End of round money bonus question?

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adder1

FNG / Fresh Meat
Jan 7, 2011
86
21
0
USA
How exactly is it calculated? I'm curious (and conveniently clueless). Is it based on a percentage of what you already have and difficulty or are there other factors involved?
 

Baron

FNG / Fresh Meat
Jan 29, 2011
106
26
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Toronto, Ontario, Canada
Good question. I always assumed it was a fixed amount based on the difficulty setting, but I've never really payed attention. If it wasn't 20 minutes to midnight, I might even have been motivated enough to check the source files.

That's a lie. I'm never that motivated. Is anyone else?
 

sverek

Active member
May 20, 2009
435
234
43
I noticed I receive less money, if I don't get much money in pockets. Might be multiplier to current cash that player holds.

Would be cool to see accuratge data. Checked wiki, found nothing but bounty per species.
 

Entangler

FNG / Fresh Meat
Jul 12, 2009
474
216
0
33
Sydney, Australia
The wiki is full of garbage anyway. We need an expert. Who wants to PM scary_ghost?
No need. Here you go:
Spoiler!
The wave survival bonus is 1/(# surviving players) of the collective total money earned from killing specimens that wave.
 

scary ghost

FNG / Fresh Meat
Sep 13, 2010
900
338
0
California
What Entangler said. To add on to his post, when you die, the percent of money you lose varies on difficulty, and the overall team bonus is affected.

KFGameType.ScoreKill()
Code:
       [COLOR=DarkOrange] [COLOR=White]OtherPRI.Score -= (OtherPRI.Score * (GameDifficulty * 0.05));    // you Lose 35% of your current cash on Hell on Earth, 15% on normal.[/COLOR][/COLOR]
        OtherPRI.Team.Score -= ([COLOR=DarkOrange]OtherPRI.Score[/COLOR] * (GameDifficulty * 0.05));
The GameDifficulty variable is set to be 1, 2, 4, 5, or 7 for the respective difficulties in increasing order. On beginner, you only lose a small 5%, and a sizable 35% on HoE. Normal, hard, and suicidal work out to be 10%, 20%, and 25% respectively. For whatever reason, the same mechanism isn't applied to the team money pool. The team pool is penalized with the dead player's final money count, not the overall team bonus.

On a side note, the penalty for team killing is a paltry -
 
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Xienen

Tripwire Alumni and Break Blocks Owner
Mar 26, 2007
1,678
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www.greatergoodgames.org
Also note that there used to be an ugly bug whereby every pound given from one player to another during a wave reduced the end of round money. Even if throwing it up in the air to yourself!

Oopsies! But we fixed that in the Christmas update =)
 

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
So it is a good idea to drop all you spare money to the person, who has less chances to die (like medic)?
 

sverek

Active member
May 20, 2009
435
234
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So it is a good idea to drop all you spare money to the person, who has less chances to die (like medic)?
and hope he won't spend it on vodka.

I am very bad at math, can someone give example?

Say I have 1000 moneys and wave ends, there 4 players on HoE server.

How much money will I totally have?
 

Krausier

FNG / Fresh Meat
Jan 20, 2011
159
14
0
I figured that it's better for everyone to survive the wave hopefully when others read this they can now pay more heed to there allys so they get the max end of round bonus.

It's allways good to learn new things Thanks guys!!
 

Xienen

Tripwire Alumni and Break Blocks Owner
Mar 26, 2007
1,678
431
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www.greatergoodgames.org
and hope he won't spend it on vodka.

I am very bad at math, can someone give example?

Say I have 1000 moneys and wave ends, there 4 players on HoE server.

How much money will I totally have?

Well, the problem is that it depends on which wave it is and how many zeds suicide or are killed by other zeds, because the end of round bonus is based on the number of kills and what kind of zeds were killed(as they are all worth a different amount of dosh, with Clots being worth the least).
 

Breach

FNG / Fresh Meat
Dec 16, 2010
17
4
0
From what I got through a quick read. Picture it as this:

Every zed death that a player kills does two things:

The money for killing that zed 1) goes to the player, and 2) goes to a jackpot.

The way the jackpot works, is at the end of each wave it is split evenly among all survivors.

So the total money accumulated per wave is at maximum 2* the amount of cash to be had of all zed's to die that round (if players killed all of them).

Furthermore, the total cash is lessened by players dying (in total, not necessarily for you) by the fact of the cash loss penalty on dying.


Example: (loose numbers for easy math)

Say 6 players are in game: each with 250 pounds. The wave has 200+ enemies blah blah, and let's say it is HoE with a total accumulation of 1800 cash earned from all mobs.

