Aurandilaz wrote: ↑Fri Mar 06, 2020 12:22 pm
Pretty sure no one likes "throwing" on the defending side as well, but when the choices are;
-win fort def, gain 1 royal
-lose fort def + go city, gain 5-20 royals
it becomes self harming behaviour, where you actively destroy your own chances of gaining endgame gear.
The expected rewards from city have to be higher so that people actually push them, but the expected rewards from winning a fort defence cannot be abysmal compared to losing and allowing a city.
Maybe something like this;
2 royals for defending zone before fort + 2 invader (prevent the initial zone throwing before fort)
3 royals for fort defence + 4 invader
city, still between 3-21 royal depending on bag rolls + winning stages
Enough people, who have actively played last year, should have 1-2 toons with invader already. You just need to consistently show up to "fight" (touch flags) at forts when they up.
Some lucky people already finish Sov grind, some people with more luck and able to attend NA/EUnight city runs between 30-80% done as well.
Eventually the first wave of grinders will complete their 1st toon, then move on to maybe try 2nd toon or maybe there is a chance they might go full "REALMPRIDE" and actively seek to prevent others from gaining city gear by ensuring other players cannot reach it.
Another option is a total rework of the medal system, so that even officers + conq + vanq make some sense instead of gaining dust.
10 off to 1 conq medal, 10 conq to 1 vanq medal, 10 vanq to 1 invader, 10 invader to 1 royal.
So to finish sovereign, you would need 419 royal, or 4190 invader, or 41900 vanq... 419k conq, 4,19m officers?