I still think if there is a cap, it needs to be
based on raids where the player hasn't reached min actions. I also think min actions needs adjusting. I know you did away with tiers as far as limiting how many of each level grouping could join a raid, but perhaps
tiers still make sense as far as setting mins.
Example:
T1 = 2K actions (incl 1K heals)
T2 = 4K actions (incl 2K heals)
T3 = 6K actions (incl 3K heals)
This is more inline with what players should be capable of doing at those levels.
You'll still get
blockers -- players who do 1 action just to take a spot and have no intention of doing more. But they'll be
restricted by the cap as they won't have met mins.
You'll still get
campers -- players who do 1 action just to save a spot and wait to see how the raid progresses before doing more. But they'll be
restricted by the cap as they won't have met mins. And they might check in more often to get their mins in as they can't keep joining an unlimited amount of raids.
You may get the same amount of
slackers -- players who do the bare minimum regardless of their level, who rarely go above as they are content with the common/superior chance drop. *BUT*
these players will have to contribute significantly more to the raid based on their level. No more level 10K pluses doing 1,000 1 stamina attacks with 500 20 energy heals. (And there's a good dozen of these players.)
What will also happen is:
- The prolific raid players won't be negatively impacted. They can join more raids, help more players.
- The newbies & lower levels won't be negatively impacted. They will still have the 2K limit and now will be included in more raids, and have time to do their mins as the bigger players won't need to free up room in their cap while waiting on a little.
Yes, it's more complicated to program, and it won't be done in time for this raid season, but you need to look at each game and each platform separately and figure out what works best. A straight 30 cap on uncollected is not working in LCN Server 1.
Thanks.
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