Change org leaderboard.

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Suggestion Title: Change org leaderboard.
Suggestion Description: Currently the Organisation leaderboard points are currently dictated at a very high degree by combat points (exp whatever u wanna call it), My suggestion is that this gets spread more evenly out so that crafting orgs and drug orgs have a better chance at keeping up, ESPECIALLY on the crafting side they really have no chance at getting to the top - The rank 1 org currently on crafting is Rat Family sitting at 9345 score while the top org at combat N A R C O S sits at 112,660. This is over 10x the amount of work that crafters have to put in.

Why should this be added?:
- To make it more fair for players who arent esports players and raid all day and arent very good at pvp,

Because who says organisations were only made for pvpers and not for everyone to be included into the fun and the grind for that number 1 spot trophy.

What negatives could this have?:
- This could be a negative that devs will have to spend their time on changing the amount of points gained from the different ways of getting points and having to balance it fairly will be a difficult task.

What problem would this suggestion solve?: The problem that every single time the leaderboard ends and theres a winner the winners are ALWAYS pvp orgs.
 
The leaderboard is competition against other orgs, naturally the combat category will hold the most weight in the overall score. The rest of the categories can be earned in raid timer downtime. The best orgs will be those that find the best way to use this time between basing, mugging/car thefts, or crafting/selling, and clearly crafting/selling has no risk and thus should be worth the least in the overall score.

Some orgs might want to be the top crafters anyway, so perhaps a better suggestion would be to add smaller category-based trophies in addition to the overall trophies to incentivize competition within the categories.
 
Skill issue

The problem before was crafters were topping the leaderboard because they were building a gorillion meta guns to sell a day, or sitting in a base 24/7 growing virtual plants without having to interact with another player, a rewarding activity with next to no real risk. Combat XP Buff was changed to allow cop kills as leaderboard score points rather than just making it so death from cops drained it in order to combat this. Reverting it would just be going back on a problem that was already resolved, and altering it to make it less powerful / less of a significant activity would also achieve that.

If you want to compete with combat orgs you should be doing it the way they're doing it, By attacking rival bases, doing bank robberies, and other high risk high reward activities, not sitting there making weapons to sell to people, an activity you're already profiting significantly from personally.

Besides, Org XP For level ups and perks > Leaderboard points. You're already gaining money and Organisation levels from crafting and growing, and if thats your primary focus of both you and your organisation, Then you're not really running much risk for your reward beyond not selling the stuff you're crafting. Leaderboard score is superficial if you're not actually in a combat organisation, Theres no reason to pursue that venture if you're not willing to financially invest in high risk high reward activity.

If you want to compete on the overall leaderboard, you should be aiming to achieve the overall ranking by broadening your horizons. Crafters have their own leaderboard to reward that aspect, but overall score should go to only the most prominent, out there organisations. Players will care significantly more about seeing a top level combat org around their bases than they would walking into bazaar and seeing a shop logo, The leaderboard currently reflects that fact.

Specifically, for growing orgs, Which is again another act of not putting yourself out there, Is another activity that you are again profiting from personally, and gaining organisation level up XP from doing in droves. For growing orgs anyways you'll gain combat XP Through raids if you're good enough to defend them. But any organisation who power grows but doesnt partake in raids, car thefts, bank raids and other criminal activities shouldn't gain XP on the level of someone who is actively out there doing everything they can to cause chaos.
 
The leaderboard is competition against other orgs, naturally the combat category will hold the most weight in the overall score. The rest of the categories can be earned in raid timer downtime. The best orgs will be those that find the best way to use this time between basing, mugging/car thefts, or crafting/selling, and clearly crafting/selling has no risk and thus should be worth the least in the overall score.

Some orgs might want to be the top crafters anyway, so perhaps a better suggestion would be to add smaller category-based trophies in addition to the overall trophies to incentivize competition within the categories.
I like this idea alot about another trophy for categories that way it wouldnt ruin anyones experience great idea.
 
Normally, I would be onboard with this but not only is this a balancing issue, I think this would come with scripting issues as well, because what about crafting orgs who raid / crim as well? (Not on a comparable level to e-sporter orgs, but enough) are they going to get the upper hand unless there’s something in place to determine what will either give them or void / nullify that XP boost?

This would be difficult to balance in my opinion.
 
Normally, I would be onboard with this but not only is this a balancing issue, I think this would come with scripting issues as well, because what about crafting orgs who raid / crim as well? (Not on a comparable level to e-sporter orgs, but enough) are they going to get the upper hand unless there’s something in place to determine what gives them that XP boost?

This would be difficult to balance in my opinion.
I agree, balancing issues was also my main concern with the fact in mind that crafter orgs can also pvp/ recruit pvpers and craft at the same time i wanna be clear and say that the intent with this post wasnt to make combat and crafting even in gaining points that would be ridiculous but just a slight buff/tweak would be healthy i believe.
 
It does require a shit ton of patience and time though
Neither of those involve "losing" anything. When engaging in pvp, you both put org xp and items/money at risk. Also, you need to have somewhat skills if you want to win a gunfight.
 
Crafting = Easy, safe but low xp
Combat = Hard, unsafe but high xp

You want all the benefits of combat xp without any drawbacks.

This has already been balanced and the current system is fine. Crafting is already an easy way to get an org to Level 50 as well, any change would likely make this even more OP and free money.

You claim you aren’t a crafter and I think that’s where the issue lies. Crafting is an easy AFK money sim. I don’t know who gave you the impression it is hard, but it really isn’t. Org xp is given accordingly.
 
It's a good idea to change the amount of XP gained by crafting and doing drugs. But there is a clear reason combat is at the top. Of course, you can't just be set up in base and watch TikTok and do nothing. As an org, you have to find the sweet spot between raiding and farming/crafting.

But as I said, the XP gained by doing drugs and crafting should be tweaked.:pompus:
 
I'll be reassessing how leaderboard points are distributed and making any necessary adjustments. That said, I totally agree with the comments pointing out that crafting doesn’t involve any real danger, so it won’t be rewarded more than combat


I’ll also look into splitting prizes by category instead of having just one overall winner
 
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