9 years ago
Proposed New Raid Reward System
This is a topic that has been discussed for a while, but with the new raid impending, I think it is worthwhile to revisit. I know that CG is doing the QA testing for the AAT raid, and I really appreciate that. I would prefer a good quality raid in September than a raid with bugs and problems in August. But with that being said, I know one of the biggest problems right now is the raid reward system. I have personally been in the top 10 of my guild's raids and I am nearing a 7* Han Solo. There are people in my guild that have raided and contributed as much as I have, but because they didn't have the right characters ranked lower, and some have yet to unlock Han Solo at all. This isn't anything new to guilds, but I fear that another raid like this could pose problems...
With the likelihood (though not confirmed) that Han Solo shards will not be available in the new raid, and with the fact that guilds will have to pick between the two raids, the disparity in raid loot and credits among ranks is only exacerbated now by the fact that people who have not unlocked Han Solo will have a hard time doing so if their guild chooses to go with the AAT raid instead of Rancor. I may not be speaking for everyone, but I think the guild atmosphere that has been built up to this point is what kept many people in SWGOH during the mods fiasco. Another raid which expects guild members to compete against each other will only cause more frustration and possibly more people leaving... and I think this game is too good to see that happen. As such, I have the following suggestion:
Instead of competing against others in the guild, have them compete against benchmark damage amounts.
> 750k is tier 1 rewards,
500k-750k is tier 2,
250k-500k is tier 3,
100k-250k is tier 4, and
<100k is tier 5.
You are no longer competing against guild members, but trying to reach a goal. Additionally, you now promote guilds working together to get the best loot. "How can we make sure this player, who only got 100k in his first attack can get into a higher tier?","Do we have enough damage to complete a t7 raid if we let this person attack again in this phase?", etc. You end up building the guild-friendly atmosphere that many people enjoy.
And as for the Han Solo shards, if a guild decides that the AAT raid is better for the majority, the minority still shouldn't be left out of unlocking or 7*ing Han Solo. I would propose that Han Solo go into the guild shipments, but since he is a rarer character, make 5 of his shards cost 600 guild currency, instead of 400. The model for this has already been set in the Shard Shop (grievous shards cost more shard currency per shard than other characters) and the regular Shipments (chromium character shards cost more crystals per shard than farmable characters).
I know myself, as well as the SWGOH at large, is looking forward to this new raid, but I hope some of the inequities of the raid system, outside of the raid itself, are being addressed to continue making this game a great experience.
- Finity
With the likelihood (though not confirmed) that Han Solo shards will not be available in the new raid, and with the fact that guilds will have to pick between the two raids, the disparity in raid loot and credits among ranks is only exacerbated now by the fact that people who have not unlocked Han Solo will have a hard time doing so if their guild chooses to go with the AAT raid instead of Rancor. I may not be speaking for everyone, but I think the guild atmosphere that has been built up to this point is what kept many people in SWGOH during the mods fiasco. Another raid which expects guild members to compete against each other will only cause more frustration and possibly more people leaving... and I think this game is too good to see that happen. As such, I have the following suggestion:
Instead of competing against others in the guild, have them compete against benchmark damage amounts.
> 750k is tier 1 rewards,
500k-750k is tier 2,
250k-500k is tier 3,
100k-250k is tier 4, and
<100k is tier 5.
You are no longer competing against guild members, but trying to reach a goal. Additionally, you now promote guilds working together to get the best loot. "How can we make sure this player, who only got 100k in his first attack can get into a higher tier?","Do we have enough damage to complete a t7 raid if we let this person attack again in this phase?", etc. You end up building the guild-friendly atmosphere that many people enjoy.
And as for the Han Solo shards, if a guild decides that the AAT raid is better for the majority, the minority still shouldn't be left out of unlocking or 7*ing Han Solo. I would propose that Han Solo go into the guild shipments, but since he is a rarer character, make 5 of his shards cost 600 guild currency, instead of 400. The model for this has already been set in the Shard Shop (grievous shards cost more shard currency per shard than other characters) and the regular Shipments (chromium character shards cost more crystals per shard than farmable characters).
I know myself, as well as the SWGOH at large, is looking forward to this new raid, but I hope some of the inequities of the raid system, outside of the raid itself, are being addressed to continue making this game a great experience.
- Finity