We're not sure on how the raid will go down yet but I'm hoping it doesn't work the same way as the current raids ie. at a specific time with a set health. Currently it's very hard to find a raid time to please everyone and often people will miss out on the raid.
Something that could be done would be to have the raid open for a set time e.g. 24 hours. Everyone can attack whenever they want and rewards are based on the total damage done by the guild. There could even be criteria that X amount of damage has to be done by the end of the raid to consider it completed.
What do you think?
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The one mechanic that may help, is how they increased the time between raids with a higher ticket count like they did with HAAT.
How would you adress phases? What happens if you wanna attack phase 3 or 4 and you cant get past phase 1?
Well then they should reward tb based on performance too??
I don't know about you, but I've never seen GK or Raid Han in platoons.
http://swgoh.gg/u/Corrog/
http://swgoh.gg/u/Talshin/
Really I've always seen raid han in platoons and started seeing GK after they reworked them so that after phase 3 platoons are impossible to fill
If you can’t get past phase one you don’t deserve to attack in any higher phase.
My guild starts raids around activities reset, so everyone knows it's always consistent.
Op that would be great but probably won’t happen.
Will be in platoons 2 months earlier than when most people will unlock. I love the idea of joining as a 0.
You are also too comfortable with farming. When HAAT came out it was not as easy to farm as it is now. Raids are meant to be challenging, require special team compositions and investments. In time, like Rancor, they turn into farmfests, just like any PvE content in every MMO out there. Hard at start, farm once you get comfy.
It literally takes 1 minute to press raid, press battle, select 1 random toon, press atk, auto it, get killed, get 0 dmg, ???, profit. You would rather make somebody do days of coding because someone in your guild cannot do this in 24 hours? A person that cannot do this in 24 hours simply does not want to do it.
I like it, But if you post 0 banners in TW you get 0 rewards, FYI
Ofcourse they are results of mechanics of the game. There wouldn't have been a reason for a 24h 0 dmg period if raids worked like the OP suggested.
Instead of 24h to place a 0 dmg score and an x amount of time to actually battle the raid, you'd have 24h/48h to just do damage on the raid.
In order for it to work with different phases it will probably become a little too complicated though.
As far as the suggestion for getting rewards base don damage in 24 hours - that's how a lot of these go down out sode fo SWGOH - but for that it'd have to be a single phase. OR. Your own specific self gets to advance phases as you deal damage with anyone lagging behind stuck on earlier phases. OR. Raid is two parts - each is 24 hours and you deal your max damage - which stinks of TB and TW - but would probably be our only path to getting a raid that's not solo-able and everyone can attack at their own convenicence.
No I'm not underestimating the time it would take to properly code this. I'm actually in the industry so know a bit more than you might think.
All that is needed is for there to be unlimited health on the raid so it never actually gets killed. All the other mechanics can remain the same. There is very little additional coding required.
I'll admit there might be some potential issues if the raid was in phases like it currently is. I'm not sure I have a great solution for that besides the raid being X days with each phase transitioning each day.
Also you say ""Implementing a whole new mechanic is a lot easier than editing an existing one"? I'm pretty astounded you as a player would say this. You're essentially promoting the fact that they should never implement anything new/innovative in this game? Wow.
It had a wonderful raid system which you took your team through a map using ‘energy’ and as you progressed through the map you would encounter raid bosses of increasing difficulties. Everyone in your guild would go through the same map and fight the same bosses eventually killing off the various bosses until either you couldn’t go any further or ran out time/energy or completed it. It was really fun and initiated by the dev teams... in the end, your rewards were based on your guild scores. Would love something like that here. Was pretty fun but I doubt it would work as well with this game....
that's not solving a problem, that's denying there is a problem eventhough it inevitably will become a problem later on.
1. Nobody can accidentally solo a whole raid "accidentally".
2. Guilds can tilt more towards a variety of nationalities and timezones
3. You don't have to race your teammates in trying to test a team
I hope this will come true but I wouldnt know from a coder's point of view.
The actual mechanic for the way raids work is, (and I'm assuming we're taking heroic level here), is that from the moment one of the guild officers start the raid, the guild (as a group) has 48 hours finish the raid, using any 7* toon they have.
Everything else that has become associated with raids - specific times, 24h registration periods, specific times to post scores - those are things guilds set up for themselves. So, when the Sith raid will come, each guild will decide for themselves how to handle that new situation.
And after we have all gone through that, and everyone will complain together, than people on the forums and various discord servers and reddit, we'll all find a method that work. And we'll either use it or not. Because the system will be something players will come up with, and won't be mandatory in any way. Just like all other systems we came up with.
Personally i would prefer that the devs provide a more suited raid system than having to come up with eleborate plans to manage our guilds.
The initial HP pool of Normal Tank raid was absolutely ridiculous and a "nerf" was required.
https://swgoh.gg/u/magulama/
While I do understand where you are coming from, if the devs make a system in game to manage things then there is one system. By leaving it open they allow guilds to be flexible and customized to the guild.
I fail to see what the difference is between the current system made by te devs and a potentially improved system also made by the devs.
The current system is also limiting guilds in their options and isn't exactly "open".