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Xinhuan
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Feedback on Guild Raid Rewards system

Tue May 30, 2017 3:17 pm

I would like to give feedback on the current raid reward system. The current rewards are divided into 3 tiers of chest: MVP (top 3), Gold (4-10) and Silver (11-35). Players who did not hit the boss will not get any chest.

Pros:
  • Discourages (but not eliminate) freeloading. Players are encouraged to do better damage to get a better chest.
  • Discourages selling of raid slots for real money (for eg, a strong 25-man guild can carry 10 players) since they will only get Silver chests.
  • Gives better rewards for players who spent more effort in dealing higher amounts of damage.
Cons:
  • Encourages a whole different set of selfish behaviors for players in a guild.
  • Top players are encouraged to keep raid strategies to themselves so that they can retain their MVP chest. I talked to others in some mid-tier guilds. Some of these players are in a guild where only 3 players in the whole guild know about SDD, and the remainder doesn't - and these 3 people get MVP chests for all 4 bosses. They opted not to share the strategies, since they can still kill all 4 bosses within the 14-day period.
  • Near-top players are encouraged to leave their current guild for a weaker one to ensure that they can get the MVP chest more consistently. There is no real disadvantage to taking say 9 raid days to kill all 4 bosses in a weaker guild instead of 4 raid days. You don't even need to use consumables to get MVP in a weaker guild.
  • Players are encouraged to camp at 5am when the raid keys refresh. The current raid system is such that the "early bird catches the large damage". You want to attack in Phase 1 instead of in Phase 2. You want to attack when Snake/Chimera has a tail to get nearly double the damage per key (due to splash damage) before the tail dies.
  • Players are encouraged to hoard raid keys. For example, players will wait on the Treant boss (not attack it) and wait for others to kill it, so that they can spend their 2 keys on Chimera to get MVP on Chimera boss instead of Treant boss. This is partly because the MVP chest on the Chimera contains **much** more gold than the Treant boss, and partly because the Vanity token is harder to get. This last part about "vanity tokens harder to get" isn't true for any guild that can kill all 4 bosses every raid cycle, since all bosses drop the same amount of tokens per week.
  • Players in a guild have to check and wait for all 35 members to hit the boss before dealing the killing blow. The Snake boss dies so fast (after about 4 hours, i.e about 9-10am in the morning - the head has less than 1 mil HP left) even after everyone is told to only use 1 key on it, that about 10 people still need to "throw" (waste) their key on it (send a skeleton in for 100 damage) otherwise the Snake dies. This wastes everyone's time and drags out the boss's death. Players have to use a key in the morning and another in the evening, and deal with swapping gear in and out for raiding, or changing rental leaders, all adding to the chore. It feels like poor design if I wake up at 10am, and I see 5 other people haven't hit the Snake yet, and its at 1% health remaining, and I have to "waste" a key just to tag the boss for a Silver Chest.
 
All of these are very frustrating for guilds. It is easy for someone (devs or players) to say "These are problems the guild should solve for themselves", but I see it differently. These are problems that don't need to exist in the same place, if the raid reward system isn't designed and tiered the way it currently is. If the reward for killing the boss is the same for everyone instead of tiered chests, then none of these selfish behaviors will even exist. If the raid rewards was given out to everyone even if they didn't hit the boss, guilds wouldn't need to create arbitrary rules to limit key use on the first and second boss.

Right now, trying to organize 35 people to login at certain hours just to tag the boss is an organizational chore. The game doesn't particularly try to help in facilitate in guild communication (poor chat system), no in game mail, and most guilds require an external chat tool such as Whatsapp, Line, Discord or Facebook Messenger. Yes, this is a "too much damage" problem, that most guilds do not encounter right now. I understand some of these problems and frustrations apply only to top guilds at the moment, but every guild's damage is just going to increase over time, and more and more guilds will encounter these problems.

Now I will touch on why people want the MVP (and Gold) chests so much. Let's look at the Chimera MVP chest: 6 Vanity tokens, 4 random tokens, and 1.5m gold. The Gold chest gives 6 Vanity tokens, 2 random tokens and 750k gold. The difference between the tier chest is a whopping 750k gold. If you talk to any whale in this game, you'll easily find out that everyone runs out of gold. Gold is needed to do everything, even Whales lack gold all the time. Between the Gold and Silver chest, the difference is still a very large 500k gold.

The problem is this 750k (or 500k) gold difference between the tier chests. This is a HUGE amount of gold. Let's say you are a F2P player and your main source of gold income is Gold Mine daily and your expeditions. On a non-gold mine day, you'll earn about 200k gold. So the 750k gold represents 3-4 days of gold income. This is a lot in F2P terms. If you can MVP all 4 bosses, you are getting more than a week's worth of gold income. If you're a whale, 750k gold represents roughly 150 gems, or a $15 SGD value, and if you MVP all 4 bosses, you're getting easily $40 value.

Is it worth camping the raid boss to be able to hit the snake/chimera tail to MVP to get a $15 monetary value in gold? Heck yes it is. A good number of people camp for it at 5am, or camp for the Treants boss death. In my guild, the Chimera tail doesn't live for more than 30 minutes.

