03-01-2016, 06:50 AM
At this point Town Invasion rewards have seen a lot of changes. Every change has been an effort toward making the rewards fair and balanced. Town Invasions are supposed to be very rewarding, because they draw players together for an hour or two each day to work toward a common goal.
My goal has never been to make the rewards of town invasions stingy or hard to get, but to balance them over all the players attending and make sure everyone gets a nice reward from it. Some of the changes have missed the mark, some were just overall too rewarding.
Our first iteration of the town invasion reward system worked like so:
So the next iteration worked like so:
Prior to this patch, our system now works like this. Each mob has a minimum chance of 0.5% to give platinum, or 1.5x the chance that they normally give. Multiple players can earn their 2 plat from the same mob. The idea being that players are rewarded for staying at the invasion from beginning to end.
However, I can agree this is the worst system so far. For one, it requires a lot on luck whether you get platinum or not. Secondly, it favors platinum being given out in the early levels while in the later levels where there are much less mobs, it's harder to get platinum, despite the increased rate of drop. Thirdly, some invasions give out far more platinum than others simply due to the base chance of the mob dropping plat. I've seen some entire invasions drop less than 20 plat, while others dropped nearly 200.
So to rectify this, we'll be moving to a new system, and one I hope that will work to keep things fair and balanced in the invasions. Onto the differences:
As always, I keep logs of how platinum is distributed and will adjust as necessary.
This patch is now live.
My goal has never been to make the rewards of town invasions stingy or hard to get, but to balance them over all the players attending and make sure everyone gets a nice reward from it. Some of the changes have missed the mark, some were just overall too rewarding.
Our first iteration of the town invasion reward system worked like so:
- Players who did enough damage to the boss got 10 platinum.
- Mobs had twice as high of a chance to drop a single platinum.
So the next iteration worked like so:
- Damage was tallied over the whole invasion to determine who got between 4-12 platinum after the boss died.
- Mobs had a flat chance to give a player platinum when killed (multiple players could get platinum from the same mob).
Prior to this patch, our system now works like this. Each mob has a minimum chance of 0.5% to give platinum, or 1.5x the chance that they normally give. Multiple players can earn their 2 plat from the same mob. The idea being that players are rewarded for staying at the invasion from beginning to end.
However, I can agree this is the worst system so far. For one, it requires a lot on luck whether you get platinum or not. Secondly, it favors platinum being given out in the early levels while in the later levels where there are much less mobs, it's harder to get platinum, despite the increased rate of drop. Thirdly, some invasions give out far more platinum than others simply due to the base chance of the mob dropping plat. I've seen some entire invasions drop less than 20 plat, while others dropped nearly 200.
So to rectify this, we'll be moving to a new system, and one I hope that will work to keep things fair and balanced in the invasions. Onto the differences:
- Platinum drops are now guaranteed. Each level of an invasion will give out a set amount of platinum (not counting normal "corpse" platinum drops).
- Level 1: 20 drops of 1 platinum.
- Level 2: 25 drops of 1 platinum.
- Level 3: 20 drops of 2 platinum.
- Level 4: 25 drops of 2 platinum.
- Level 1: 20 drops of 1 platinum.
- If there are 250 mobs in the first level, and first mob in the level has a 20/250 chance of dropping platinum, the second will have either a 19/249 or 20/249 chance, depending on whether platinum dropped off the first mob. The less platinum which is dropped, the higher the chance the next mob will drop it, and vice versa. This guarantees at the end of a level that the invasion level has given out exactly the amount of plat that was intended.
- When an invasion is scaled up to have more mobs, the amount of platinum given out will too.
- Since the amount is now flat, players are almost guaranteed that the more work they do at the invasion, the more platinum they'll get.
- The highest damager of a mob will receive the chance for the platinum drop, instead of everyone who attacked it.
- Highest damage uses "scaled" damage, so if multiple people attacked a mob, the person who is more likely to get the platinum is the one who did the most total damage after bard/tamer/direct scaling. This means simply running around "tagging" every mob at an invasion won't be as effective as someone else is doing the majority of actual killing.
- The calculation for eligibility for the rare drop at the end of the invasion is unchanged.
- Bosses will now explode and leave gold piles again instead of gems/plat.
As always, I keep logs of how platinum is distributed and will adjust as necessary.
This patch is now live.