As title says, will the 48hr join period still be a thing or will it be reduced by a day? Having the raid run for 6 days is nice but for movement it can be a pain.
For instance member join guild on Saturday, raid launches on Sunday. They're now locked out of a raid for a whole week with the 48hr join period.
bumping this as I kind of want to know the same thing. I joined a new guild, and the raid will be launching 24 hours after I've joined. Will I be able to get rewards?
bumping this as I kind of want to know the same thing. I joined a new guild, and the raid will be launching 24 hours after I've joined. Will I be able to get rewards?
No. We had someone join a few hours before the raid started but he was locked out.
Wasn't raid duration 3 days before and lockout period 2 days?
What's the reasoning for the idea that 1 day is now appropriate for 6 day raids?
If they are going to change it, wouldn't it make more sense to change the lockout period to 5 days? So they are almost guaranteed to miss a raid?
Regardless, for 99% of the players 99% of the time, this number is irrelevant. If you don't stay in your guild, perhaps you don't deserve to do guild content for a while.
Regardless, for 99% of the players 99% of the time, this number is irrelevant. If you don't stay in your guild, perhaps you don't deserve to do guild content for a while.
There's all sorts of reasons a person might move guilds. I can't think of any of them that would warrant punishing someone in their new guild where they're getting a fresh start. I also can't think of a way that mercing makes sense anymore. There's no way to make it more worthwhile than staying with your guild and doing the current content.
F2P since the last time I bought Kyros, Crystals, or the Conquest Pass.
Regardless, for 99% of the players 99% of the time, this number is irrelevant. If you don't stay in your guild, perhaps you don't deserve to do guild content for a while.
There's all sorts of reasons a person might move guilds. I can't think of any of them that would warrant punishing someone in their new guild where they're getting a fresh start. I also can't think of a way that mercing makes sense anymore. There's no way to make it more worthwhile than staying with your guild and doing the current content.
Perhaps they could institute the cool-down on raids if someone moves more than twice in a certain time period. That way players wouldn’t be penalised for a move, but would stop mercing.
Account started June 2020. 100% FTP. 8.2m GP. JMK, JML, SLKR, and SEE. Exe and Levi. Ally code 117-269-921. Swgoh.gg
Regardless, for 99% of the players 99% of the time, this number is irrelevant. If you don't stay in your guild, perhaps you don't deserve to do guild content for a while.
There's all sorts of reasons a person might move guilds. I can't think of any of them that would warrant punishing someone in their new guild where they're getting a fresh start. I also can't think of a way that mercing makes sense anymore. There's no way to make it more worthwhile than staying with your guild and doing the current content.
Perhaps they could institute the cool-down on raids if someone moves more than twice in a certain time period. That way players wouldn’t be penalised for a move, but would stop mercing.
Is mercing still a thing? It's objectively bad for the merc account (unless they're taking cash on the side to do it, i guess? Is that a thing?). But sure - two guild moves in the span of a week could trigger the events cooldown or something - that would be a fair way to do it.
I know of people that have moved guilds because of direct and/or indirect harassment, and other reasons that have nothing to do with the game - I think it's lame that anyone should have to take a hit on rewards because they're trying to get out of a bad situation.
F2P since the last time I bought Kyros, Crystals, or the Conquest Pass.
There’s loads of reasons why a player might want/need to move, and IMO that’s not a bad thing. Don’t know if mercing is still a thing, maybe in some alliances, but I don’t see why CG can’t implement a system that stops that (if they want to stop it) without penalising those who occasionally move.
Account started June 2020. 100% FTP. 8.2m GP. JMK, JML, SLKR, and SEE. Exe and Levi. Ally code 117-269-921. Swgoh.gg
Wasn't raid duration 3 days before and lockout period 2 days?
What's the reasoning for the idea that 1 day is now appropriate for 6 day raids?
If they are going to change it, wouldn't it make more sense to change the lockout period to 5 days? So they are almost guaranteed to miss a raid?
