#Increased individual score ranking rewards for members of the same guild in DI, LCoG, and KC events.

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violet juniper
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The individual score ranking rewards for members of the same guild participating in DI, LCoG, and KC activities are divided into:
the first place gets a gold medal, the second to fourth places get silver medals, and the fifth to tenth places get bronze medals.

DI: The gold medal reward is 100 dragonmarks, the silver medal reward is 50 dragonmarks, and the bronze medal reward is 25 dragonmarks.

LCoG: The gold medal reward is 100 ascension shards, the silver medal reward is 50 ascension shards, and the bronze medal reward is 25 ascension shards.

KC: The gold medal reward is 100 antique tokens, the silver medal reward is 50 antique tokens, and the bronze medal reward is 25 antique tokens.

The rewards you get will be given after the event ends.

However, this is the launch of a new guild benefit. You need to reach guild level 150 and consume a lot of reputation points to unlock the above permanent benefit functions.

sinful cove
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so you want your guild mates to fight each other during the event?

violet juniper
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No, the main purpose is to make it easy to quickly get the full score of the team in the competition of these three activities.

In some guilds, half of the players may not play the game often, resulting in the individual scores reaching the low score required by the individual to get all the rewards, and then a few people's personal scores are very high, which also makes the total score of the guild reach the full reward.

I'm afraid some players may not be online for a long time, but their investment is very high and it is difficult to find a replacement, which will make a few people get more points.

Make the final rewards of high score and low score equal.

I think it is not fair.

quartz shoal
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That's down to the GM to fix, not all guilds are the same, and a rotation of players is normal untill people find their "home" guild.

sinful cove
# violet juniper No, the main purpose is to make it easy to quickly get the full score of the tea...

The events are made to be guild events. The guild working together to beat it. I personally wouldn't want my guild mates to be fighting each other for extra awards.

Also the people with bigger scores don't "carry" lower players that much. The lower players still need to get a certain personal score or they don't get all rewards. Which is also very close to the minimum score you need to do your share for the event

violet juniper
quartz shoal
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If a player has not been online for months then again that's down to the GM and / or the guilds vote. Even without one or two members you can still clear an event once the guild and the guildies grow enough

violet juniper
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The main problem is the official previous trailer : Some people say events have been a bit difficult lately. Or easy. Or impossible. It depends who you ask. This year we'll be adding Difficulty Settings for events, allowing guild leaders to choose challenge levels best suited for their guild. Smaller guilds will be able to run events with lower score requirements, and big time guilds will be able to up the challenge for even better rewards.

This may require more points.

quartz shoal
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I like your idea of more rewards and a different incentive to make effort, god knows i need more marks and scrolls and shards. I just think any potential change in the game would affect everyone differently not all the same

violet juniper
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If the official launches this year allow guild leaders to choose challenge levels best suited for their guild. Smaller guilds will be able to run events with lower score requirements, and big time guilds will be able to up the challenge for even better rewards.

This will make players who want the best rewards go to other guilds for development.

This may lead to some medium-sized guilds lacking players to join and causing the guild to close down.

If new players join the missing players of a medium-sized guild, most of them may come from small guilds, which makes it difficult to upgrade the building level of the guild, resulting in a vicious cycle.

The method I suggest may reduce the chance of this happening.

quartz shoal
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I do anticipate a lot of shake ups with guilds yes

blazing silo
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I kind of like finishing early and then going back to my own goals. Would really hate to be forced (Well not forced, but something like this would cause a mess) to do all 7 days of KC for the extra reward... waste of craft slots. Finish in a day and go back to crafting whats needed.

Something like this would also probably cause a decent amount of burnout in the upper guilds.

raw otter
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Thats really good idea and I even would go further with some rewards for place 4-5, 6-10, and 10-15.

  1. Some people doesn't participate in events (or they play just to get couple firsts rewards). But when they can get some extras, they can try to get to top10 or top15.
  2. Top guilds propably can finish events in day or two. This little rivalry give reason to participate in event from day one to the end of event.
unborn lichen
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I look forward to the shakeup from event difficulties.

But in terms of in-guild competition, imagine these things happen

  • Your guild whale is always in first.
  • You see people who don't get the ranking they want leaving the guild for a place where they can be first.
  • People who just started who can literally never catch up without spending money always getting last place rewards in guilds.

There's a reason the devs said they will never add PVP and all the other reasons I can think of about this come back to making it player v player on a local scale.

Can you provide an example where this would have a positive impact?

As is, the only ranking rewards are cosmetic for the very top guilds.

violet juniper
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Positive impact:

In response to the official announcement in the future, this year allows guild leaders to choose challenge levels best suited for their guild. Smaller guilds will be able to run events with lower score requirements, and big time guilds will be able to up the challenge for even better rewards. ( This is equivalent to the official asking players to PVP )

Source: #📢|announcements message

I believe that the chat channels in many guilds are rarely talked, making it difficult to coordinate and discuss whether to increase the difficulty of the guild team in order to get better rewards.

This will make players who want the best rewards go to other guilds for development.

This may lead to some medium-sized guilds lacking players to join and causing the guild to close down.

If new players join the missing players of a medium-sized guild, most of them may come from small guilds, which makes it difficult to upgrade the building level of the guild, resulting in a vicious cycle. ( This will also encourage people to want a better building level, forcing them to switch to a new guild and strive for better rewards )

So the suggestion I made can be regarded as avoiding the influencing factors I mentioned.

unborn lichen
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So to your first point. How are different difficulties in an event asking people to pvp?

violet juniper
# unborn lichen So to your first point. How are different difficulties in an event asking people...

My PVP refers to the quarrels and confrontations between members of the same guild.

If a medium-sized guild wants better rewards and chooses a higher difficulty, it will lead to more individual score requirements. If some players do not play the game online very often, they may be forced to improve their scores.

At this time, there are several options:

  1. Players who want to choose a higher difficulty and get better rewards cannot convince players with lower scores to improve their scores and may directly change to a guild with better development.

  2. Players with low scores will be restricted by the condition of not playing games often and cannot improve their scores. They may be forced by other players to join other guilds.

unborn lichen
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Wouldn't having valued rewards only exacerbate the problem by introducing an actual pvp element?

violet juniper
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No.

You can think of it as protecting players who don't play online often so that their personal scores don't need to be too high.

It's equivalent to using the top 10 reward mechanism to make them get more points, so that players who don't play online often won't be forced to improve their personal scores.

And some guilds have players who haven't been online for several months. They often have a lot of gold coins invested in buildings, which makes it difficult to replace.
This deepens the desire for activity scores.

unborn lichen
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What about when you have guilds where everyone is active and participates? You could have everyone within 20 points of each other and now the bottom group gets less than the top? That hardly seems fair.

The current system already makes you do almost 1/20th of the event you get full rewards. There's already a system in place to make you do your part if you want to get the event rewards.

violet juniper
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My guild members are not very active.

My definition of active is quite broad, which includes the need to regularly invest coins in buildings.

There are many team activities in this game, and we need to reach the minimum individual requirements of team activities to get all the rewards, which will reduce more time for development.

I am not worried about this.

My main goal is to complete the total score of higher difficulty team activities as quickly as possible, get all the rewards, and reduce quarrels and member changes between members of the same guild.

quartz shoal
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Quarrels and member changes? Does this happen to you a lot?