We are a T7 raid guild who have the problem with finishing to fast...in the raid that is
. We want as many players to get rewards - without removing the competitive element.
We have tried a few restrictions, but they all have their shortcomings:- Only 1attack in the first 24 hours - hard to check and really give an advantage to teams with a great Teebo
- Only let people attack during phase 4 if they haven't attacked before - less prone to cheat as the advantage of attacking in phase 4 if smaller, but recently we race to fast through phase 4 anyway.
- Only 1 attack with 1 toon the first 24 hours, with the goal of scoring as little damage as possible - haven't tested it yet, likely the next thing we will try.
Do anyone have better ideas?
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b) keep the competition open and healthy, don't set limits (other than 1 attack). multiple people attacking phase 1 wastes alot of damage allowing more people to attack other phases. it does work. issues may show up later when people are clearing P1 and parts of P2 and/or P3. people that work on the right team (mainly teebo but there are other options) will want to attack P1 for the high numbers. it is a grind though.
c) trust your people. the game doesn't have an attack counter. set serious consequences against recording damage early and/or attacking multiple times. those are pretty easy to see without an attack counter.
No, there is not one solution for all guilds. All guilds are in different stages so rules will evolve as the guild evolves. From having to squeeze out every bit of damage to complete T7, to wasting as much damage in P1 as possible, or possibly rotating out phases so others can complete Han shards.