Wagers

Wagers  
General  
Kind Goals taken on with a stake
Actions 4: kills, player deliveries, revives and destroyed occupied vehicles
Count per wager Kills 1 to 25, deliveries 1 to 20, revives 1 to 50, vehicles 1 to 20
Stakes and payout  
Stake 2,500 to 100,000 cash
Payout cap 5,000,000 cash
Cooldown 24 hours (86,400 s) per action
Conditions 50 optional conditions, each with odds
Settlement On the server. The payout formula is not in the data
Internal name DT_WagerActions, DT_WagerPricing, DT_WagerConditions, DT_WagerObjectiveCatalog

A wager is a goal a player takes on with a stake of cash. The player picks how many of an action they will do, adds any conditions they want, and the odds rise with the difficulty. If the goal is reached the stake is paid out at the odds. The data gives the counts, odds, limits and conditions. It does not give the formula the server uses to settle a wager.

Overview

Wager Goal Count (default)
Get Kills Get kills of enemy players inside the control zone 1 to 25 (1)
Dropoff People Deliver people to the control zone 1 to 20 (1)
Revive Teammates Revive teammates inside the control zone 1 to 50 (5)
Destroy Occupied Vehicles Destroy vehicles that an enemy is driving and that an enemy bought 1 to 20 (1)

How it works

  • Not automatic. The data marks wager challenges as not auto-activated, so a player takes one on by choice.
  • Count. The player chooses the count on the slip. Each action has a range and a default, as in the table above.
  • Rules. Each action has rules for what counts. Kills must be inside the control zone and against enemy players, and a player an enemy revived does not count. Revives must be inside the control zone and on teammates, and a player downed by a teammate or by themselves does not count. Deliveries do not count if a spawn vehicle carried the passenger, and count once the passenger survives the drop-off. Vehicles count only when an enemy is driving them and an enemy bought them. Repeats on the same player do not count for kills or revives.
  • Cooldown. Each action has a cooldown of 86,400 seconds (24 hours) in the data. The data does not say whether the cooldown is per player, per wager or per match.
  • Deaths. The slip allows a number of deaths for a wager, and each allowance carries its own small odds. The data lists four values (1.009, 1.003, 1.002 and 1.001). Which value goes with which number of deaths is inferred from the slip text, not stated.
  • Several objectives. A slip can hold more than one objective. Each objective after the first adds 0.25 to the multi bonus. The slip text reads 1 + (objectives - 1) x 0.25, so two objectives give 1.25 and three give 1.5. How this bonus combines with the odds is not in the data.
  • Unlock. The data does not give the Wardog level that unlocks wagers.

Odds

Odds rise by a small step with each count. The table gives the lowest and highest odds for each action. The full lists for every count are in economy data.

Action Count Odds at the lowest count Odds at the highest count
Kills 1 to 25 1.001 (1 to 3 kills) 1.2004 (25 kills)
Player deliveries 1 to 20 1.001 (1 to 5) 1.0771 (20)
Revives 1 to 50 1.001 (1 to 5) 1.2498 (50)
Vehicles destroyed 1 to 20 1.001 (1 to 3) 1.1479 (20)

Conditions

A condition is an extra rule that a wager can carry. Each one multiplies the odds of the wager it is added to. The data lists 50 conditions. The table is sortable. The “Applies to” column shows the action a condition is tied to, or “Any action” when the data does not tie it to one.

Odds for the conditions run from 1.005 (5 tapes in the vehicle) to 10.0 (Deathwish). Time limit is 4.0, no vehicles is 3.0 and no resupply is 2.0. The data does not say whether two conditions on one wager multiply together.

