Does anyone feel that the rewards for territory battles are too communist in nature? You can be putting in all the effort, maxing ur platoon deployments, clearing all combat mission phases, and in the end if your guild has too many casuals or people holidaying that week, you're down a few stars. Look, I'm not saying it is TOTALLY BAD but definitely i think those who put in more effort into an event that takes up so much time should be rewarded.
1) For example, since we show each player's TP, platoon assignment and CM waves completed, why not add some small rewards for those who get maybe top 10 in each? It does not have to be a huge amount, and maybe doesn't need to be tiered (i.e. just a flat 200 guild event currency to the top 10 in each, rather than 1st gets 500, 2nd gets 400, etc). It'll be a nice bonus to those who spent more time in the TBs overall.
2) Special mission rewards - can i recommend that people who complete them get the reward as well. So for example, if you complete the CHOLO mission, you get an additional ROLO shard immediately. If say 10 guild members (including yourself) do the mission, you get 10 shards, which makes for 11 in total. The rest of the guild gets only 10. It's not a big difference, but I find with such poor communication tools in this game, such cooperation heavy events need to indirectly provide some encouragement to others so that there wont be so much freeloading going on.
And before anyone jumps in with "JOIN A MORE ACTIVE GUILD", the point behind this post is that there are times when everyone (even if those that are super active) needs to be inactive because of life, and it is only fair that others who put in the work during this period are rewarded for it.
TLDR: TB rewards are too communist, OP has suggest some slightly capitalist solutions.
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go live in north korea then
Ha ha ha
If everyone has an off week or two, then the “even rewards” method evens out over time anyway.
sure it does help lower level players develop, but i really wonder if anyone actually bothered to read my suggestions and do some actual thinking. what I suggested does not skew the rewards to the point of the raids - there's only a slight bonus for contributing more to a TB. if say both my suggestions were implemented, then the top 10 contributors in each category are getting say 100-200 more event currency each. those that do the special missions are getting at most a negligible amount of tb currency and one more ROLO shard per TB. you can't do much with this increase, but it does give some people something to work for. If not, at least the more active players are rewarded.
Keep the socialist reward structure, but incentivize individual performance based on individual capability. It doesn't have to turn competitive.
For platoon assignments, a similar issue arises -- we ask people to hold off on the platoons until we can review what is or isn't needed. If there's a "prize" for platoon assignments, it encourages you to contribute as many as you can as soon as the phase opens; screw whether or not we can finish the platoon or need the characters elsewhere. Also, if you have lower geared/powered people, and know you won't be top 10 in one of the other categories, you might be incentivized to put whatever you can into platoons, whether or not they're your characters that are needed to complete missions, and regardless of the net effect on your guild.
The entire point of tb is to NOT make it a competition among guild members. There's a place for that, and it's called raids.
+1
The OP's suggestion of tiered rewards would make coordinating TB even more of a PITA as an officer.
The bonus shard from completing the special mission I could get behind though.
Thats an easy solution. Boot em and replace that guild member
My views are my own... except when they are wrong... then it's jar jar's fault
Pure F2P at heart
The top 10 notion would be even worse with the plan to make territories unplayable once they reach 3*. It's bad enough that somebody who wants to play won't be able to once all stars are achieved.