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Post by shishno on Sept 1, 2016 7:17:55 GMT
Ya sorry about the lack of announcement, just checked this so I will make sure its understood next time, but looking at it, it seems to be working.
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Post by archseraph on Sept 1, 2016 12:35:24 GMT
Since the raid is almost over now, what are your thoughts on the current rules?
Looking at the damage everyone did, I was more hopeful that people would be able to do upwards of 2.5M with a 24h head start (vs the heavy-hitters).
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Post by isthisthom on Sept 1, 2016 18:22:11 GMT
Yup and the participation rate is still kinda low with 10 ppl that didnt attack at all. Did the strategy affect the outcome of the raid? Dr J. would say yes, what about the others?
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Post by archseraph on Sept 1, 2016 23:27:52 GMT
Of those 10 people, 3 haven't logged in in a while, but I guess we can give them a few days, and the other 7, not too sure why they haven't as I said something in the chat to do a fight so you'd be ranked even though you don't have good chars (about 3-4 people are in the low 70s so they don't have a lot of 6* chars yet).
The goal for limiting the heavy-hitters to 1 try in 40h is so that others can do more damage and make up for what we would have normally done 6M damage. However, the result was a bit underwhelming as most still averaged between 1-2.5M, as opposed to what I was hoping for about 2-4M average. The problem I see with this is that our rules were meant to boost everyone between 4-15 upwards so that'd it'd be a tighter race for the top 3 rewards and therefore the top 3 would change from raid to raid and this would allow somewhat of a fairer distribution of rewards. However what it's done is simply push people who were between 4-6 upwards (I don't recall where Dr J normally ranks) and so the reward distribution mostly remains the same, because arguably, most people want raid gear, and you pretty much get the same thing from 4-20 (more or less credits and raid currency). So in short, no, it doesn't seem to have affected a lot. Except for Nev, who was pushed down, and Dr J who moved up.
So moving forward I can think of 4 things: 1. Try this format again, with heavy-hitters hitting once after 24h, and free-for-all after 40h (1pm EST on the 2nd day), except I'd allow people who do 1.5M/5 attemps to do theirs twice before the heavy-hitters go. Maybe this will boost people from 7-15 up a bit.
2. Same as current format except free-for-all after 24h: this one is to give up on trying to create a fair reward distribution, but forcing a 24h before heavy-hitters go so that everyone has a chance to do the raid and be ranked at least. But this one would require the top earners to contribute more in raid donations.
3. This one would require more management, but the idea would be to have a rotating teams of top 3 per raid. For example I would be teamed up with Mathblaster and someone else who did more than 1.5M damage this raid and everyone would contribute in such a way that we would get top 3 rewards. Next raid, another group of 3 would be designated to win top 3, and we would cycle like this from raid to raid. This would be fairer, but requires a lot of management to have teams of 3 that can do enough damage combined to be effective in raid and also no one can get passed them.
4. Kind of like idea 3 but slightly different: Have a max damage cap per raid therefore forcing tighter race for the top 3, and the top 3 would be decided either through a rotating cycle or something else. This last raid, the top 10 consisted of people doing at least 1M damage. So if we force a 2M damage cap for example, that could allow about 5 people right now to get to the cap and we'd cycle the top 3 between whoever reaches the damage cap and allow them to do more than 2M to claim top 3. This could be risky as if the cap is too low, we wouldn't be able to finish the raid fast enough.
In any case, I think the 24h wait is good so we can still monitor the guild's progression for people currently doing less than 1M, and also allow everyone to be ranked and get rewards. I'm personally in favor of 1 for the next raid, and if there aren't any significant changes, I'd opt for 4. If you got other ideas, let us know!
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Post by Nev on Sept 2, 2016 2:39:32 GMT
Lol.... Nev got pushed down...... Yup.... Sure did! Had a shitty p3 run; one I would normally retreat and give another go. But I thought I would let it ride and let some folks get a better opportunity. And my p4, I could have finished the 50% remaining but didn't think I was being fair ... So I escaped after doing 30% damage. That was it for me lol.... Solid reason for getting pushed down.
In any case, don't think the guild as a whole is ready for a T7. Re T6, if we don't get max participation and improvement, we might as well donate more raid gear, let the heavies get heavier and see if they can run thru a T7; but still donate gear earned (like 1/3 for each raid).
Anywho, 24h head start, 1 attempt for heavies at the 24 h mark and 1 attempt at the 40 h mark is simple. I don't think I have the time to manage a rotation scheme :S
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Post by ferianritkus on Sept 3, 2016 0:57:34 GMT
Whatever is decided is fine with me...I didn't go here first before the raid so I didn't see the new rules...was gonna stop at 2 mil but my guys could not escape. Took most of them three tries. Only Fives got out on 2nd try. But we def need something in place for going back to Rancor from Tank raid
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Post by LtBalljoint on Sept 3, 2016 14:06:26 GMT
I like the idea. I just got teebo leveled recently and found out how easy it is to rack up points in the p1. Just please clarify which specific strat we're going with. I've read no one over 1.5 mil goes early but also anyone in top ten top ten.
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