Retix › How Retix pays you
How Retix pays you
The reward formula is not a secret and not a curve you have to reverse-engineer. Every weight below is the constant the economy server actually multiplies, published so you can check your own scoreboard.
The weights
| What you did | Gold | XP |
|---|---|---|
| Each kill on a human player | 12 | 15 |
| Each assist | 5 | 6 |
| Each headshot | 5 | 4 |
| Each objective credit (Domination) | 20 | — |
| Each human outlasted (Battle Royale) | 3 | 2 |
| Finishing the match | 40 | 100 |
| Winning | 60 | 50 |
| Being MVP | 50 | — |
| First win of the UTC day | 300 | — |
Headshot gold is paid on top of the kill, so a headshot kill is 17 gold and not 12. Assists and kills are separate lines and both pay. Finishing pays whether you won or lost, and that is the line that makes a close loss worth playing out.
A worked example
Ten kills, three assists, four headshots, a win, in an eight-player Team Deathmatch with no bots in it. That is 120 for the kills, 15 for the assists, 20 for the headshots, 40 for finishing and 60 for the win: 255 gold, and 334 XP. If it was your first win since midnight UTC, add 300.
Two hundred and fifty-five gold is a little under a third of a Compact SMG and a little over a twentieth of a Railgun. The cheap unlocks are a few matches away and the top tier is a long project.
That is the intended pace.
Objective credit is the best-paid line in the game
At twenty gold apiece, objective credit is worth more than a kill and an assist put together. Standing on the point as your team completes a capture is two credits, so forty gold, and every twelve seconds spent advancing the gauge is another twenty. A Domination player who never fires a shot but never leaves the point out-earns a deathmatch player with a good scoreboard.
Every other line in the table pays for shooting.
A mode whose win condition is standing somewhere needs a reward line that pays for standing somewhere.
The battle-royale line
Placement itself pays nothing. What pays is how many human players were eliminated before you, at three gold each. Winning a fifty-player lobby means outlasting forty-nine people for 147 gold, which with the win and completion bonuses puts a ten-minute battle royale on roughly the same gold-per-minute as a four-minute team win.
It counts humans outlasted because placement alone would pay a bot-filled lobby what a full one pays. Second place among fifty real players is a much harder thing than first place in a lobby of two.
What bots are worth
A kill on a server-controlled bot pays a fraction of a kill on a person, and the fraction depends on the difficulty you asked those bots to play at.
| Bot difficulty | Bot kill pays | Flat awards pay (in an all-bot lobby) |
|---|---|---|
| Easy | 10% of a human kill | 50% |
| Normal | 20% | 75% |
| Hard | 35% | 100% |
The flat awards, meaning finishing, winning and MVP, are discounted in proportion to how much of the lobby was bots. A room full of real people pays full whatever difficulty anyone picked. A room that was entirely bots takes the discount in full, and a half-and-half room takes half of it. Without that second rule the per-kill discount would not be enough, because finishing plus winning plus MVP is a fixed 150 gold and winning against easy bots is close to automatic.
Run the same ten-kill scoreboard against seven easy bots instead of seven people and it pays 103 gold, not 255.
The discount on the flat awards is gentler than the one on kills, on purpose. A bot kill is one action. Finishing the match is the whole match, including whatever real people were in it.
The first-win-of-the-day bonus is not discounted at all. It is a ceiling and not a rate, capped at once per UTC day, so no quantity of easy bots makes it pay twice.
One field does both jobs: the difficulty that scales the payout is the same difficulty that made the bots behave that way. Asking for easy bots makes them easier and makes them worth less, in one setting, and that keeps the choice honest.
What XP is for
XP is not a second currency and cannot be spent. It only moves your account level, and the level curve is a straight line: getting out of level 1 takes 600 XP, level 2 takes 800, and every level after that costs 200 more than the one before.
Every level you reach pays gold equal to the level number times a hundred. Reaching level 5 pays 500 gold; jumping from level 3 to level 5 in one match pays 400 and 500 together. Every fifth level also grants paint colours for the skin editor, spaced far enough apart that they stay worth reaching without making the gold shop pointless.
The 334 XP from the worked example above is roughly half of the first level and about 40% of the second, so the early levels are two matches apart while the payouts grow alongside the requirements. The curve lives in one place so that the XP bar your client draws and the XP the reward path applies can never disagree.
The anti-AFK rule
A player who idles through a match earns nothing. There are two ways to clear the bar, because active time alone misjudges real play: that clock only advances while you are alive and sending input, so respawn waits, intermissions and a late join all push it below the match length.
- Demonstrated contribution: three or more kills, assists and objective credits combined, in any mix. An idle body cannot reach it.
- Or active time: at least 40% of the match duration spent alive and playing.
A completely empty scoreboard fails immediately regardless of the clock. Deaths count towards being present but not towards the contribution floor, since dying does not require acting on the world.
The sanity ceiling
Before anything is paid, the whole submission is checked for numbers that are not physically possible: more kills than the match had seconds, more active time than 120% of the match duration, or any negative figure. One implausible row rejects the entire match and not only that player, because a forged row means the reporting server cannot be trusted for anybody in it.
Where the gold is computed
The game server that ran your match reports raw counts only: kills, deaths, assists, headshots, objective credit, active seconds, humans outlasted. It has no gold field to fill in and no way to name an amount. Every number on this page is applied afterwards, by the economy server, from those raw counts.
Every change to a balance is written to an append-only ledger, and match rewards are keyed on the match id so a retried delivery cannot pay twice. Anti-cheat flags do not change the arithmetic here at all: what a flagged result costs is a payout decision made elsewhere, not a scoring one.