All of these are frustrating for the weaker players in a guild to see. They want to improve their damage, but may not have the necessary heroes or resources to do so, The top players get rewarded with so much extra tokens and gold that the gear gap within a guild widens, the top players increase their damage even more and keep MVP even easier the following week, the bottom players get rewarded very little and barely make any improvement the following week. This is just horrible, and bottom players are then encouraged to leave a strong guild for a weaker guild that they can much more reliably get their raid rewards.

These are the kinds of things that will destroy guilds if not handled properly by good guild management/officers, leading to players quitting the game, because guild raiding is just not the fun experience it was intended to be. Already, the first incarnation of guild raids caused many small guilds to completely die as players migrated and consolidated into stronger guilds.

It should be obvious to anyone observing the raid ladder that Trinity has split internally into 2 raiding guilds - Trinity and Trinity II, both on the raid ladder. For a guild that can originally beat all 4 bosses in 3.5 days, having two separate guilds (say split into 17/18 members, or 15/20) will take about 8 days to kill all 4 raid bosses. This requires double the time needed to raid per raid cycle, but also double the amount of MVP chests and Gold tier chests up for grabs. I just think it is ridiculous that we are actually considering adopting the same approach because of the way the system is. It doesn't quite solve any of the negative behaviors i described above (they will still occur in a guild of 17 members, or 35 members, size doesn't matter), but hey more gold for everyone on the whole. I also don't think this is really the intended outcome that the current raid reward system is trying to achieve.


Suggestions:
  • Reward all members with a reward, even the ones that did not hit the boss. Yes this will encourage freeloading, but removes the organizational need wait for everyone to tag the boss and throw their raid keys for next to zero damage.
  • Otherwise list guild members that have used 0 keys on a boss. It is painful to see that 33 people have hit the boss, and it takes a couple of minutes to cross-check and find who are the 2 that haven't hit the boss, just so we can contact those 2 people to tag the boss. This is not needed if everyone gets the reward regardless of 0 keys used).
  • Remove the tiered raid reward system. It encourages a whole range of selfish behaviors that are not beneficial to a guild on the whole. While guilds can/will try to fix these problems themselves, the developers should also see that the effects of the reward system promotes a whole different set of negative behaviors than the ones the system intended to discourage (freeloading/raid slot selling).
  • If a tiered reward system is absolutely necessary, vastly reduce the gap between the top and bottom tier's reward chests. The difference should not amount to half a week's worth of resources, or a $15 monetary value. It should just be a 100k gold difference at most, just enough to motivate players to have a friendly competition, but not enough to encourage cut-throat unhealthy competition. The bottom players need to be rewarded significantly more so that they can improve their performances for the future weeks, and the top players need to be rewarded much much less.
  • Use some other way of scaling/awarding raid rewards. Why should the rank 4 guy get 750k gold less than the rank 3 guy if both their raid damage are nearly neck to neck, with less than 100k damage difference from each other?
 
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Munilet
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Re: Feedback on Guild Raid Rewards system

Wed May 31, 2017 12:25 am

Wait what is this?
It's nothing but the FACT..
And this is still going on every Top Guild..
XD

Maybe the Developers​ need to once again read this Reward System suggested by Pat437 ..
The reward given can be adjusted to match with current Raid 2.0

http://www.forum.playvaliantforce.com/v ... 403#p20491
 
People in other games' raids work together to try to come up with strategies to down a boss; a ladder for raid seems very counter-intuitive.
 
Perhaps the reward system could take into account BOTH the TOTAL number of tries as well as the TOTAL amount of damage done and the rewards are broken down into a few tiers.
 
Rewards in each tier increases as the amount of life left on the boss decreases.
 
For example (Feel free to adjust actual token amounts/type accordingly to boss etc):
If boss is left with 50% health by the time the dungeon resets:
Tier 1a rewards: 2 Raid Armor tokens, 2 Random Raid Token Ticket, 100K Gold
Tier 2a rewards: 2 Raid Armor tokens, 1 Random Raid Token Ticket, 50K Gold
Tier 3a rewards: 1 Raid Armor tokens, 1 Random Raid Token Ticket, 25K Gold
Tier 4a rewards: 1 Raid Armor token
 
If the boss is left with 20% health by the time the dungeon resets:
Tier 1b rewards: 3 Raid Armor tokens, 2 Random Raid Token Ticket, 250K Gold
Tier 2b rewards: 2 Raid Armor tokens, 2 Random Raid Token Ticket, 100K Gold
Tier 3b rewards: 2 Raid Armor token, 1 Random Raid Token Ticket, 50K Gold
Tier 4b rewards: 1 Raid Armor token
 
If the boss is dead,
Tier 1c rewards: 3 Raid Armor tokens, 3 Random Raid Token Ticket, 500K Gold
Tier 2c rewards: 3 Raid Armor tokens, 2 Random Raid Token Ticket, 250K Gold
Tier 3c rewards: 2 Raid Armor token, 1 Random Raid Token Ticket, 100K Gold
Tier 4c rewards: 1 Raid Armor token
 
