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How should the dev made a fairer raid reward system?
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As suggested by someone on the daily thread, I'll try to make this as proper discussion.

Story is from here


Story :

Couple days ago, I finished lv99 dragon manually, and here's the result

That is the result after 15 minutes fight. The other people wasn't listed as participants the moment I entered the raid.

It can be seen clearly the 2nd person deliberately put a team that can finish the fight as soon as it can. Gambling that one of the participants can 1-shot the dragon and then he can claim the 2nd dmg dealer reward.

I think this behavior is undesirable, be it from dev perspective or from the players'.

Regardless that this player's behavior most likely not affecting me or the other 2 participants (i.e. it's easy for the other 2 to score 1st/2nd/3rd prize), this is some kind of loophole that players like them keep doing.

Therefore, there must be a better reward system. A system that can take fight length into account.

There's also problems with dragons lv50 and below giving much less materials compared to lv51 dragons.


So I think the better reward calculation (for materials) can be done as follows :

  • Determine an "optimum clear time" where Time Multiplier is at peak. I suggest this number to be 10 minutes
  • The multiplier will grow linearly from 0 to 1.5 in that span, and falls down at slower rate every minute the fight passed that amount (let's say, 0.05 reduction per minute)
  • There will be a Base Amount thar grows linearly as the dragon level increases. I propose we start 40 materials for level 1 dragon and 138 materials for lv99 dragon
  • The drop can be calculated as follows : Drop amount = Base Amount * Time Multiplier * percent damage dealt

Examples :

  • Taking down full HP Lv99 dragon in 15 minutes : 138 * 1.25 * 100% = 172 materials
  • Taking down full HP lv99 dragon in 20 minutes : 138 * 1.00 * 100% = 138 materials
  • Taking down full HP level 1 dragon in 5 minutes : 40 * 0.75 * 100% = 30 materials
  • Taking 60% HP of lv90 dragon in 8 minutes : 129 * 1.2 * 60% = 92 materials

This way, leecher will be punished both by very short fight time and very little damage dealt.

And this way, people will have the incentive taking down the dragon they are capable taking down.

And also since the rewards now scale linearly, there's more reason lower level player take down their own dragon instead leeching the higher level ones.

This system also solves the problem where 4th ranked damage dealer score very close to the 3rd ranked. By the current system, the 4th have to receive much worse reward on "participant reward", despite the damage dealt by him might be just a hair-width.


Or maybe you guys have better idea than I do. Hopefully the devs can take a peek on what we said here

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7 years ago