At this point, whoever has killed the mob gets the cash. Again easy math, let's say each player killed the mobs exactly to figure each person with 300 cash gained for the round. (yeah, right)..

That leaves every player with 550. Now if the round were to have ended now, 1800 would split amongst the 6 people = another 300 to each.

850 in total * 6 = 5100 total in the game at this point before the trader, a positive 3600 cash gain in the round.

But let's say some died, whether you killed them for the cash to come, or w/e who knows.

4 people died during that round, (still earned 300 though).

So the people that died (550*.65) [IE 35% penalty for dying on HoE] = 357.5 cash or a loss of 192.5 cash per death (770) overall.

Now, with the two people left surviving, they get to split the jackpot.

So players 1-4(dead) will have 357.5 cash.

Players 5-6 will have 550+ 1/2(#survivors)*1800(jackpot) = 550+900 = 1450 for the survivors.

While making players 5 and 6 happy, the total cash amongst the players is now 4330, with a total cash gain of 2830 in the round and the added effect of money piled onto two people.
 

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
Breach made a good example, but there is one mistake: when player dies, total "jackpot" also decreases.

As I can see from code fragment posted by scary_ghost:

Code:
 OtherPRI.Score -= (OtherPRI.Score * (GameDifficulty * 0.05));    // you Lose 35% of your current cash on Hell on Earth, 15% on normal.
        OtherPRI.Team.Score -= (OtherPRI.Score * (GameDifficulty * 0.05));
overall team bonus decreases by 5% of dead player (!) money left after penalty charged.
For example, played died with
 
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Breach

FNG / Fresh Meat
Dec 16, 2010
17
4
0
Bah, shoot me for not reading the code, and just the comments >.<

And maybe it was listed and I accidentally read over it.

Ok. One thing in your example poosh (although helpful nonetheless!) 1000 - 1000*7*.05 = 1000 - 1000*.35 = 1000*.65 = 650, not 750 :)

Next, so basically, your dead ... friends? take 35% of their remaining dosh from the jackpot.

Subsequently, it can be seen that in the total yield for the wave is at max 2*AllZedsKilledByPlayers. A death can then been seen as a loss of total yield from the wave by:

CCoP = CurrentCashOfPlayer

Player Death = (CCoP - CCoP*.35[personal cash]) - (CCoP - CCoP*.35[jackpot])*.35 = .65CCoP - .65*.35CCoP = .65CCoP - .2275CCoP = .4225CCoP (remaining)

That means a player death on HoE results in a 57.75% loss of current cash on a death!

Back to my example. A player with 550 dies.. so he loses 35% of his current cash. Back to 357.5 right. The jackpot loses 35% of this, 125.125, from it's total value.

The previous jackpot would be reduced to 1800 - 125.125*4 = 1800 - 500.5 = 1299.5

Resulting in only 650 dosh for the surviving two from the jackpot. 550+650 = 1200.

Total Cash from the wave out of a 5100 max yield = 357.5*4 + 1300*2 = 1430 + 2400 = 3830 or 75% of the total yield of the wave.

Now keep in mind, the total yield of the wave is with 250 cash per player going in.

The numbers will change drastically as people with higher amounts of cash dies (this really supports the let the poor people die concept). You would much rather a guy with 250 cash to die (144.275 cash overall loss), as opposed to a guy with 1800 (1039.5 total cash loss. 630 from him, 409.5 from the jackpot).


A final concept to realize from this is that it is a very real possibility of getting extremely low wave cash bonuses on later waves because of 3-5 people dying and some of them holding on cash to buy better guns.

Figuratively speaking, it is much more beneficial in wave 8 going on 9, that you saving up for those 1500 pipes (yet only have 1200 and no one can spare) to give that money to someone who could buy a wep, if not multiple people. When you survive the next round, (or not), the cash that was potentially saved can make its way into your hands.

*please note that my max yield from the wave in the examples include the starting cash of a character. (which was 250*6 combined, or 1500. The figure 3830 listed above, could also show the total gained from the wave. 3830 - 1500 = 2330, out of a max 3600, or 64.72% of the wave's potential cash to give.
 
Last edited:

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
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Sorry, my bad. Need to take some math lessons :) I corrected my post.
About initial cash of a character. It is also reduced on higher levels. For example, it is only 100 on HoE difficulty.
 
Last edited:

Aze

Grizzled Veteran
Mar 19, 2010
1,423
522
113
Seems like somewhat complicated math...
So in essence: Kill everything and don't die :)