How it could work:
First and foremost:
If a boss is dead -
As long as a raider has at least one try on the boss and also killed off at least 2.85% of boss total HP: Reward Tier 1c (boss is dead, hooray! And I have also done my part in the killing)
As long as a raider has at least one try on the boss and killed off between 1.42% and 2.85% of total boss HP: Rewards Tier 2c (boss is dead, hooray! I have tried my best but the important thing is the boss is dead!)
As long as a raider has at least one try on the boss and killed off between 1% and 1.42% of total boss HP: Rewards Tier 3c (yay, boss is dead but I can do better)
As long as a raider has at least one try on the boss but didn't manage to kill off at least 1% of total boss HP: Rewards Tier 4c (ok I got to stop leeching to earn anything OR I need to train/gear up before trying to Raid more effectively, thus helping the guild and earning better rewards but meanwhile I'll take the free token as a bonus, thanks!)
 
 
Next, going onto uncleared bosses (tries on bosses)
 
Maximum number of keys/possible tries in a given week = 21
If a raider attended at least 85% of the raid, i.e. he used a minimum of 18 keys throughout the week:
 
He will be entitled to these rewards if: (I've done my part but we weren't good enough, perhaps I should encourage my other guildmates and help them help us down the boss so we can advance)
The boss is between 20% and 50% health and he has done at least 2.85% of the total damage done on the boss: Reward Tier 1a
 
If the boss is not dead but under 20% health and he has done at least 2.85% of the total damage done on the boss: Reward Tier 1b
 
 
If a raider attended at least 50% of the raid, i.e. he used a minimum of 11 keys throughout the week:
 
He will be entitled to these rewards if: (perhaps if I could do more tries on the boss, we may have down it.)
The boss is between 20% and 50% health and he has done at least 2.85% of the total damage done on the boss: Reward Tier 2a
 
If the boss is not dead but under 20% health and he has done at least 2.85% of the total damage done on the boss: Reward Tier 2b
 
 
If a raider attended at least 85% of the raid, i.e. he used a minimum of 18 keys throughout the week: (I need to improve my squad/strategy to be more effective, maybe I can ask my better guildmates how)
 
He will be entitled to these rewards if:
The boss is between 20% and 50% health and he has done between 1% and 2.85% of the total damage done on the boss: Reward Tier 3a
 
If the boss is not dead but under 20% health and he has done between 1% and 2.85% of the total damage done on the boss: Reward Tier 3b
 
 
If a raider used at least 1 key throughout the week but did not do at least 1% of the total damage done on the boss: (I need to stop slacking/leeching if I want any better rewards OR I am just not ready for raid and I accept that fact)
 
He will be entitled to these rewards if:
The boss is between 20% and 50% health: Reward Tier 4a
 
If the boss is not dead but under 20% health: Reward Tier 4b
 
 
Reasoning/Logic/FAQ behind the above reward system.
1)     No limits on Tier 1 rewards means no competition between guild members, as long as you have done your part you will get rewarded accordingly. Guildmates are more likely to help one another if they are not about to get the shorter end of the stick due to their kindness.
2)     Why 2.85%? In a guild of 35, each member need to do 2.85% damage to pull their own weight.
3)     Why are people who attempted less tries but still managed to do 2.85% damage rewarded lesser? Because it seriously does not take very long to use 3 raid keys every day and if you could do that amount of damage in lesser tries, your guild would have benefited if you actually participated more. i.e. you pulled down your guild’s advancement. (Attendance is always important in raids in every other game out there.)
4)     Tier 4 rewards are to prevent leechers. Also, people who are not ready for raid shouldn’t be rewarded for doing almost nothing. In most games, raids are the endgame content and newbies shouldn’t expect to jump into it day 1 and be greatly rewarded. Take it as a bonus if you like. Of course, if the developers are feeling generous, they could always increase the rewards in this tier as well as the other tiers appropriately.
 
Disclaimer: Please do not think I’m suggesting this to benefit myself. On the contrary, I’m not that hardcore and probably doesn’t do enough damage to fit into tier 1 or 2 anyway. I’ll probably earn more with the current system, but in my opinion, a ladder reward system will never work to encourage teamwork in a guild setting.
 
P.S again. Those summoned snakes need to get their skills nerfed from 1-turn CD Stun to 2-turn CD!
 
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YayuSheng
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Re: Feedback on Guild Raid Rewards system

Wed May 31, 2017 1:37 pm

Wait what is this?
It's nothing but the FACT..
And this is still going on every Top Guild..
XD

Maybe the Developers need to once again read this Reward System suggested by Pat437 ..
The reward given can be adjusted to match with current Raid 2.0

http://www.forum.playvaliantforce.com/v ... 403#p20491
 
People in other games' raids work together to try to come up with strategies to down a boss; a ladder for raid seems very counter-intuitive.
 
Perhaps the reward system could take into account BOTH the TOTAL number of tries as well as the TOTAL amount of damage done and the rewards are broken down into a few tiers.
 
Rewards in each tier increases as the amount of life left on the boss decreases.
 
