Does anyone have an explanation? (PVE Placement Rewards)
jredd
Posts: 1,387 Chairperson of the Boards
... why player placement rewards in PVE are top 50 out of 1000 (top 5%) get a 4* cover, but alliance placement rewards top 2 out of 10,000 (top 0.02%) get a 4* cover?
doesn't seem to make much sense does it?
admittedly, when was in a top 500 alliance it didn't matter much, but now i'm in a top 20 alliance and it kinda does matter. i would argue it's more of an accomplishment for an alliance to finish top 50 than an individual. rewards should reflect that.
doesn't seem to make much sense does it?
admittedly, when was in a top 500 alliance it didn't matter much, but now i'm in a top 20 alliance and it kinda does matter. i would argue it's more of an accomplishment for an alliance to finish top 50 than an individual. rewards should reflect that.
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Comments
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First, T10 allies get LTs which can be 5's, and are potentially much better than a 4, even one that's known. But that still is only the T10. (There are actually more than 10,000 alliances; my placard says 14,812, but I'm just being nitpicky.)
One answer is contraint of rewards, which is definitely something they keep an eye on. Each additional ally that gets that 4 is 20 more in the game. The top allys are going to be made up, mostly, of people who already got 1 or more 4's in placement so they wouldn't really be pushing people to play harder by giving out more to those people.
Another answer is alliance cohesion.
The more you put really good ally rewards in placement, the more strain you place on alliances that might be actually a group of friends and/or people who get along and the more incentive you create to make the top allies ONLY be groups of people who are mercing or gathered as top players who have less personal connection. That matters a fair amount because the purpose of alliances is largely to create social pressure/incentives to play, perform, and possibly spend. And keep coming back. (Note that crafting T10 allies usually requires shuffling some players around anyway.)
So giving out more 4's to top allies would be making the rich richer while making less cohesive allies, which are subsequently easier to walk away from and therefore not as effective as keeping players engaged.5
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