General Discussion

Club Events Season 2 Balance Update

Hutch_RobinHutch_Robin Administrator, Hutch Staff Posts: 818 admin
edited May 28 in General Discussion

Overall Changes

  • To reduce volatility, we are increasing the length of Club events and the thresholds needed to win by 100%

  • To maintain the current level of Club Event rewards, the rewards awarded at the end of each event will all increase by 100%, too

  • We are also increasing rewards by 30% at the top end. This will mainly help higher RQ players.

  • Despite events being 100% longer, the Participation thresholds will only increase by 50%, making higher rewards easier to obtain

  • Max size of events has been reduced 150 to 75 players per side to encourage better distribution of players

  • New, more open criteria have been added to the pool of criteria that events are seeded from

  • When a Club is dominating, the opposing Club’s score reduces at 3x speed. We are reducing this to 2.5x speed.

  • These changes will take place in Season 2. It may take some time for these changes to roll out across all Club Events. We will aim to make to make this changes Wednesday morning UK time.

End of Event Rewards

We’ve heard your feedback for greater rewards. As this is an ‘unlimited’ play mode, rewards are intended to be smaller on a per race basis than other modes. We are actively monitoring how much cash users earn from Club Events and will use this to inform any balance decisions.

We are making three changes for now:

  • Redistributing rewards. We want players to contribute to their Club’s efforts, not snipe events in their final minutes, so more emphasis has been put on racing more and maintaining a strong leaderboard position. This also implicitly means larger rewards for higher RQ players, so over time levelling up will increase your rewards.

  • As a result of the redistribution of rewards, there is a moderate increase in rewards of around 30%, that will mainly benefit late game players.

  • On top of that, we are also doubling rewards in line with event length to keep that ratio the same

The aim is for Club Events to provide a similar distribution of rewards to Daily Events (once end of season rewards are taken into account), but based around actively participating and winning races.

Reward Redistribution

  • Slightly increasing rewards from Number of Races

  • Decreasing rewards from Club Victory relative to other categories to reduce the benefit of joining events in the final minutes

  • Although event length is doubling, the required races is only increasing by 50%, so it is easier to earn the higher Participation rewards

  • Greatly increasing rewards from leaderboard position

For transparency here are the requirements, and previous and new rewards:

End of Season rewards

For transparency here are the criteria, and current rewards:

Daily Events

As previously stated, Club Events are the new iteration of Daily Events, which have become stagnant and had few incentives for playing legitimately. Daily Events will end as Season 2 begins.


Eight Events a Week

We have been trialing an eighth standard event in the week that starts on Thursdays and ends on Saturdays. If you’re of the position that you prefer normal events, know that we have added a new designed event to the weekly schedule.

Known issues

  • Players are matching against bots rather than opposing players too frequently. This is unintended. We will investigate and make a fix. Server engineers are currently focused on reducing overall server errors in the game as a priority.

FAQ

Why can’t I join a particular area that has an event in?

You can only target areas that haven’t been cut-off. You can enter events only if you can travel from your HQ to the event, without travelling through a rival Club's sector or a sector with an active event in it.

A full FAQ can be found here: https://hutch.helpshift.com/a/top-drives-new/?s=general-game-info&f=what-are-club-events&l=en

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Comments

  • mikesmikes Member Posts: 3,771 ✭✭✭✭✭
    I like the revisions and good to know what we are aiming for at the end of the week. Once the Hutch bot issue is resolved I think these clubs have some real potential. 
  • OzzmanOzzman Member Posts: 1,050 ✭✭✭✭✭
    The FAQ and the tables attached are highly appreciated. Seeing the goal we are fighting for is very important. Comparing the old daily events and clubs will be easier now (regarding income and the effort needed to achieve it).
  • TopDrives40778TopDrives40778 Member Posts: 1,037 ✭✭✭✭✭
    Robin - what are the thresholds for Challenger and Veteran Rank?
  • Blue2moroBlue2moro Member Posts: 1,436 ✭✭✭✭✭
    Assuming rewards are a set amount for that level rather than cumulative?
  • OzzmanOzzman Member Posts: 1,050 ✭✭✭✭✭
    Robin - what are the thresholds for Challenger and Veteran Rank?
    Challenger - 500 XP
    Veteran - 2000 XP
    Master - 5000 XP
    Elite - 10000 XP
    Legend -25000 XP
  • Blue2moroBlue2moro Member Posts: 1,436 ✭✭✭✭✭
    edited May 28
    ok, running some numbers if I put in the same amount of time/races as I do smarfing the dailies alone then cash income is cut in half.  That is taking into account the increased figures for Season 2.