For example (Feel free to adjust actual token amounts/type accordingly to boss etc):
If boss is left with 50% health by the time the dungeon resets:
Tier 1a rewards: 2 Raid Armor tokens, 2 Random Raid Token Ticket, 100K Gold
Tier 2a rewards: 2 Raid Armor tokens, 1 Random Raid Token Ticket, 50K Gold
Tier 3a rewards: 1 Raid Armor tokens, 1 Random Raid Token Ticket, 25K Gold
Tier 4a rewards: 1 Raid Armor token
 
If the boss is left with 20% health by the time the dungeon resets:
Tier 1b rewards: 3 Raid Armor tokens, 2 Random Raid Token Ticket, 250K Gold
Tier 2b rewards: 2 Raid Armor tokens, 2 Random Raid Token Ticket, 100K Gold
Tier 3b rewards: 2 Raid Armor token, 1 Random Raid Token Ticket, 50K Gold
Tier 4b rewards: 1 Raid Armor token
 
If the boss is dead,
Tier 1c rewards: 3 Raid Armor tokens, 3 Random Raid Token Ticket, 500K Gold
Tier 2c rewards: 3 Raid Armor tokens, 2 Random Raid Token Ticket, 250K Gold
Tier 3c rewards: 2 Raid Armor token, 1 Random Raid Token Ticket, 100K Gold
Tier 4c rewards: 1 Raid Armor token
 
How it could work:
First and foremost:
If a boss is dead -
As long as a raider has at least one try on the boss and also killed off at least 2.85% of boss total HP: Reward Tier 1c (boss is dead, hooray! And I have also done my part in the killing)
As long as a raider has at least one try on the boss and killed off between 1.42% and 2.85% of total boss HP: Rewards Tier 2c (boss is dead, hooray! I have tried my best but the important thing is the boss is dead!)
As long as a raider has at least one try on the boss and killed off between 1% and 1.42% of total boss HP: Rewards Tier 3c (yay, boss is dead but I can do better)
As long as a raider has at least one try on the boss but didn't manage to kill off at least 1% of total boss HP: Rewards Tier 4c (ok I got to stop leeching to earn anything OR I need to train/gear up before trying to Raid more effectively, thus helping the guild and earning better rewards but meanwhile I'll take the free token as a bonus, thanks!)
 
 
Next, going onto uncleared bosses (tries on bosses)
 
Maximum number of keys/possible tries in a given week = 21
If a raider attended at least 85% of the raid, i.e. he used a minimum of 18 keys throughout the week:
 
He will be entitled to these rewards if: (I've done my part but we weren't good enough, perhaps I should encourage my other guildmates and help them help us down the boss so we can advance)
The boss is between 20% and 50% health and he has done at least 2.85% of the total damage done on the boss: Reward Tier 1a
 
If the boss is not dead but under 20% health and he has done at least 2.85% of the total damage done on the boss: Reward Tier 1b
 
 
If a raider attended at least 50% of the raid, i.e. he used a minimum of 11 keys throughout the week:
 
He will be entitled to these rewards if: (perhaps if I could do more tries on the boss, we may have down it.)
The boss is between 20% and 50% health and he has done at least 2.85% of the total damage done on the boss: Reward Tier 2a
 
If the boss is not dead but under 20% health and he has done at least 2.85% of the total damage done on the boss: Reward Tier 2b
 
 
If a raider attended at least 85% of the raid, i.e. he used a minimum of 18 keys throughout the week: (I need to improve my squad/strategy to be more effective, maybe I can ask my better guildmates how)
 
He will be entitled to these rewards if:
The boss is between 20% and 50% health and he has done between 1% and 2.85% of the total damage done on the boss: Reward Tier 3a
 
If the boss is not dead but under 20% health and he has done between 1% and 2.85% of the total damage done on the boss: Reward Tier 3b
 
 
If a raider used at least 1 key throughout the week but did not do at least 1% of the total damage done on the boss: (I need to stop slacking/leeching if I want any better rewards OR I am just not ready for raid and I accept that fact)
 
He will be entitled to these rewards if:
The boss is between 20% and 50% health: Reward Tier 4a
 
If the boss is not dead but under 20% health: Reward Tier 4b
 
 
Reasoning/Logic/FAQ behind the above reward system.
1)     No limits on Tier 1 rewards means no competition between guild members, as long as you have done your part you will get rewarded accordingly. Guildmates are more likely to help one another if they are not about to get the shorter end of the stick due to their kindness.
2)     Why 2.85%? In a guild of 35, each member need to do 2.85% damage to pull their own weight.
3)     Why are people who attempted less tries but still managed to do 2.85% damage rewarded lesser? Because it seriously does not take very long to use 3 raid keys every day and if you could do that amount of damage in lesser tries, your guild would have benefited if you actually participated more. i.e. you pulled down your guild’s advancement. (Attendance is always important in raids in every other game out there.)
4)     Tier 4 rewards are to prevent leechers. Also, people who are not ready for raid shouldn’t be rewarded for doing almost nothing. In most games, raids are the endgame content and newbies shouldn’t expect to jump into it day 1 and be greatly rewarded. Take it as a bonus if you like. Of course, if the developers are feeling generous, they could always increase the rewards in this tier as well as the other tiers appropriately.
 
