No, it will never settle. I’ll show you the math.
Let’s say we rank every guild by active-ness. Now we are having rivalries like
1,2,3,4,5,6
7,8,9,10,11,12
13,14,15,16,17,18
Etc...
Because of the reward system, we are punishing 2-6, 8-12, 14-18 etc. That is, we are punishing 5 out of 6 hardworking players (assuming all guilds have full member). This will result in a huge number of players quitting the game.
In the past, the system mostly match the sum of infamy, which encourages hardworking players to contribute more than their fellows at similar infamy. This is healthy, and the result was, usually you get one strong rivalry per week, and you can always get second as a reward for your hard work.
Now this new system will definitely encourage sandbagging, just like a company setting their sales’ yearly target according to their performance in the previous year, and giving out commission bonus based on how much you exceed the target. Those sales will just perform ultra poorly one year, and get a huge bonus next year.
In general, you should never punish hardworking players. You might think that it creates a lot of competition in a short period of time, and perhaps generate income for Ravio when people throw money into competing with each other, but no, you will lose 86% players very soon and Battle Bay guild system will not only generate no extra income, but turn the company figure to red very soon.
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