What do you think of how tiered rewards are structured in the game?

Elektrophorus
Elektrophorus Posts: 150 Tile Toppler
We're returning with a poll, because data is more tangible.

What do you think of how tiered rewards are structured in the game? 13 votes

They are fine the way they are now. The large difference in reward promotes a competitive game style
0%
They are fine the way they are now, but overall bracket sizes for coalition events should be decreased so fewer players per bracket get perfect scores
7%
GrizzoMtGPQ 1 vote
Tier sizes need to be increased to account for large number of tied scores in larger coalition events (e.g. instead of 1-5, 6-25, the tiers go 1-50, 51-250, etc. Numbers only as an example)
15%
KageToracoldity 2 votes
Rewards for mid and lower tiers should be increased to account for the large number of tied scores in larger coalition events
7%
Theophilus 1 vote
Rewards should instead be on a % system (if perfect gets 100 Jewels, scoring 94% of the possible points will get you 94 Jewels)
46%
ZW2007-UweTellkampfGabrosinAmpersandElektrophorusMagic123 6 votes
Tiered rewards need to be removed entirely and incorporated into progression rewards instead
7%
tfg76 1 vote
Other
15%
LaeuftbeidirBrakkis 2 votes

Comments

  • Brakkis
    Brakkis Posts: 777 Critical Contributor
    edited May 2019
    Other
    Rewards should be based on a % system but not a direct % as proposed in the option above. It should be done in chunks.

    As an example;

    100%
    90 - 99%
    75 - 89%
    50 - 74%
    25 - 49%
    1 - 24%

    I proposed this over a year ago initially as a way to deal with freezes cutting rewards by such a vast amount when 147 people all manage to avoid them, maybe lose a secondary or two, and get Rank 1-147 so now you're down several reward tiers simply because of a freeze. Yes, it would also lessen the sting of a loss but not by such a significant amount that you'd feel the competitiveness was all taken away.

  • Laeuftbeidir
    Laeuftbeidir Posts: 1,841 Chairperson of the Boards
    Other
    I don't like the % idea.
    We have it. It's called progression rewards. Also, the rest of the options are.. Well.. We've got small and big brackets and small and big rewards. Another matchmaking system, a better greg or a new top competitive tier are the solutions that would make the issue at hand less problematic IMO.
  • Boogeyman
    Boogeyman Posts: 223 Tile Toppler
    edited May 2019
    Once you build your deck there are a few variables that make competition pointless:
    1. Your deck draw (assuming random, but may be greg controlled)
    2. Greg's Draw (assuming random, but may be greg controlled)
    3. Mana gain via board layout and drop downs (assuming random, but may be greg controlled)

    You can see that without knowledge of the engine behind the beast, I am not sure if:
    A. Greg controls none of the variables and my outcome is based on pure luck, with some skill
    B. Greg controls some of the variables, therefor outcome is based on part luck, part skill 
    C. Greg controls all the variables, therefor my match outcome can is largely controlled by my opponent

    Of course, the people who get 1st in events employ meta breaking techniques to overpower greg despite his control, nullifying any luck or control on the part of greg, but you must have A LOT of the cards in order to do this. 

    I guarantee you that almost 99% of the 1st on Dragon War were looping meta breaking techniques and not skill at all.   

    Soooo, rewards based on competition are slightly disingenuous anyways.  
  • tfg76
    tfg76 Posts: 258 Mover and Shaker
    Tiered rewards need to be removed entirely and incorporated into progression rewards instead
    But with a caveat: There needs to be prizes (and good ones!) all the way to perfect.
  • Elektrophorus
    Elektrophorus Posts: 150 Tile Toppler
    Rewards should instead be on a % system (if perfect gets 100 Jewels, scoring 94% of the possible points will get you 94 Jewels)
    I don't like the % idea.
    We have it. It's called progression rewards. Also, the rest of the options are.. Well.. We've got small and big brackets and small and big rewards. Another matchmaking system, a better greg or a new top competitive tier are the solutions that would make the issue at hand less problematic IMO.
    The biggest difference between % based and progression is that progression happens in chunks and rarely (with the exception of maybe the new Battle of Four Tribes) rewards perfect / near-perfect play. Being a single point below the breakpoint means you get nothing. With %, you are rewarded exactly what you contributed to your coalition. One of the solutions is really to combine the two systems to have the best of both worlds.

    The problem isn't with the reward size for big bracket events. It's that 90% of players will not be adequately rewarded for their efforts due to how big the brackets are compared to the size of the reward tiers. It's great that rank 1-5 get 220 Jewels! But, no one gets the 6-25 and 26-50 reward because there are 68 perfect scores, for example.
  • tfg76
    tfg76 Posts: 258 Mover and Shaker
    Tiered rewards need to be removed entirely and incorporated into progression rewards instead

    I guarantee you that almost 99% of the 1st on Dragon War were looping meta breaking techniques and not skill at all.   


    But: Doesn't it take skill to build a good combo deck that fits the objectives?
  • Boogeyman
    Boogeyman Posts: 223 Tile Toppler
    tfg76 said:

    I guarantee you that almost 99% of the 1st on Dragon War were looping meta breaking techniques and not skill at all.   


    But: Doesn't it take skill to build a good combo deck that fits the objectives?
    Sure it does!  That is part of the fun for sure.  But when only 1% of the population can build it due to cards only being accessible to the big spenders, then yeah, skill is secondary to availability.  
  • Brakkis
    Brakkis Posts: 777 Critical Contributor
    Other
    I don't like the % idea.
    We have it. It's called progression rewards. Also, the rest of the options are.. Well.. We've got small and big brackets and small and big rewards. Another matchmaking system, a better greg or a new top competitive tier are the solutions that would make the issue at hand less problematic IMO.

    If progression continued on until full possible points, this would be accurate. It doesn't, and in some cases isn't even 25% of the full points.

    Progression is it's own thing separate from ranked rewards. Unfortunately, ranked rewards as they are now are not a good measure with ties being a thing. Entire brackets are eliminated from giving out rewards if enough players tie - e.g. If 26 players all earn 1st, the entire 6-25 reward bracket ceases to exist for the event.
  • Brigby
    Brigby ADMINISTRATORS Posts: 7,757 Site Admin
    *Closing this thread, as the poll options are not equally distributed in perspectives, and addresses 3 different aspects of event rewards: reward tier sizes, player bracket sizes, and progression/placement rewards.

    If you wish to discuss event rewards and whether you believe there should be changes, then please create a separate poll discussing each individual aspect, as the combination of multiple elements can cause convolution and difficulty for players to submit an accurate response to the initial question. Thank you!
This discussion has been closed.