Disclaimer: Please do not think I’m suggesting this to benefit myself. On the contrary, I’m not that hardcore and probably doesn’t do enough damage to fit into tier 1 or 2 anyway. I’ll probably earn more with the current system, but in my opinion, a ladder reward system will never work to encourage teamwork in a guild setting.
 
P.S again. Those summoned snakes need to get their skills nerfed from 1-turn CD Stun to 2-turn CD!
i seems agree with pat437 solution, for @Xinhuan idea, yes it seems we need a feature to private message at least within guild member
 
Fortheluls
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Re: Feedback on Guild Raid Rewards system

Wed May 31, 2017 2:44 pm

Cons 1 and 2 i won't really comment on, because you can already see what lineup the top players on the ladder are using. If said 3 players bothered to read up about SDD, and the rest of the guild haven't, is it their fault for being selfish, or the rest of the guild for not taking the initiative? Not sure why people feel they deserve to be spoon fed.

Cons 3 and 6 is a side effect of dumbing down the raids this much. These points were brought up when people asked to make raids easier, I can only assume the devs decided this was an acceptable cost, or they just chose to ignore it completely. 

4 and 5 I'm not too happy with either, but if people are willing to wake up at 5am to do it, more power to them. 
 
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uratex16
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Re: Feedback on Guild Raid Rewards system

Wed May 31, 2017 3:10 pm

Finally someone made a post about this.

We could actually kill bosses faster but some chose to reserve the keys for the next boss for a higher spot.

What I previously proposed was a universal reward plus a damage incentive reward.

Kill a boss, and everyone gets the SAME amount of fragmentss and raid tickets.
Reach a certain total damage (1%, 3%, 5% etc.) and you get additional rewards accordingly.

This way people would still be encouraged to actually perform and damage better.

Edit:
While we're at it, the suggestion for showing who has not used their keys for the day is actually good. Maybe additional features in the future like average damage per guild member etc. to track member improvements of some sort.
 
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davidkim
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Re: Feedback on Guild Raid Rewards system

Wed May 31, 2017 3:56 pm

Cons 1 and 2 i won't really comment on, because you can already see what lineup the top players on the ladder are using. If said 3 players bothered to read up about SDD, and the rest of the guild haven't, is it their fault for being selfish, or the rest of the guild for not taking the initiative? Not sure why people feel they deserve to be spoon fed.

Cons 3 and 6 is a side effect of dumbing down the raids this much. These points were brought up when people asked to make raids easier, I can only assume the devs decided this was an acceptable cost, or they just chose to ignore it completely. 

4 and 5 I'm not too happy with either, but if people are willing to wake up at 5am to do it, more power to them. 
Knowing the line up and knowing how it works is totally different.
SDD or SDD refresh team - you need to understand how the mechanics works, and only those that "design" the SDD knows the mechanics and teach people and pass down.
Other than SDD team, ranger+assassin team is also one of the top team in raid, which all of us can see, but do you know how it actually run? I myself have no idea how they manage to hit that amount of damage and i tried one myself, no use. You need to know the mechanics on how the team works, not just the aura to make the damage work out.
We can say that SDD is a brainless strategy, i too agree that this is the easiest strategy anyone can use for raid, and easily available.
My guild have found ways to refine SDD or other strategy that works. So ya. If people not willing to share the secrets, you will take alot of time to know how it works.
 
Pat437
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Re: Feedback on Guild Raid Rewards system

Fri Jun 02, 2017 10:56 am

Wait what is this?
It's nothing but the FACT..
And this is still going on every Top Guild..
XD

Maybe the Developers need to once again read this Reward System suggested by Pat437 ..
The reward given can be adjusted to match with current Raid 2.0

http://www.forum.playvaliantforce.com/v ... 403#p20491
 
People in other games' raids work together to try to come up with strategies to down a boss; a ladder for raid seems very counter-intuitive.
 
Perhaps the reward system could take into account BOTH the TOTAL number of tries as well as the TOTAL amount of damage done and the rewards are broken down into a few tiers.
 
Rewards in each tier increases as the amount of life left on the boss decreases.
 
For example (Feel free to adjust actual token amounts/type accordingly to boss etc):
If boss is left with 50% health by the time the dungeon resets:
Tier 1a rewards: 2 Raid Armor tokens, 2 Random Raid Token Ticket, 100K Gold
Tier 2a rewards: 2 Raid Armor tokens, 1 Random Raid Token Ticket, 50K Gold
Tier 3a rewards: 1 Raid Armor tokens, 1 Random Raid Token Ticket, 25K Gold
Tier 4a rewards: 1 Raid Armor token
 
If the boss is left with 20% health by the time the dungeon resets:
Tier 1b rewards: 3 Raid Armor tokens, 2 Random Raid Token Ticket, 250K Gold
Tier 2b rewards: 2 Raid Armor tokens, 2 Random Raid Token Ticket, 100K Gold
Tier 3b rewards: 2 Raid Armor token, 1 Random Raid Token Ticket, 50K Gold
Tier 4b rewards: 1 Raid Armor token
 