    I quit lose my 1st 10 races in the 1st 2.5hrs each day before going to sleep. Then there are 7 more chances to race 5 tickets from the time I wake up til I go to sleep. So that's 9 sets of 5 races.

    Dailies
    I can get 32k per day from smurfing dailies. 4 board clears is easily achievable with good smurfing technique.


    Club
    If I was to treat clubs like a daily and race my 5 "tickets" every 2.5hrs I could expect ~16k per day as well as 16k and 440 gold at the season end (assuming it's 1 week long).  That's based on 10 sets (so 1 more than dailies just for ease of rounding figures below) of 5 races with my team winning 80% of races entered and losing 20%. For weekly rewards I estimated 16k and 440 gold with the team finishing on average 2nd, platinum participation, gold performance and rank recruit.
    W 80% = 4.8k (8x600)
    L 20% = 200 (2x100)
    Participation Silver (5 races) = 5k (10x500)
    Performance Silver (top 50% assumed with only 5 races) = 5k (10x500)
    Rank Recruit (unless daily xp cap is raised to help ranking) = 1k (10x100)

    So that's:
    Dailies - 224k per week or 7 ceramics from 9 sets of 5 races per day.
    Club - 128k per week + 440 gold/just under 4 ceramics from cash + not quite enough gold for 1 ceramic from 10 sets of 5 races per day.

    Now, maybe I'm getting the maths wrong but if dailies go, I go from being able to open 1 ceramic a day from daily alone to being able to open 1 every other day from clubs.
  • ManUtdTobbeManUtdTobbe Member Posts: 1,377 ✭✭✭✭✭
    Good tweaks, probably going to need quite a few more tweaks but several steps in the right direction.

    while dailys were more profitable they were also incredibly boring, clubs atleast has the potential to be fun.
  • HeissRodHeissRod Member Posts: 4,577 ✭✭✭✭✭
    Hutch has said before that they don't like smurfing and I guess this is their response to ending that.
  • TimButTimBut Member Posts: 828 ✭✭✭✭✭
    rip x5 Bugatti owners 

    all heil school boys who just went on summer holidays 
  • Hutch_RobinHutch_Robin Administrator, Hutch Staff Posts: 818 admin
    edited May 28
    TimBut said:
    so you don't give a **** about late join in finals, but for club events you do care and restricted it just after one week?
    Yes we do, we want to put an end to late joining in events.
  • MSteeLMSteeL Member Posts: 859 ✭✭✭✭
    When?!?!?!? 2050??
  • TopDivesTopDives Member Posts: 593 ✭✭✭
    @Hutch_Robin so the reason for ending daily events is because players or Hutch feel that they have become stagnant?
  • MSteeLMSteeL Member Posts: 859 ✭✭✭✭
    Blue2moro said:
    ok, running some numbers if I put in the same amount of time/races as I do smarfing the dailies alone then cash income is cut in half.  That is taking into account the increased figures for Season 2.

    I quit lose my 1st 10 races in the 1st 2.5hrs each day before going to sleep. Then there are 7 more chances to race 5 tickets from the time I wake up til I go to sleep. So that's 9 sets of 5 races.

    Dailies
    I can get 32k per day from smurfing dailies. 4 board clears is easily achievable with good smurfing technique.


    Club
    If I was to treat clubs like a daily and race my 5 "tickets" every 2.5hrs I could expect ~16k per day as well as 16k and 440 gold at the season end (assuming it's 1 week long).  That's based on 10 sets (so 1 more than dailies just for ease of rounding figures below) of 5 races with my team winning 80% of races entered and losing 20%. For weekly rewards I estimated 16k and 440 gold with the team finishing on average 2nd, platinum participation, gold performance and rank recruit.
    W 80% = 4.8k (8x600)
    L 20% = 200 (2x100)
    Participation Silver (5 races) = 5k (10x500)
    Performance Silver (top 50% assumed with only 5 races) = 5k (10x500)
    Rank Recruit (unless daily xp cap is raised to help ranking) = 1k (10x100)

    So that's:
    Dailies - 224k per week or 7 ceramics from 9 sets of 5 races per day.
    Club - 128k per week + 440 gold/just under 4 ceramics from cash + not quite enough gold for 1 ceramic from 10 sets of 5 races per day.

