Forum Discussion

Obi-DuckDuck's avatar
8 years ago

FEEDBACK - Raid Reward System

I realize this has been brought up in numerous forms before, but since the issue remains I'll 'repost' it here in the hopes of getting more developer attention. Plus, with the increasing number of Zader teams out there who can clear the Pit raid start to finish in one session, it highlights the following issue with the raid reward system.
Most know this already, but to state it here for clarity: even if players tie for amount of damage done, there's always one player who is somehow deemed 1st place winner, another as 2nd place winner, etc. The entire guild could score the same amount of damage, however instead of relatively equal rewards (randomized to some small degree), the game uses some arbitrary logic to decide who gets which rank--and thus which reward tier. You could end up with all 50 players doing 10 million damage, yet one player gets Tier 1 (rank 1) rewards while 9 players get Tier 15 (ranks 41-50) rewards (and variations in-between). It really doesn't appear to make any sense.
It's unclear as to why every guild member need to be ranked in comparison to each other guild member.
It seems to make more sense to align the reward system closer to that of other aspects of the game (like Challenges) where the reward is determined by how well the player did based on predefined benchmarks. The raid benchmarks could be amounts of hit point damage in defined numbers or they could be in the form of total raid hit point percentages. I'm sure there are other options too, such that players' rankings don't negatively affect other guild members' rankings.
This has been an issue since raids started. I would love to see some kind of response from the developers.
Thanks for reading.
  • I'd love to see a system in place for ties. Like, if 8 of us tie for 1st place, we would all get that payout for first and allow our guild members who are in 9th place (but really second place if you look at the damage) get a payout worthy of their efforts (2nd place). Is that kind of what you were thinking?
  • In order for this to work, the way to finish a raid needs to change a bit.
    Instead of the green bar being the boss's HP, and go from 100% to 0%, it should track the amount of combined damage the guild has done, and build up from 0% to 100%. When it reaches 100%, the raid should NOT close, but remain open, allowing other guild members to go in and do whatever damage they can. When a player enters the raid battle, it should just track the amount of damage they do, in %.

    It could still be separated into the 4 phases, and when enough damage is done in each phase, the Guild leader or Officers can move the raid to the next phase, and close the raid at the end.

    This would mean that once you open the raid, the guild has as much time as they want to allocate (given the 2d limit on heroic, for example) to jump in anytime (before the guild moves the raid onto the next phase) to do their damage.

    In terms of the rewards, it should be based on the % of damage you do individually to the boss. Now that there are F2P squads that can solo Rancor Heroic, and even the AAT Tank now (I think), every Guild member has the chance of the highest rewards.

    This would still require everyone to participate in order to get any rewards, and still require the combined damage from the whole guild to equal that of the boss' HP.

    It would relieve the pain of not being able to participate in a raid because you missed your 10 minute window to do damage.
    It would also relieve the pain of having to literally COMPETE with your guildmates for rewards.
  • @ShaolinPunk I'm primarily attempting to raise awareness of the problem and only secondarily making recommendations on potential solutions. In one potential solution, any number of players may achieve (and share) the same Tier and each be rewarded according to the Tier.
    @ZombiJambi It's an interesting idea, however to improve the reward system I don't see a requirement for the raid execution to change. When it comes to rewards, all that really matters is how much damage each player did. Note, I'm not arguing for or against your proposed ideas in that area. Certainly there's room for improvement in the raid execution but there are least some things that guilds can do to manage that. There's currently nothing that guilds can do to manage fair rewards when multiple players score the same amount of damage.