Condition Type Applies to Odds
Deathwish Rules Any action 10.0
In control zone Place Any action 1.15
In hot zone Place Any action 1.1
No resupply Loadout Any action 2.0
No spend Rules Any action 1.1
No vehicles Loadout Any action 3.0
Time limit Rules Any action 4.0
While under 50 HP Health Any action 1.2
While wearing no armor Loadout Any action 1.15
With a $20k loadout Loadout Any action 1.05
With no bandages Loadout Any action 1.15
Using AP ammo Ammo Kills 1.1
Using HP ammo Ammo Kills 1.15
With AK74 Weapon Kills 1.01
With Judge Weapon Kills 1.3
With Scout Rifle TD Weapon Kills 1.05
With grenade Utility Kills 1.45
With headshot Manner Kills 1.2
With large hammer Weapon Kills 1.3
With light drill Weapon Kills 1.3
With only one magazine Loadout Kills 1.2
With punch Weapon Kills 1.4
With small hammer Weapon Kills 1.3
With vehicle impact Weapon Kills 1.075
In Blackhawk Vehicle Player delivery 1.15
In Bobcat Vehicle Player delivery 1.2
In Dune Buggy Vehicle Player delivery 1.025
In Kodiak Vehicle Player delivery 1.15
In Little Bird Vehicle Player delivery 1.2
In Ural Vehicle Player delivery 1.01
In air vehicle Vehicle Player delivery 1.1
In ground vehicle Vehicle Player delivery 1.05
To control zone Place Player delivery 1.15
To hot zone Place Player delivery 1.25
With 5 tapes in the vehicle Vehicle Player delivery 1.005
50 m from teammates Place Revives 1.1
With defibrillator Utility Revives 1.025
With magic hands Utility Revives 1.1
With medkit Utility Revives 1.05
With no weapons Loadout Revives 1.15
With resuscitator Utility Revives 1.1
Artillery vehicle destroyed Target vehicle Vehicles destroyed 1.4
Blackhawk destroyed Target vehicle Vehicles destroyed 1.5
Havoc destroyed Target vehicle Vehicles destroyed 1.7
Little Bird with rockets destroyed Target vehicle Vehicles destroyed 1.45
Tank destroyed Target vehicle Vehicles destroyed 1.6
While moving above 50 kph Manner Vehicles destroyed 1.1
With Havoc Weapon Vehicles destroyed 1.15
With Little Bird rockets Weapon Vehicles destroyed 1.15
With tank Weapon Vehicles destroyed 1.1

Prebuilt objectives

The data holds a catalogue of prebuilt objectives. Five are public, with a fixed count and odds. Nine more carry a flag in the data, and each has a condition set and higher odds. Whether the flagged objectives are offered to every player is not stated. Three further catalogue entries are test rows and are left out.

Public objectives

Objective Action Count Odds Conditions
Kills x3 Kills 3 1.001 None
Kills x2 with headshot Kills 2 1.2012 With headshot
Revives x2 Revives 2 1.001 None
Player delivery x3 Player delivery 3 1.001 None
Vehicle destroyed x1 Vehicles destroyed 1 1.001 None

Flagged objectives

Objective Action Count Odds Conditions
Hammertime, tier 1 Kills 10 1.5 With small hammer, In hot zone
Hammertime, tier 2 Kills 20 1.64 With small hammer, In hot zone
Hammertime, tier 3 Kills 25 1.72 With large hammer, In hot zone
Medic Marathon, tier 1 Revives 30 1.37 With magic hands, In hot zone
Medic Marathon, tier 2 Revives 40 1.44 With magic hands, In hot zone
Medic Marathon, tier 3 Revives 50 1.51 With magic hands, In hot zone
All Driller, No Filler, tier 1 Kills 15 1.57 With light drill, In hot zone
All Driller, No Filler, tier 2 Kills 20 1.64 With light drill, In hot zone
All Driller, No Filler, tier 3 Kills 25 1.72 With light drill, In hot zone

Payout and settlement

  • Stake and odds. The slip shows a total odds figure and a return. By the slip’s own labels the return is the stake times the total odds (the exact formula is not read from the data), and the slip labels it “(capped)” when the cap applies. The cap is 5,000,000 cash.
  • Settlement. Settlement runs on the server. The data has the odds, the cap and the stake limits, but not the formula that decides whether a wager pays and how much.
  • Not known. How deaths, leaving a match or completing only part of a slip affect a payout is not in the data.

Rewards

The data lists no XP or item reward for the four wager challenges. The cash payout is the return described above.

Season 2 changes

  • The wager system was added in the Season 02 update, with seven files under the wager data folder: pricing, actions, challenges, conditions, an objective catalogue and two UI tables.
  • Four wager challenges were added: passengers delivered, rewarded kills, rewarded revives and rewarded vehicles destroyed.

See also

Sources