Simple solution to low-pop server community events

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As highlighted by others posting about the failure of server servers to complete community events, scaling the events on a per-server basis, or globally, would introduce other issues.

My solution is simple: event progress is cumulative. So if a particular event needs 10,000 items of progress, but a low-pop server could only manage 2000, that progress gets saved and resumed on the next event pop. This accomplishes several things:
  • Low-population hours will yield some progress as the few people playing at 3am can still contribute a little.
  • No effort is wasted, every delivery you make in the event contributes and isn't a waste of time.
  • Allows low-pop servers to catch up to higher pop ones, even if they start late.
With this implementation low-pop servers don't need to worry about failing an event, as that stops happening. The fail state simple extends the time until progress accumulates.

Bonus feature: provide a Top-10 permanent leaderboard on the Infrastructure Index showing the deliveries. These Top-10 players also gain a permanent minor glowing effect in the event's loading area (the hoverboard gates square)
Bonus feature 2: grant a bonus reward by +10% for every 10% of the contribution leaderboard. So the top-10% of contributors gain +100% rewards. Average contributor gains +50% rewards. Maybe lower the normal rewards to compensate. The goal is to reward higher activity ones.

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