If the boss is dead,
Tier 1c rewards: 3 Raid Armor tokens, 3 Random Raid Token Ticket, 500K Gold
Tier 2c rewards: 3 Raid Armor tokens, 2 Random Raid Token Ticket, 250K Gold
Tier 3c rewards: 2 Raid Armor token, 1 Random Raid Token Ticket, 100K Gold
Tier 4c rewards: 1 Raid Armor token
 
How it could work:
First and foremost:
If a boss is dead -
As long as a raider has at least one try on the boss and also killed off at least 2.85% of boss total HP: Reward Tier 1c (boss is dead, hooray! And I have also done my part in the killing)
As long as a raider has at least one try on the boss and killed off between 1.42% and 2.85% of total boss HP: Rewards Tier 2c (boss is dead, hooray! I have tried my best but the important thing is the boss is dead!)
As long as a raider has at least one try on the boss and killed off between 1% and 1.42% of total boss HP: Rewards Tier 3c (yay, boss is dead but I can do better)
As long as a raider has at least one try on the boss but didn't manage to kill off at least 1% of total boss HP: Rewards Tier 4c (ok I got to stop leeching to earn anything OR I need to train/gear up before trying to Raid more effectively, thus helping the guild and earning better rewards but meanwhile I'll take the free token as a bonus, thanks!)
 
 
Next, going onto uncleared bosses (tries on bosses)
 
Maximum number of keys/possible tries in a given week = 21
If a raider attended at least 85% of the raid, i.e. he used a minimum of 18 keys throughout the week:
 
He will be entitled to these rewards if: (I've done my part but we weren't good enough, perhaps I should encourage my other guildmates and help them help us down the boss so we can advance)
The boss is between 20% and 50% health and he has done at least 2.85% of the total damage done on the boss: Reward Tier 1a
 
If the boss is not dead but under 20% health and he has done at least 2.85% of the total damage done on the boss: Reward Tier 1b
 
 
If a raider attended at least 50% of the raid, i.e. he used a minimum of 11 keys throughout the week:
 
He will be entitled to these rewards if: (perhaps if I could do more tries on the boss, we may have down it.)
The boss is between 20% and 50% health and he has done at least 2.85% of the total damage done on the boss: Reward Tier 2a
 
If the boss is not dead but under 20% health and he has done at least 2.85% of the total damage done on the boss: Reward Tier 2b
 
 
If a raider attended at least 85% of the raid, i.e. he used a minimum of 18 keys throughout the week: (I need to improve my squad/strategy to be more effective, maybe I can ask my better guildmates how)
 
He will be entitled to these rewards if:
The boss is between 20% and 50% health and he has done between 1% and 2.85% of the total damage done on the boss: Reward Tier 3a
 
If the boss is not dead but under 20% health and he has done between 1% and 2.85% of the total damage done on the boss: Reward Tier 3b
 
 
If a raider used at least 1 key throughout the week but did not do at least 1% of the total damage done on the boss: (I need to stop slacking/leeching if I want any better rewards OR I am just not ready for raid and I accept that fact)
 
He will be entitled to these rewards if:
The boss is between 20% and 50% health: Reward Tier 4a
 
If the boss is not dead but under 20% health: Reward Tier 4b
 
 
Reasoning/Logic/FAQ behind the above reward system.
1)     No limits on Tier 1 rewards means no competition between guild members, as long as you have done your part you will get rewarded accordingly. Guildmates are more likely to help one another if they are not about to get the shorter end of the stick due to their kindness.
2)     Why 2.85%? In a guild of 35, each member need to do 2.85% damage to pull their own weight.
3)     Why are people who attempted less tries but still managed to do 2.85% damage rewarded lesser? Because it seriously does not take very long to use 3 raid keys every day and if you could do that amount of damage in lesser tries, your guild would have benefited if you actually participated more. i.e. you pulled down your guild’s advancement. (Attendance is always important in raids in every other game out there.)
4)     Tier 4 rewards are to prevent leechers. Also, people who are not ready for raid shouldn’t be rewarded for doing almost nothing. In most games, raids are the endgame content and newbies shouldn’t expect to jump into it day 1 and be greatly rewarded. Take it as a bonus if you like. Of course, if the developers are feeling generous, they could always increase the rewards in this tier as well as the other tiers appropriately.
 
Disclaimer: Please do not think I’m suggesting this to benefit myself. On the contrary, I’m not that hardcore and probably doesn’t do enough damage to fit into tier 1 or 2 anyway. I’ll probably earn more with the current system, but in my opinion, a ladder reward system will never work to encourage teamwork in a guild setting.
 
P.S again. Those summoned snakes need to get their skills nerfed from 1-turn CD Stun to 2-turn CD!
Wow, just relogged into the forums today and totally didn't expect to be quoted.

I never once expected the devs to fully implement my idea/suggestion but what the devs settied on for Raid 2.0 loot system, while slightly better than Raid 1.0, was honestly quite disappointing.

Hence i stopped asking for a fair system (don't want to appear as a complainer), as the devs has clearly shown they can't get past their idea of rewarding competition and reward cooperation instead.

