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Yes, the “majority” of your tokens come from actual quests…
But the fewer # boards that you complete, the more critical it is for you to find a way to get 1st place!
Even at 5 boards complete, dropping just one spot from 1st to 2nd place is still a significant (14%) loss in tokens for the week! (And realistically,
most guilds aren’t even completing 4 boards, so the % loss is even greater…)
So, is it any surprise people (at any level) are impatient, disloyal, and hopping from guild to guild to try to maximize their earnings?
As often as he out-efforts his equally matched opponents!
But the problem is opponents are not equally matched based on guild strength, they’re matched against output.
Remember the tortoise and the hare? The tortoise won! But we all recognize that as a fluke. Do you think the hare lost in the rematch? Or the rematch after that? No! the hare won the rest of the matchups! But do you know what Rovio told the tortoise? “Look, you beat the hare once before, so clearly it’s a fair match. I don’t care that you keep losing.”
This is what it’s like to push really hard one week to get an amazing score and win a rivalry. You have just doomed your guild to be ranked at that level of output until you “trick” the system into a reset.
But do people have patience for that? No… they just leave… and it stinks for guilds…
Now, it’s only fair to also explain that these rivalry matchups were changed to be this way because previously, individuals were tanking their infamy so their guild would get easy matchups which they could then dominate every week… In theory, these new rivalry matchups changes were
supposed to solve that… it would be nice to hear if Rovio feels that it worked…
My reason for explaining that is to say – although matching guilds up by infamy
seems fair (that’s why it was the originally implemented method after all), we can’t just go back to that without also figuring out a way to address the tanking problem.
Now that we clearly understand the issue(s), here’s where I go into solution mode...
I’m okay with having rivalry placement rewards be a significant % of the tokens earned per week (this actually is a huge benefit to newer players, and serves to help them catch up to the big fish).
But the problem is the absolutely MASSIVE drop from 1st to… any other placement.
Every week, 5 out of 6 guilds (83% of all guilds) feel really bad about their results...
I want the feeling to be: “Hey guys, let’s push for first, it’s worth some time, energy, money investment. But ending up at 2nd or 3rd shouldn’t feel like a colossal failure.”
So, I like big placement rewards, but I’m also saying:
we need the reward curve between 1st-6th place smoothed out.
I propose we change the placement rewards as follows:
- 1st place = 21,000 tokens
- 2nd place = 18,000 tokens
- 3rd place = 15,000 tokens
- 4th place = 12,000 tokens
- 5th place = 9,000 tokens
- 6th place = 6,000 tokens
It’s the same # tokens, just spread out more evenly.
Competition stays alive! It’s still worthwhile to be higher rather than lower, but now guilds that happened to finish 1st vs. 6th are only 15,000 tokens apart instead of 41,000 tokens apart (remember the reason they were paired against each other to begin with was because they were deemed "equally capable").
People will stop guild-hopping, and start being loyal again!
Guilds will stop doing 2-week “resets” to try to game the system for easier matchups (it stops being worth it)!
I do not like suggestions that attack a symptom, not the root cause. The root cause is that every place stinks except 1st place, so people are desperately flailing around trying to find themselves in a guild that gets 1st every time. People are mostly impatient and ignorant of how it works, so they don’t even realize it’s not possible…
But the solution isn’t to “force/encourage” people to stay where they are. The fix is to remove the horrible unpleasantness from staying in a guild for more than 2 weeks.
I'm not convinced breaks would be good… but it’s a really tough question to decide when/how to do it that would be fair to everyone… I’d rather hold off on this in favor of my suggestion above to see how that goes…
But I absolutely LOVE rebalancing rewards to make maximizing infamy more worthwhile (Season rewards below nightmare are trash, unless you're at the very top of your league, which is weird because if I'm in Ace 1, I should get better rewards than the top guy in Ace 3...).
So, basically have a “guild quest ranking” (i.e. infamy system for your guild).
Nothing wrong with this idea, except it doesn’t solve the real problem. Again, it’s a bandaid to try to alleviate the symptom, not attack the root cause.
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