The Сampaign is not rewarding.
Posted: Wed Jun 17, 2020 4:19 pm
The last two updates with the addition of Royals to zone bags (1 in gold, 1 in purple and 2 in gold, 1 in purple, 1 in blue) is a good solution to encourage not throwing zones, although the number should be increased to: 3 in gold, 2 in purple, 1 in blue, but the main problem with the Cities remains - Participation in the campaign is not rewarded.
The efforts of all the players who participate in the promotion of the campaign: locking zones, ranking keeps, carry supplies, repair doors, attack, defend, die and overcome — all their efforts to advance to the City are rewarded only if they are online at the right time.
This is not right.
Every day there is the same picture — you play, push a campaign, then you go to bed and go to work, and when you return to the game, the City has already taken place. Where do all these efforts go if the City happens when you are offline - into city loggers, or guys with a good time zone?
The City is the final of campaign, everything that happens during it is aimed at reaching this City, and everyone who participates in, eligible for a reward after campaign restart.
The topic has been raised more than once, why there is no reaction.
It is necessary to send the reward after the reset of the campaign to all participants. Similar mechanics already exist with the capture of zones.
Accumulate contributions for players during the campaign, after restarting the campaign, send reward to all who have enough contributions. Reward based on winning/losing the City, and City rank (for example: 5 stars are 10 royals for victory and 6 upon losing)(make a cross rate for the player below the invader unlock , to whom the invader, to whom the сonq, and to whom the officer, etc., depending on the level and rr) to players with the highest contribution - 100% of the reward, with an average contribution - 60%, with the lower - 30%, with the lowest (minimum) nothing, and all this excluding those who took part in the City.
What does it change?
The main thing is that players who participated in the campaign and were offline or did not receive pop - will receive their well-deserved reward (and there is most of these players).
Also low-level players for the capital getting their reward (with cross rate for their lvl/rr)- they also push the campaign as well as high-level players.
Besides players who were offline, this will solve the problem of players who were in the queue for the capital but did not receive pop.
Players who take part in the capital will be excluded from the mailing - there will be no extra rewards (reset their contributions after entering the City) , they already get their rewards in City with extra bonus in City bags.
It’s not about creating some kind of queue, or reserving for the city, or God forbid deferring or freezing the city, especially pve version of the City. Everyone who during the siege/defense online will be able to que to the City as before.
But I repeat - All players who participating in the campaign (having received sufficient contributions) must receive a reward after it ends, regardless of whether they were offline, low level, or staying in que and did not receive pop.
The efforts of all the players who participate in the promotion of the campaign: locking zones, ranking keeps, carry supplies, repair doors, attack, defend, die and overcome — all their efforts to advance to the City are rewarded only if they are online at the right time.
This is not right.
Every day there is the same picture — you play, push a campaign, then you go to bed and go to work, and when you return to the game, the City has already taken place. Where do all these efforts go if the City happens when you are offline - into city loggers, or guys with a good time zone?
The City is the final of campaign, everything that happens during it is aimed at reaching this City, and everyone who participates in, eligible for a reward after campaign restart.
The topic has been raised more than once, why there is no reaction.
It is necessary to send the reward after the reset of the campaign to all participants. Similar mechanics already exist with the capture of zones.
Accumulate contributions for players during the campaign, after restarting the campaign, send reward to all who have enough contributions. Reward based on winning/losing the City, and City rank (for example: 5 stars are 10 royals for victory and 6 upon losing)(make a cross rate for the player below the invader unlock , to whom the invader, to whom the сonq, and to whom the officer, etc., depending on the level and rr) to players with the highest contribution - 100% of the reward, with an average contribution - 60%, with the lower - 30%, with the lowest (minimum) nothing, and all this excluding those who took part in the City.
What does it change?
The main thing is that players who participated in the campaign and were offline or did not receive pop - will receive their well-deserved reward (and there is most of these players).
Also low-level players for the capital getting their reward (with cross rate for their lvl/rr)- they also push the campaign as well as high-level players.
Besides players who were offline, this will solve the problem of players who were in the queue for the capital but did not receive pop.
Players who take part in the capital will be excluded from the mailing - there will be no extra rewards (reset their contributions after entering the City) , they already get their rewards in City with extra bonus in City bags.
It’s not about creating some kind of queue, or reserving for the city, or God forbid deferring or freezing the city, especially pve version of the City. Everyone who during the siege/defense online will be able to que to the City as before.
But I repeat - All players who participating in the campaign (having received sufficient contributions) must receive a reward after it ends, regardless of whether they were offline, low level, or staying in que and did not receive pop.