9 years ago
Raids with a fairer chance for participation. Progression rework proposal
There is this power delta problem where some players can do very little damage, while other players can do a lot and even solo one phase, or even the whole Rancor Raid.
My idea is to see the progression reworked to have personal goals which contribute to the global score.
1) A Raid has a minimum duration of 24 hours. Given the speed of coin acquisition, this is not a slowdown at all, and gives players a large window of opportunity to participate once a Raid opens.
2) Progression is changed from global stages to personal stages.
Player has a single chance to run a single team on P1 until the team dies.
Once this team dies, he gets a single team to play P2 (if he has characters eligible) until the team dies.
The same goes one to all his teams on each of the four phases.
As a consequence, each player will be able to play each phase exactly one time in the 24 hour period, until refresh.
The damage from each player is added and once the collective damage surpasses a certain threshold, that phase is "beaten". This does not lock the initial phases from being playable by the other guild members which still haven't gotten into the raid. It just means "the guild reached a milestone to win the Raid, you don't need to sweat on this phase anymore, focus on the others".
Once all 4 phases are "beaten", the Raid is victorious.
3) On each phase, Rancor has "infinite health", so the players will die eventually.
4) To ensure that players will not last forever, Rancor will get stronger with each character turn.
On T1, each character taking a turn strengthens Rancor's speed, defense, offense, tenacity and potency by 0.2. Each higher Tier increases this value by 0.1: On T2 the increase is 0.3, T4 increases by 0.4, until T7 increasing by 0.8. This makes the monster deadly over time, even if he is being constantly hit with TM removal. He will eventually resist a lot.
5) This allows each player to engross a personal score without being cut off by other players, which currently is a problem. His performance is all that matters, this reduces a lot of internal friction inside guilds. Even if it's a guild entirely composed of P2W beasts, every one of them has the opportunity to tune his teams for the 4 phases and attempt his best score.
6) Change the reward table from a player damage ladder to reward brackets based on damage, allowing ties on the same bracket. 50th place would instead be 50th reward tier, for people dealing under 20k damage. 1st place would instead be 1st reward tier, for people dealing over 2M damage. Other tiers would be in-between.
7) Give extra rewards for a damage ladder across guilds. Every week you could give an extra reward with some cash, crystals, guild coin and omega for the top individual player performers, based on the added damage for the whole week.
My idea is to see the progression reworked to have personal goals which contribute to the global score.
1) A Raid has a minimum duration of 24 hours. Given the speed of coin acquisition, this is not a slowdown at all, and gives players a large window of opportunity to participate once a Raid opens.
2) Progression is changed from global stages to personal stages.
Player has a single chance to run a single team on P1 until the team dies.
Once this team dies, he gets a single team to play P2 (if he has characters eligible) until the team dies.
The same goes one to all his teams on each of the four phases.
As a consequence, each player will be able to play each phase exactly one time in the 24 hour period, until refresh.
The damage from each player is added and once the collective damage surpasses a certain threshold, that phase is "beaten". This does not lock the initial phases from being playable by the other guild members which still haven't gotten into the raid. It just means "the guild reached a milestone to win the Raid, you don't need to sweat on this phase anymore, focus on the others".
Once all 4 phases are "beaten", the Raid is victorious.
3) On each phase, Rancor has "infinite health", so the players will die eventually.
4) To ensure that players will not last forever, Rancor will get stronger with each character turn.
On T1, each character taking a turn strengthens Rancor's speed, defense, offense, tenacity and potency by 0.2. Each higher Tier increases this value by 0.1: On T2 the increase is 0.3, T4 increases by 0.4, until T7 increasing by 0.8. This makes the monster deadly over time, even if he is being constantly hit with TM removal. He will eventually resist a lot.
5) This allows each player to engross a personal score without being cut off by other players, which currently is a problem. His performance is all that matters, this reduces a lot of internal friction inside guilds. Even if it's a guild entirely composed of P2W beasts, every one of them has the opportunity to tune his teams for the 4 phases and attempt his best score.
6) Change the reward table from a player damage ladder to reward brackets based on damage, allowing ties on the same bracket. 50th place would instead be 50th reward tier, for people dealing under 20k damage. 1st place would instead be 1st reward tier, for people dealing over 2M damage. Other tiers would be in-between.
7) Give extra rewards for a damage ladder across guilds. Every week you could give an extra reward with some cash, crystals, guild coin and omega for the top individual player performers, based on the added damage for the whole week.