Regardless, for 99% of the players 99% of the time, this number is irrelevant. If you don't stay in your guild, perhaps you don't deserve to do guild content for a while.
No 5 days doesn't make sense. It's a three day raid, with a 3 day off period to rebuild tickets.
If a member joins on day 2 of the off period they can't get into the Raid, That makes 8 days without raid rewards or participation. 2 day lockout, 3 day running raid, 3 day cool off, then raid launch. And that's if the guild is hitting 30K tickets every day, longer if they are not hitting 30K every single day.
And no, you really can't hold off launching the raid because the ticket cap means that unless you were right at 180K tickets and holding, you lose tickets because the cap is only 210k. So if you hold a raid with 185K tickets you're flushing 5K tickets by holding.
People are confusing raids too. Not all of the available raids will be 6 day durations. I know people will mid level accounts that still merc. I know CG said the Endor raid will last 6 days not the dragon’s 3 but our countdown for completion was a 3 day clock on the Endor raid.
People are confusing raids too. Not all of the available raids will be 6 day durations. I know people will mid level accounts that still merc. I know CG said the Endor raid will last 6 days not the dragon’s 3 but our countdown for completion was a 3 day clock on the Endor raid.
They didn't end up changing the raid clock - just the ticket cost for entry. It's not possible to get enough tickets to launch in less than 6 days. It's not so much about the timer as it is about the tickets.
F2P since the last time I bought Kyros, Crystals, or the Conquest Pass.
Replies
Because then you can join guilds set up for daily raid finishes and cheat the system, like the old merching guilds were set up
No. We had someone join a few hours before the raid started but he was locked out.
What's the reasoning for the idea that 1 day is now appropriate for 6 day raids?
If they are going to change it, wouldn't it make more sense to change the lockout period to 5 days? So they are almost guaranteed to miss a raid?
Regardless, for 99% of the players 99% of the time, this number is irrelevant. If you don't stay in your guild, perhaps you don't deserve to do guild content for a while.
There's all sorts of reasons a person might move guilds. I can't think of any of them that would warrant punishing someone in their new guild where they're getting a fresh start. I also can't think of a way that mercing makes sense anymore. There's no way to make it more worthwhile than staying with your guild and doing the current content.
Perhaps they could institute the cool-down on raids if someone moves more than twice in a certain time period. That way players wouldn’t be penalised for a move, but would stop mercing.
Is mercing still a thing? It's objectively bad for the merc account (unless they're taking cash on the side to do it, i guess? Is that a thing?). But sure - two guild moves in the span of a week could trigger the events cooldown or something - that would be a fair way to do it.
I know of people that have moved guilds because of direct and/or indirect harassment, and other reasons that have nothing to do with the game - I think it's lame that anyone should have to take a hit on rewards because they're trying to get out of a bad situation.
No 5 days doesn't make sense. It's a three day raid, with a 3 day off period to rebuild tickets.
If a member joins on day 2 of the off period they can't get into the Raid, That makes 8 days without raid rewards or participation. 2 day lockout, 3 day running raid, 3 day cool off, then raid launch. And that's if the guild is hitting 30K tickets every day, longer if they are not hitting 30K every single day.
And no, you really can't hold off launching the raid because the ticket cap means that unless you were right at 180K tickets and holding, you lose tickets because the cap is only 210k. So if you hold a raid with 185K tickets you're flushing 5K tickets by holding.
If someone joins right after the raid ends, their 48hr cool down will expire well before the next raid starts.
The reason why guilds will launch every 6 days is because of the 180k ticket cost.
Unless I'm missing something.
You're missing if they join 2 days before the raid launches - they can't join and then are out for a least a additional 6 day cycle.
Mercing can't happen when you have a run limit and a set time length.
They didn't end up changing the raid clock - just the ticket cost for entry. It's not possible to get enough tickets to launch in less than 6 days. It's not so much about the timer as it is about the tickets.