From the wiki:
Public Quests or PQs are area-specific, ongoing quests that are automatically assigned to each player that enters the area. All players work toward completing that same quest, if they choose to participate.
Under that definition, leeching is not an issue. However, what that fails to take into account is that the game doesn't award PQ bags in a fair manner, judging from each player's actual contribution. Similar to instanced content like dungeons, the ch.22 Hard PQs cannot be completed without organization. If people wanted to individually solo the content, then we would need a crazy amount of people in the PQs, similar to what happens in the Overworld Boss PQs that are tied to events like Wild Hunt, Sigmartag and the Halloween one.
Since those numbers are not achievable (for many reasons), what remains is organizing fewer numbers to tackle the PQs more efficiently. And here lies the issue; while being PQs this content is effectively meant to be played as an instance. So how do we fix this?
Here are some statements that seem logical to me, and therefore I will be basing my proposals on. If you disagree with them, feel free to discuss why in the comments.
- Tackling those PQs in an organized manner (warbands) is the preferred way of completing them; this seems self explanatory because we wouldn't want more people to compete for the same rewards. The more people there are, the less percentage of the total participants get rewarded (e.g. 18 bags for 24 people vs 18 bags for 50). Requiring less people also allows for the other parts of the game (scs, orvr, etc.) to function better due to higher available population for them. Finally, it minimizes player tensions and frustrations by having everything properly communicated in advance.
- Individual performance (according to class role) should be the main deciding factor in determining rewards; we don't want to encourage people to slack off while the other 23 do their job for them. Conversely, we should reward everyone for their effort, regardless of their role/class.
- Warbands should function as separate entity compared to individual players and be treated favourably at PQ completion. This is a bit harder to prove, but here is a thought experiment:
If people have equal chances in a warband and outside it (by performing their role), then most people will decide to ''leech'' since that would grant the same rewards but with putting in less effort outside the game (joining discord, listening to leader commands in coms, etc.). Consequently, as per the first statement, this would gradually motivate people to avoid warbands and thus result in a suboptimal (for the community and the game) way of tackling this content.
- The number of rewards shouldn't scale with the number of participants; the boss mechanics are too complicated to scale with player numbers, so increasing the number of bags proportionately to the number of PQ participants would only result in trivializing the challenge and into escalating the requirements for attempting it (e.g. people refusing to do the content because ''it's too hard unless there are 50+ people there''. The latter also ties into statement 1 and should be avoided.
- The number of rewards should be exactly 24. Here is the reasoning:
- If it's less than 24 then people some people will always be disappointed by effectively ''wasting their time''. While this might be fine in the case of guild/wb leaders passing rewards in favour of other people, this shouldn't be the assumption for any (pug) wb attempting the challenge.
- If it's more than 24 then it would incentivize people to form overflow warbands/parties to attempt the PQs. While this could alleviate the leeching issue, it would also be quite awkward since all healers would prefer to be in the main warband so as to be able to cross heal better (and therefore get better rewards). Promoting organizational drama should be avoided at all costs.
- Whatever solution is reached for this issue, it should require little dev-time; a lot more aspects of the game need immediate attention and thus valuable dev-time should be used efficiently
Taking now all the above statements for granted, I will be examining 2 independent solutions to this problem, considering what they aim to achieve and what their pros and cons are (as per my personal judgement). Criticism and potential alternative solutions/improvements are more than welcome in the comments.
- Ensuring that dps, tanks and healers receive equal contribution if they expend the same effort
The method for it is to apply correct weights in the damage/kill damage, protection and healing performed in the PQ. As it stands, from personal experience (I can expand on it if requested) I'm fairly certain that protection isn't contributing anything to the PQ roll. While getting the right balance is tricky, you could get the correct weight ratio down by looking into BIS players' scores for organized ch.22 runs:
Get some wb scoreboard screencaps for successful ch.22 Hard PQ runs. Average the damage (x), protection (y) and healing (z) done by all BIS geared players. Then assume that each of these 3 categories has a correct contribution multiplier; a, b, c.
