Someone might have suggested this before, sorry if it is a rehashed idea, I haven't seen it yet. I was having a discussion in my guild about someone soloing the Rancor and whether it matters. I was thinking to myself, it's kind of counterintuitive that we have a game mode where we are essentially competing against our own guildmates. It's not the end of the world, but I think there might be a better way.
What if we had a new raid where the awards/prizes increased the more total damage a guild could do over a set period of time? So everyone gives it their all for 2 days or whatever the time is and then prize ranks are based on damage, but the prize tiers also increase as the guild as a whole does more damage. You get better prizes the more damage you do relative to other guildmates, but you also all get better prizes the more damage everyone does. Win-win.
Before you say that is territory battles, it really isn't. TB, you end up deploying a ton of good teams that do no damage and once you complete a mission, you're done, you don't get to hit until your team is defeated.
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Ok, limit it to your 10 best teams over 2 days.
The problem is the battle doesn't change, that's where it gets boring. Plus you never win, ever see Karate Kid 2 that dude was chopping at the same piece of drift wood for over 50 years. I mean that at least had symbolism, you are proposing boredom after fight 3. The game gets stale enough even when there are rounds like GA and TB. But when you just pound the same object even only 10 times and what's the point.
I like where your head is about not competing against your own guild for rewards but that can be fixed just by balancing the rewards the way they did with raid sims for Rancor.
You are definitely entitled to your take. I think for me it would be interesting to try to hit new levels personally and as a guild (it's a game, we never really "accomplish" anything), especially if the new levels came with solid rewards. Also, the battle changes as you try different teams and compositions, just like every other part of this game.
I suspect you play arena with 5 of your 173 7* characters, are you saying that is not akin to hitting "meta driftwood" over and over and doing the same thing every day? Maybe it only happens twice a month or something. Fighting Traya over and over with the same five teams doesn't fit your driftwood metaphor, as well?
In the proposed version, everyone gets to play, everyone gets rewards based on their guild's overall performance and everyone gets rewards based on their personal performance.
Each phase lasts 24 hours
Each player gets N attempts (3? 5?)
Everyone gets rewards based on guild total damage
Everyone gets rewards based on individual contribution.
Seriously, great idea for a fun raid!
But if the goal was to see how much you could hit, you would use the bottom the of your roster everytime to try and improve.
I do feel arena is meta driftwood and more often than not I only do 2 attacks per day for this very reason. Also I almost never do an attack in raids anymore for the same reason. I mostly play to collect, and hang with my guild.
Your proposed version of rewards is great, just dont need another beat my head against the wall scenario especially when I literally can never win.
Agree to disagree.
From a guild perspective it's completely irrelevant which member wins rank 1 prize and which member wins rank 50 prize. The guild as a whole wins the same amount of prizes disregarding what order the members are ranked.
No, thank you. The game consumes enough time as it is. I like that some players can sit out without hurting the guild (as long as the raid is on farm).
That's not an unreasonable thing to think. But the answer to this was Territory Wars and Battles, where the entire guild works together to get equal rewards independent of individual contribution.
Sometimes the answer to an incongruous game mode isn't to change the mode, but to introduce something congruous.
Good point, so basically TM bonuses would have to be removed or limited.
Exactly what I said 3 comments above yours.
And miyagi OHKO’s the thing. Sato should give him 10 million for not killing him in 30 seconds 50 yrs prior
I would have to agree. That said, an easy way to reward big damage is to keep the raid gameplay exactly like it is, but any "bonus" damage done would increase the chance to get better gear. That way you wouldn't have to play any longer than normal to solo, but the more people that solo it, the better the rewards.
I would do something like this: Reward rank = Normal reward rank - (Total damge / total health - 1).
If you did twice as much damage as you needed, then the player that ranked 11 would rank 10, and so on. The advantage to this would be that anyone who soloed the raid would be guaranteed a #1 slot, and the more people that soloed the better everyone else's rewards would be (though still not as good as for those that put in all the effort).
Heh what happens if theres an infinite loop glitch and someone deals 100m ex(traya & old finn) I guess the rewards would be pre nice then. Lol 300000 stun guns.
Then you should be asking CG to put you up against me in GA
I would love this but your GP is about 500k higher than mine. Put your progression on hold for a couple months, k?