And then, there were also numerous other selfish people who argued for more rewards for people who hit more. Some even proposing to reward top guilds in guild ladders for even more to make the playing field more uneven.

So in the end, even after Raid 2.0 loot system, we have come full circle (wasn't unexpected anyway since the basis behind 2.0 is the same as 1.0, just that they slightly increased the number of people who gets the higher tier loots)
Last edited by Pat437 on Fri Jun 02, 2017 12:45 pm, edited 3 times in total.
 
Pat437
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Re: Feedback on Guild Raid Rewards system

Fri Jun 02, 2017 12:00 pm

So, here I am, adapting my original suggestion to Raid 2.0. Since the devs implemented a 50% reward, i doubt the other parts of my suggestion would be very useful, so i'll only look at the "If the boss is dead" part (Feel free to adjust actual token amounts/type accordingly to boss etc, of coz)


If the boss is dead (for example for first boss),
Tier 1 rewards: 6 Raid Armor tokens, 4 Random Raid Token Ticket, 500K Gold
Tier 2 rewards: 6 Raid Armor tokens, 2 Random Raid Token Ticket, 250K Gold
Tier 3 rewards: 4 Raid Armor token, 2 Random Raid Token Ticket, 100K Gold
Tier 4 rewards: 2 Raid Armor token, 1 Random Raid Token Ticket


How it could work:
If a boss is dead -
As long as a raider has at least one try on the boss and also killed off at least 2.8% of boss total HP: Reward Tier 1 (boss is dead, hooray! And I have also done my part in the killing)
As long as a raider has at least one try on the boss and killed off between 1.4% and 2.8% of total boss HP: Rewards Tier 2 (boss is dead, hooray! I have tried my best but the important thing is the boss is dead!)
As long as a raider has at least one try on the boss and killed off between 1% and 1.4% of total boss HP: Rewards Tier 3 (yay, boss is dead but I can do better)
As long as a raider has at least one try on the boss but didn't manage to kill off at least 1% of total boss HP: Rewards Tier 4 (ok I got to stop leeching to earn anything OR I need to train/gear up before trying to Raid more effectively, thus helping the guild and earning better rewards but meanwhile I'll take the free tokens as a bonus, thanks!)

Reasoning/Logic/FAQ behind the above reward system.
1) No limits on Tier 1 rewards means no competition between guild members, as long as you have done your part you will get rewarded accordingly. Guildmates are more likely to help one another if they are not about to get the shorter end of the stick due to their kindness.
2) Why 2.8%? In a guild of 35, each member need to do 2.85% damage to pull their own weight. (The 0.05% difference is provided for slightly more flexibility)
3) Tier 4 rewards are to prevent leechers. Also, people who are not ready for raid shouldn’t be rewarded for doing almost nothing. In most games, raids are the endgame content and newbies shouldn’t expect to jump into it day 1 and be greatly rewarded. Take it as a bonus if you like. Of course, if the developers are feeling generous, they could always increase the rewards in this tier as well as the other tiers appropriately.


What this does:
For guilds able to down bosses fast:
1) People are no longer incentivized to hit more than what is needed and they have a clear indicator where they can stop their attacks/run to allow other members of their guild to hit for certain bosses. (like the first and fourth boss)
2) Ideally, people no longer need to throw keys just to tag a boss for rewards. (Of coz, if your guild consists of assholes who don't want to stop their attacks, i can't do anything about that)
3) Encourages the hard hitters to hit later in the day where they can fill up the damage that some of their other guildies could not master. (Right now, raiding at 5am is a must if a boss is about to die overnight, is this really encouraged behavior by the devs, or if the boss dies mid day with multiple people saving their keys for fourth boss, the MVPs are those who catch the treant boss death and hit the fourth boss within 30 mins)
4) Allows a guild to raid at their own pace. (We have 2 weeks now, damn it)
5) If a guild really want, they can even allow >30 members of their guild to get the highest tier loot by staggering their progress, Isn't this what guilds should be like instead of competing for the best rewards??? (of course this will mess up the guild rankings but honestly i couldn't care less for that - that's more of something for people to stroke their e-peen) OR
6) They could set a time limit where a certain boss will be downed, if by that time the boss is not yet dead, hard hitters are free to kill it to move the guild to the next boss. The decision is up to the guild management.
7) Saving keys are no longer a thing because for any hard hitter, 2 keys are probably all they need to hit the 2.8% requirement. Otherwise, saving keys no longer benefits them since they no longer need to fight for MVP.
8) Players may need to throw key to complete guild quest. (CON - but honestly, this is tons better than throwing key to get lousiest tier)


What this does:
For all other guilds,
1) Nothing much will probably change since they do not really face the problem described in this thread.
2) More people will be rewarded with top tier rewards as long as they hit the 2.8% mark.
3) People will be more willing to help their other guildies and let them know their secret techniques since there's no more competition for MVP.
4) No incentive for people to hit more than 2.8%? Isn't the boss down reward incentive enough? Or they'll just leave and try to find another guild (possible CON, discuss.)
5) Ideally, if people decide to do more of (3) and less of (4), overall the player base improves and more and more guilds gets pushed up.

