes to reflect their unique objectives and dynamics.

  • Tiers: Based on accumulated points, players are assigned to specific tiers that dictate their rewards.

  • Performance Metrics:

    • Kill: Awarded to the player who delivers the final damage to eliminate an enemy.

    • Assist: Granted for contributing significantly to an enemy's elimination through damage, healing, or debuffing teammates or enemies.

    • Other Contributions: Additional actions like uploading energy or healing teammates also contribute to the player's score.


Minimum Requirements for Rewards

To ensure rewards are fairly distributed, players must meet these criteria:

  1. Remain in the game until its conclusion.

  2. Earn at least one point through individual actions (e.g., kills or assists).

Failure to meet these criteria results in no rewards for the match.


Game Mode Specifics

Free For All (FFA):

  • Rewards are distributed based on final player rankings, with tied players sharing positions and rewards.

Energy War:

  • Rewards are based on a combination of individual contributions and team performance, emphasizing collaboration in uploading energy while maintaining a competitive edge through kills and assists.

Team Deathmatch:

  • Rewards are scaled by individual contributions, with winning teams receiving additional points.


Tiers and Percentiles

The tier system is designed to categorize players based on their relative performance over the past 30 days. This percentile-based system ensures that players are consistently challenged and rewarded for improving their gameplay.

  • Tier 1: Includes players in the bottom 16% of performance. Rewards in this tier are modest but enough to actively participate in the game economy for players new to the game or working on improving.

  • Mid-Tiers (Tiers 4-7): Represent players in the middle of the performance spectrum, offering progressively better rewards as players climb.

  • Tier 10: Reserved for the top 2% of players, reflecting elite performance. Rewards at this level are the most lucrative, featuring high-value capsules with rare and epic crafting materials.

This percentile-based system creates a dynamic ranking mechanism that adjusts as player performance changes, motivating consistent engagement and competition.


EM Capsules (Chests)

EM Capsules provide the core rewards for player efforts. They include Shards of varying rarities, used in crafting and upgrading within the in-game economy.

  • Capsule Attributes:

    • Pulls: The number of Shards contained in a Capsule.

    • Time: How long it takes to open the Capsule.

    • Rarity Probabilities: Each Shard has a chance to be Common, Rare, Epic, or Exotic.

    • Guarantees: Minimum rare Shards per Capsule ensure a baseline value for all rewards.


Key Features of the System

  1. Economic Integration: Rewards directly contribute to crafting, trading, and overall economic progression.

  2. Fairness and Scalability: The system rewards participation and skill across various player tiers, accommodating casual and competitive players alike.

  3. Performance-Driven Incentives: Players are motivated to improve and engage with all aspects of gameplay to maximize their rewards.

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