Are the rewards the same for every player . And if so why . I would think a 4mil gp player would get better rewards because they have to place more defensive teams and have more offense teams. Than a 2 mil. Player . Because in territory wars a higher GP Guild receives better rewards than a lower GP Guild
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Ever since Grand Arena started, I've been hesitant to increase my GP needlessly in order to avoid getting matched with players with stronger rosters. I know I'm not the only. If they had better rewards at different GP tiers, it would be a way to combat this approach and motivate players to increase their GP instead of trying to remain where they are.
Why? No idea.
In single player events, the rewards are equal, regardless of player GP. Arena will payout an equal reward on the 1st day it's open, same as a day 1 shard. Galactic Wars is the same, The 12 stage clear is the same for a 5 million GP player, as it is the first time you clear. Grand Arena kind of fits into this category. A brand new level 85 player, should be eligible for the same rewards for being #1 in their bracket, as #1 in a top GP bracket.
Individual event prizes shouldn't be tiered to GP, as the sole deciding factor on rewards.
How does one drop their GP?
By dropping mods off characters that you're not going to be using
Oh, I hadn't considered that. That's a good idea. Thanks, mate!
I'd be ok with that as well. It would really require strategy for the players who were in the mid GP. 9 defense slots, maybe just 1 fleet, and the rest for offense. Strategy would be more important than just a squad or 2 making the difference.
I wish this were also true in TW.
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
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I see where you're coming from, but I feel like that would be a train-wreck.
Players with higher GPs would be able to have fun and strategize and duke it out.
Player with mid/low GPs would field like 1-2 good teams and the rest would be weak teams. It'd be less strategy and more hoping that the other player has weaker teams than you.
I could be wrong, but that's my initial thought as to how that would play out.
The point is not really everyone should set the same number. But the rewards should be different across different tiers
The more I think about them "including TW rewards with GA" the more this concerns me. I am starting to wonder if the GA rewards in December are going to be the same across all GP tiers or if they will scale at all. Given the history of CG "apology rewards" and "fixes" I fear they will go with a "one size fits all" approach and everyone will see "average" TW rewards in GA this month. Which means far weaker rewards for active/veteran players.
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
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Sure, that was the original point (which I agree with). My previous comment was in regards to your second suggestion, letting everybody set the same amount of teams.
The mode is supposed to test the depth of roster which is why the number of defensive teams scales based upon GP. Wouldn't make any sense to have the same number of teams. Smaller GP players wouldn't have enough decent teams or the higher GP players would only be battling with a few of their many teams.
Sure, that totally worked out that way in tw.
Why?
Each player has to win 3 battles at the same proportional difficulty. It's not like the a 2.2M GP player has an easier time facing a 2.2M GP player than a 3.9 would facing a 3.9.
A 4M player is expected to have more high-value squads. That's why their zones are larger - because if they put 5 squads on defense and 5 on offense, pretty much every 4M player would clear every zone every time. You need those extra squads to raise the challenge level for the 4M players to approximately the same as the 2M players.
At the risk of repeating myself, I'll have a go at this.
This is an individual event, and you receive no outside assistance to complete the task. You complete the mission, and you receive the reward. You are competing against 7, now known, players. Your rewards will be based on how you compete against them.
I'm not competing against the 5 million GP players at the top of the game. I'm at 2.5 million. If I'm lucky enough to finish with the best record, I think my effort is the same as someone who finishes the event with the best record, albeit starting in a higher GP bracket.
The same argument could be for players that set no defense for reasons.....they put absolutely no effort other than the clicking the join button. Why should they get the same rewards as someone who battled ferociously in all 3 rounds until the end, perhaps finishing 1 point behind in 3 very close matches, but they finished 8th.
That is only true if the matchmaking system finds a way to group TW narrowly focused players away from the broad collectors. Otherwise, the higher your GP goes the bigger the difference in these two rosters becomes and the harder it is to switch and change direction to fall in line with CG's new don't collect them all motto.
Matchmaking has been pretty tight as far as the spread is concerned.
I'm not sure how the # numerical value of the GP would cause a larger gap to make it harder at the top end. Unless you are suggesting they use a single % as the max difference between matches. It wouldn't seem so from the matches we are seeing.
Collecting them all is fine, TW is a great example where people can use useful high geared odd ball teams to throw a wrench in the works. The bad GP is related to non useful toons being geared up for other less competitive minded game modes. I.e. TB (which still benefits from focused development on teams and toons that are still useful for special or restricted missions, and beyond in TW and now GA.)