Possible CON: Mess up the Guild raid ladder, but as i mentioned earlier i don't really give a f over that.

PS: Of coz, if the devs feels that giving MVP tier rewards to possibly all 35 people in a guild is a tad too much, i can't argue with that, and as mentioned at the top, the rewards could be adjusted to a more reasonable level. Is there any selfish people who aims for/getting MVP regularly currently really so anal about the possibility of getting slightly lesser tokens/gold for the greater good of the community?
Last edited by Pat437 on Fri Jun 02, 2017 12:46 pm, edited 4 times in total.
 
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kazamai
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Re: Feedback on Guild Raid Rewards system

Fri Jun 02, 2017 12:19 pm

I actually wonder what's the real problem here. the raid piece token is not that much different. 6 piece for rank 1-10, 4 piece to the rest. 
is it the random ticket that people after?  well maybe just make it same reward for all tier (2 maybe)
Or is it gold? which I will admit it's quite a big difference here. so maybe just reduce the gap significantly or just remove them completely lol

If the problem is that the boss die too quick. well, we're given 2 weeks time to kill all the boss. even if you can kill it in 3 days, that's no reason to be selfish. You can always be a nice person to wait for other member to attack or lower your damage output, etc.  

IMO the piece is not that much of a problem with only 2 piece difference, but maybe i'm underestimating human greed. 
 
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Cassiel
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Re: Feedback on Guild Raid Rewards system

Sun Jun 04, 2017 3:31 pm

I intended to reply to this thread but have no time till today. As I used to comment in raid feedback main thread that ladder/tier reward is not a good idea as it creates the competition within guild. I still share the same view. And I think it's the only thing I agree with the topic author about cons.

My deepest apology in advance but I find most of the cons Xinhuan described are subjective. My explanations are as detailed below:

1. Selfish players will still be selfish regardless of what form they are. Reward all players with 0 activity will promote another form of selfish (letting others do the work and get reward) and it ruins the aspect of combined effort which is the real concept of raid. I view it's contradicting when some players feel they can deal with one type of selfishness (freeloading) but refuse to deal with the other type of selfishness (no sentiment for others who haven't hit raid).

2. With or without ladder/tier reward, top players may never share their knowledge. It's up to them not the system. Less competitive system may cause some players to be less selfish but it is not the solution to not sharing knowledge. My guild is not top guild but we share knowledge all the times. And I cannot understand why top guilds are still want more knowledge to do more dmg while complaining that boss's health is not enough to share. it's contradicting each other.

3. Most of top players will not be encouraged to leave top guild for weaker guild is not true. Only top players that value rewards more than friendship would leave for weaker guild as there is many uncertainty as to how long weaker guilds will be able to cope with killing 4 bosses at legendary. And if some top players leave for weaker guild, it's not cons coz it's pros for weaker guild. And it's not like top guilds won't be able to kill the boss. It may just be a few days late or several hours late unless such top guilds are favoring fake reputation of clearing bosses faster. But why? The health is not enough to share to begin with, is it?

4. Encouraging players to camp at 5 a.m. is very subjective and personal. Not all players will do that. And if there is some players willing to do that to take advantage of other members till there is not enough health for some other members to hit (while knowing to well that the raid bosses are for share). It's personality problem not game problem. Many games have the part that players have to organize and share. Failure to share is actually the direct result of players' actions

5. Ladder/tier reward encourages some players to hoard raid keys for next boss while encouraging some players to use key to get better reward when they are close to border of each tier. Ladder/tier reward is not purely evil.

6. My guild has to make sure that all members or most are on snake scoreboard too and top damage dealers have to hold on to keys and sometimes can't maximize damage coz the time for using 2nd key may be the time when tail is dead and not suitable to use drake trigger team anymore. And we agree to stop using drake trigger team or skip snake if necessary when snake's health is not enough to share. I think it's again personality problem not the game feature problem. We have 2 weeks time and there is no need to kill snake too fast and end up penalize other members.

What will help preventing members from become selfish or greedy to the point of not caring about other members is to fix ladder/reward system. I agrees with Pat437 about this suggestion.
1) No limits on Tier 1 rewards means no competition between guild members, as long as you have done your part you will get rewarded accordingly. Guildmates are more likely to help one another if they are not about to get the shorter end of the stick due to their kindness.
As long as a raider has at least one try on the boss and also killed off at least 2.8% of boss total HP: Reward Tier 1 (boss is dead, hooray! And I have also done my part in the killing)
This is the same as Castle Age, the game that has been around for almost decade, which has required damage threshold for getting legendary or epic drop from monsters. This will still ensure the need of combined effort and that everyone has to do their parts. Of course it will not prevent selfishness completely. It happened in Castle Age too. There will still be some people that go all out and ruin the share of others, intentionally or unintentionally, and we can only wait for next round. But I think setting required damage and have unlimited access to tier 1 reward is the better idea than to reward non-participants. Or we can decrease the difference of gold received from each tier like Kazamai said but even just a little more, some selfish people may still go for it.