24hr FFA Raid Rule - one rule to ring them all

Keaven
1099 posts Member
edited October 2016
There is a need to have simple to enforce, yet fair raid rules to maintain a good environment in a guild.

The most important thing is to give everyone as best an opportunity to score some loot as possible, since they are contributing their fair share of coins.

The other priority is to make sure competition is fair for all, especially those that are capable of dealing more damage than others in a raid, as they will look elsewhere for better loot.

After our first TVI raid in FTB we developed the simplest raid rule we could, whilst being fair to all raiders, strong and weak.

We have since shared this technique with other guilds who have adopted and/or modified for their own purpose.

24hr FFA:
Anyone dealing damage prior to the announcement of Free For All (FFA) 24hrs after a Heroic raid is launched is ejected for the raids duration.

It's as simple as that.

As FFA Heroic raids typically last less tham 15 minutes, this essentially means anyone not able to make the raid FFA start time has 24hrs to sacrifice a 7☆ hero to the pigs and tie for last place loot on 0 damage.

If your solo hero gets to attack, no damage must be dealt to the captain to register 0 damage.

It also allows for practicing on pigs using retreats, and plenty of time to have a battle prepared for the announcement of FFA and score big in P1.

When preparing a battle for FFA you can turn data off on your device after starting your attack to make sure you don't get ejected from the raid if you do not pause in time before your squad is defeated, which would register your score when you have Internet connected.

Some people may be happy with other raid rules that involve more work in staging attacks, or single attacks to slow a raid down, but if they involve attacks that are not FFA it is not fair for anyone who is sacrificing higher ranks to others with less roster power.

Once any phase is defeated anyone finishing a battle in that phase will only have their damage registered for their personal raid damage, this damage will not be reduced from the current phase boss's HP. This is called overkill damage.

With this in mind raids can also be extended with an optional solo phase rule, allowing for more competition (both in higher ranks and lower) due to extra overkill damage.

Solo Phase Rule:
If you have pre loaded a battle that has soloed a phase, you must wait until the chat log declares that phase complete before finishing your battle.

For eg.
If you have started a battle prior to FFA being announced and have completed P1 and P2 and are waiting in P3 to complete your battle at the commencement of FFA you must wait until the chat lof announces P1 completed. You can then rinse and repeat for the next phase.

This way when multiple people are posting solo phase battles they are all added as overkill damage, leaving more damage available in later phases, and those that cannot yet solo P1 have more opportunity to score damage in all phases of a raid because they are the ones dealing the actual damage to take a phase down.

Whilst we have many divisions in FTB and so are able to accommodate anyone's timezone with fixed schedules, another way to balance raids for everyone within a single guild (without excluding any region in the world) is to increment the raid start times by 6/8 hours giving a cycle of 4/3 raid times.

If you are not happy with your guilds raid rules you can apply to FTB here:

https://forums.galaxy-of-heroes.starwars.ea.com/discussion/61161/ftb-alliance-guild-mergers-we-want-you
Profile: Keaven
Guild: Fear The Boot
Post edited by Keaven on

Replies

  • We use precisely these rules. They work a treat.

    Staging raids means monitoring and surveillance, which is a PITA.

  • Keaven
    1099 posts Member
    edited August 2016
    Without only FFA attacks the stronger members are essentially allowing others to beat them.

    A few have also tried to negate pre loading battles, but it's a PITA to enforce, and if simply allowed it is still fair and equal for all.

    Plus it allows for massive overkill damage which adds some strategy and fun for ranking. FFA is usually around 10 mins in a current typical division with top 20 usually score over 2M being able to solo P1 or close to it.

    No waiting around for FFA for an hour or more with single attack rules before FFA.

    But big damage can take an hour or more to preload lol.

    In particularly powerful guilds or divisions the optional solo phase rule also adds a deeper experience and competition for those not yet able to solo a phase, to compete for ranks below the solo hitters.

    ie players not able to solo P1 get to compete to bring down the pigs before the solo players post big overkill damage after P1 completes.

    Solo big hitters can then preload the next phase and again post more overkill damage if able to solo P2 with a second turn burn squad, whilst smaller hitters register their attacks in multiple battles. None of which requires coordination or stalling the raid.

    The team rule some are using, in sharing raids, is particularly frustrating for strong players having to score 0 every second raid, and sounds like a pain to organise and adhere to the schedule if you can't make your turn for FFA.
    Profile: Keaven
    Guild: Fear The Boot
  • The unknown is what shards are on offer in the new raid type. Will it be Han or someone else?

    If someone else and rewards are better than the current raid, you want to spend as little time as possible chasing Han shards to 7* him.

    We've recognised this and players who are 80/100 can only hit phases 3&4 to allow the stragglers to catch up a little.

  • Keaven
    1099 posts Member
    Jedi_of_Oz wrote: »
    The unknown is what shards are on offer in the new raid type. Will it be Han or someone else?

    If someone else and rewards are better than the current raid, you want to spend as little time as possible chasing Han shards to 7* him.

    We've recognised this and players who are 80/100 can only hit phases 3&4 to allow the stragglers to catch up a little.
    People always have a choice to sit something out or just hit 0 damage to allow others to rank if they wish.

    Forcing someone to is just likely to send them elsewhere.

    It's not easy finding a good guild banking 30K coins a day, so you'll still get shards faster than in a guild you can compete for higher ranks, and probably isn't full or banking 600s every day.
    Profile: Keaven
    Guild: Fear The Boot
  • We do this at EBB and recently implemented the same "Solo Phase" rule to spread out some of the over damage. The FFA rule is simple and takes care of a lot, but may not be for every guild. Reward structure still creates discord in competing for Han Shards, credits, and gear. FFA works if the bottom finishers that are contributing coins to open the raids are willing to put up with the lower rewards.
  • IDobaFett wrote: »
    We do this at EBB and recently implemented the same "Solo Phase" rule to spread out some of the over damage. The FFA rule is simple and takes care of a lot, but may not be for every guild. Reward structure still creates discord in competing for Han Shards, credits, and gear. FFA works if the bottom finishers that are contributing coins to open the raids are willing to put up with the lower rewards.
    The ideal situation is that bottom ranks are new players getting a head start with at leasy one 7☆ hero who could never hope to be getting heroic loot without big hitters taking the rancor down.
    Profile: Keaven
    Guild: Fear The Boot
  • Problem with using a timer on overkill damage posting is that it's impossible to enforce and selfish people can post solo phase damage earlier to get an advantage.

    Using the phase end chat logs can be enforced and if lag is an issue someone posts in external chat app as soon as any phase ends.
    Profile: Keaven
    Guild: Fear The Boot
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