Saturday, August 13, 2022

Using Sand Clocks to help players Grind

Recently Plarium again said it is impossible to speedup RAID. While many players believe that Plarium is lying, here is a concept proposal that can be used to help RAID players grind without speeding up the game:

Using Sand Clocks to help players Grind

  • Each earned Sand Clock expires in 24 hours - the reason for this condition is to cater to those people who don't want players to move gear around.
  • Earn 1 Sand Clock every 3 completed runs - the number of runs can be adapted as needed. Lower value would be more player friendly.
  • All areas have a separate Sand Clock counter - this is to prevent abuse of running campaigns and using fast earned Sand Clocks in other locations. When each area has it's own dedicated Sand Clock counter then there is no abuse.
  • 1 Sand Clock allows 1 instant-complete helping to save time for tens of thousands of RAID players. 

Explanation of why my proposal is better than Super Raids:

  1. Super Raids are turned off by default and we have to wait until they allow us to use them. That also means if they are in a "bad mood" or "busy" they can just not turn them on.
  2. Even when they are turned on, they only work for 1 dungeon while player may wish to do other dungeons as well (e.g. Minotaur, potions, special event dungeon).
  3. Super Raids do not exist in all parts of the game.
  4. Double-runs is usually not matching exactly the number of runs we need.
  5. Even if Super Raids logic was copied to Campaign it would not allow the most efficient way of leveling when an efficient players runs X of one difficulty and X of another difficulty to max out champions.
  6. Super Raids would not work for those players who 1-key complete Clan Boss.

Whereas the proposal I made here gives maximum choice to the players who can run exactly the number of runs they need in the different parts of the game and without having to wait for them to turn it on.