    Now, maybe I'm getting the maths wrong but if dailies go, I go from being able to open 1 ceramic a day from daily alone to being able to open 1 every other day from clubs.
    You know you got around 7x~60 gold from farming daily and around 200 if you finished tier 2 at least 2 times a week. Thats around 600 gold a week easy. 
  • MSteeLMSteeL Member Posts: 859 ✭✭✭✭
    Was really hoping for a new, fun game mode, something different. It was more than 1,4 years since challenges came... But whatever. 
  • Blue2moroBlue2moro Member Posts: 1,436 ✭✭✭✭✭
    edited May 28
    MSteeL said:
    Blue2moro said:
    ok, running some numbers if I put in the same amount of time/races as I do smarfing the dailies alone then cash income is cut in half.  That is taking into account the increased figures for Season 2.

    I quit lose my 1st 10 races in the 1st 2.5hrs each day before going to sleep. Then there are 7 more chances to race 5 tickets from the time I wake up til I go to sleep. So that's 9 sets of 5 races.

    Dailies
    I can get 32k per day from smurfing dailies. 4 board clears is easily achievable with good smurfing technique.


    Club
    If I was to treat clubs like a daily and race my 5 "tickets" every 2.5hrs I could expect ~16k per day as well as 16k and 440 gold at the season end (assuming it's 1 week long).  That's based on 10 sets (so 1 more than dailies just for ease of rounding figures below) of 5 races with my team winning 80% of races entered and losing 20%. For weekly rewards I estimated 16k and 440 gold with the team finishing on average 2nd, platinum participation, gold performance and rank recruit.
    W 80% = 4.8k (8x600)
    L 20% = 200 (2x100)
    Participation Silver (5 races) = 5k (10x500)
    Performance Silver (top 50% assumed with only 5 races) = 5k (10x500)
    Rank Recruit (unless daily xp cap is raised to help ranking) = 1k (10x100)

    So that's:
    Dailies - 224k per week or 7 ceramics from 9 sets of 5 races per day.
    Club - 128k per week + 440 gold/just under 4 ceramics from cash + not quite enough gold for 1 ceramic from 10 sets of 5 races per day.

    Now, maybe I'm getting the maths wrong but if dailies go, I go from being able to open 1 ceramic a day from daily alone to being able to open 1 every other day from clubs.
    You know you got around 7x~60 gold from farming daily and around 200 if you finished tier 2 at least 2 times a week. Thats around 600 gold a week easy. 
    Yeah, I was just working on cash income as I generally finish T3-4 in dailies so it sits around that 400 gold mark per week the same as clubs weekly gold.
  • Hutch_RobinHutch_Robin Administrator, Hutch Staff Posts: 818 admin
    edited May 28
    TopDives said:
    @Hutch_Robin so the reason for ending daily events is because players or Hutch feel that they have become stagnant?
    greddy said:
    New, more open criteria have been added to the pool of criteria that events are seeded from

    Why dont you use this feature for daily events, we could have different daily everday with different restrictions... Then we wouldnt need clubs at all and you could spent half year working on something else then lol. 
    I've spoken about this before. Here are ten of our reasons:
    - Players wanted more ways to play Top Drives, rather than the limited ticket system. Club Events especially serves time rich players.
    - Players wanted shorter, quickfire events
    - Players wanted more variety in events, in terms of track sets and restrictions, and we needed a way to scale this. Similarly, players just wanted to use more of their garages. Players complained about the lack of variety (and other issues) in Daily Events a lot.
    - Players liked the idea of choice in which events they joined. It potentially allows players to specialise their garage more effectively.
    - Daily Events were not just too similar but players played against the same players so often. We wanted to try a social feature where lots of different players could encounter one another outside of the forums.
    - The losing to win farming strategy was not particular fun, but felt necessary. Ultimately, it wasn't good for the game
    - We wanted to find a way to introduce less timezone sensitive events
    - I had seen the territory mechanic in other games and it was compelling
    - We observed players enjoying working together in events, and wanted to introduce light cooperation in events so that that experience was available to more users
    - We wanted to introduce something fresh. Perhaps a trial for player created clubs in the future. Players had also requested us doing something in the club space. This was a way to have a simple implementation of clubs, without too much infrastructure around setting up and maintaining a club, allowing us to focus on a twist on the standard event gameplay. Club Events is also a new framework to build on.
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