The reward structure has been discussed many times, but usually in different forms.
Many people has complained about the old pve structure, where at the last minute they are screwed by another person who won them by 10 pts.
Many people has complained about how the pvp put them up against a huge 166 wall, and they can’t complete for the 3* covers.
In this gauntlet, people complained about the difficulty being impossible (agree that it’s very tough!) And were upset with the “puny” rewards given.
To me, while the reward structure and difficulty can be tweaked and adjusted, the sacrosanct principle I see is that only limited percentage of the mpq population will be given 3* covers. This has been consistent in the past 4 months and it doesn’t appear to be changing.
The percentage seems hover around top 15% to top 20% getting 1 cover, top 5% to 10% get 2 cover, and top 1% get 3 cover. This is consistent across pvp and pve (excluding the new gauntlet).
Why is such a principle (let’s call it “15%”) required? Covers are the ONLY coveted item in mpq now. In order to keep it coveted, they need to make it scarce. So by only giving 3* covers to 15%, they are capping the amount of 3* covers being released to mpq population.
As a guiding principle, the 15% principle makes perfect sense. Sure, you can argue on the actual percentage, but the idea that you need to give limited number of covers (“scarcity”) to ensure the cover remains attractive (“value”)… Is hard to argue against.
As with all real world problems, the challenge is with the execution of the principle.
How should we determine the “15%”? Well, giving it to the “top” 15% makes sense. Giving it to “top 15%” increases competition, and rewards those who has done well. I believe this is the reason why they make pvp and pve (except gauntlet) the way that they are.
In the past, this worked ok, since many people were still in the 2* to 3* transition. But as the mpq population mature, more and more players get their max characters and the 166 wall becomes higher and higher.
Sharding and scaling were the solutions mpq came up with. Personal scaling to adjust the pve, so difficulty is easier for those with poorer roster. Community scaling to combat grinding. Sharding to give the newer players a better chance of doing well.
Of course, we all know about the problems all those “solutions” caused. ![]()
With the introduction of the gauntlet, the reward system can allow 100% of the mpq population to get 3* covers. Obviously this is not good and D3 have to adjust the difficulty upwards to ensure only top 15% can clear. Is the gauntlet too difficult? I think it is. But no matter how they make it easier, they have to ensure some difficulty so that only “top 15%” clears it. Which means that many people will continue to be disappointed.
My point for this post? I am trying to explain that certain solutions were instituted because they have to ensure scarcity of the covers.We can and should discuss about the implementation (e.g. difficulty of gauntlet). But as long as the “top 15%” principle remains, someone somewhere will be upset. You can argue that we should draw the line at the 2* to 3* transition group… But other groups will be upset too. It will be a never ending argument, if we are only looking at “did I get my 3* covers?!”.
My personal.opinion is that we need to move beyond covers as the “chase” items. Say, they introduce trophies, skins, equipment etc, the covers need not be limited in numbers anymore.
Until then, the covers will continue to be limited in numbers, and some people will be disappointed regardless how we draw the line.
- above are my personal opinions and observations and is not D3 opinion.