In a fair system it would hold true that the contribution, D, for all 3 roles would be the same on average:
a*x1 + b*y1 + c*z1 = D
a*x2 + b*y2 + c*z2 = D
a*x3 + b*y3 + c*z3 = D
here, xi, yi, zi are the average dmg, protection and healing of role i, where i = 1 corresponds to dps, i = 2 to tanks and i = 3 to healers.
This is a system with 3 equations and 4 unknown variables; a, b, c, D. To solve it, simply assume a = 1 and solve for b, c, D. Then adjust the protection and healing contribution multipliers to be the same as damage, multiplied by b and c respectively (e.g. a = 1, b =2.3, c = 1.4)
Pros:- Ensures fairness in rewards across all roles --> Easier to fill warbands and to get what you need out of the content regardless of the class you play
- Requires just number adjustments (or adding a different metric in contribution count at worst) and can always be easily adjusted --> Little dev-time cost.
- No readily available data --> Might be tricky to find the correct ratio in one go, unless the community decides to cooperate with providing said data
- Ensuring that warbands are treated favourably compared to ''leeches'' in rolls
This is a bit harder to achieve. Assuming that the system rewards each role equally (see above) a dps-leech will get more contribution than a tank-leech or a heal-leech, due to how the role mechanics function. In a world where individual dps was equally affected by being in a group as heals/protection, then there would be no need to implement any changes (i.e. leech-healers could only* ST heal, leech-tanks wouldn't be able to guard someone and leech-dps would deal less damage than wb dps). Since that is not the case, we have to come up with a solution.
Due to establishing that 1.Warbands should function as separate entity compared to individual players and be treated favourably at PQ completion, and 2. The number of rewards should be exactly 24 then the logical conclusion is to ensure that by being part of a warband participating at the ch.22 Hard PQ you are immediately rolling higher than anyone outside the warband (leeching). If the warband has less than 24 players, then the remaining bags will go to the leeches rolling fairly between them for their contribution.
That should be done by giving a bonus on roll to all members of the warband upon PQ completion that is higher than the maximum possible contribution + luck roll for any of the leeches (e.g. + 3000). That bonus should be equal for all members of the warband and without any possibility of ''cheese'':- Must have a minimum member requirement for the warband (e.g.12+), otherwise 2+ leeches could form their own leech wb to circumvent it.
- Must work for the correct warbands (otherwise leeches will join random open warbands in other zones to get the same bonus) --> bonus granted only if there are e.g.12+ members of the warband within the PQ area (or some arbitrarily larger area around them). If distance requirements are hard to code, zone requirements could work but could be cheesed in case the PQ is in an active RvR zone.
- Awarded upon PQ completion --> people can't pretend to want to join the warband (e.g. 22/24 wanting to reach 24) and then leave as soon as they get
the bonus to put them above the other leeches
- Ensures that warband members are treated favourably for their extra effort --> Easier to fill warbands and complete the content efficiently
- Avoids issues where people pre-farm Phase 1 mobs of the PQs to steal bags while not even being there when the runs happen
- Still leaves room for leeches to contribute and be rewarded for their efforts when assisting not-full warbands (when they are actually needed)
- Ensures that anyone can get the quest requirement for their cloak quest easily (unlike what would happen in an instanced PQ versions)
- Potentially hard to code (please correct me on this statement if you know more)
- Potentially hard to code separately from other PQs (but since nobody runs other PQs with a warband, even if using the same system it should be ok; everyone treated as a ''leech'' in normal PQs)
- Unfair for people who disconnect right before the PQ ends (they roll in the same ''pool'' as leeches)
There are more possible solutions for this point, but they aren't as elegant/have a lot more loopholes/are harder to code.
I'd love to hear people's thoughts on this topic, especially since the devs asked for forum feedback on this specific issue through the official discord.
As always, thanks for reading