I only logged in to show my appreciation for the current changes in the RotGP event refresh timers… and I didn’t want to post anything long.. but I am probably going to start rambling… here goes.
I will only address one main issue - Progression Rewards. However, keep in mind this may correlate to other possible issues.
The problem with RotGP is meeting the needs of two different groups on opposite ends of the spectrum, specifically, the newer players and the more experienced players. It is nearly impossible to accommodate everyone; however, as in business or in marriage… or anything else.. compromises need to be made, preferably that yield the highest possible benefit for both parties.
The main issues these two groups have are:
*Please understand that there are probably a long list of issues, but yeah, anyways.
Issues newer players have:
- Cannot obtain full progression rewards
- Do not have many opportunities to play a specified node (probably one they are stuck on). This exacerbates issue #1
- I can’t think of anything right now… I am sure there are more… but to stay on topic with regard to progression rewards.. I’ll stop here

Issues experienced players have/had:
- Grindy, i.e. refresh timers were way too short.
- Better rewards. This correlates with issue #1, the grindier it is, the more rewards that are expected.
- Repetitive and boring. This also correlates with issue #1, the grindier it is, the more boring it is playing the same thing over and over and over and over… I digress.
- I can’t think of anything.. but as I said above I am sure there are more..
With the new changes, I actually thought it was better for everyone, new and experienced players; but, I was sooooo wrong. It was pointed out to me by someone, can’t remember who, that newer players have less of a chance at progression rewards. So considering I was a new player relatively recently, I began thinking..
First off, experienced players (and perhaps some newer players too) have gotten what they wanted. We got a better quality of life with 6 hour refreshes. Thank goodness! As a result, technically, the rewards have gotten better since there is less work for the rewards associated. Granted the rewards did not change per say. (Let’s all try to be positive). Also on that note, technically, the event became less repetitive and boring since you play less of the games that intensify this feeling (I understand it doesn’t change the fact that it still may be boring since the content hasn’t changed but at least we have to endure less of it). Therefore, technically, we have gotten the pivotal change that was correlated to other possible issues. And honestly, the refresh timer was the biggest issue I had with this event; I am sure, some of you may disagree and I respect that, just so you know.
Now, for newer players, it has become harder to achieve the progression rewards. Although there was a decrease in the progression reward structure (from what 750 ribbons to 600 ribbons), the decrease in Boss health and the increase in refresh timers caused it be harder for newer players to get all the progression rewards. Very unfortunate. Being a once newer player… that sucks.. it’s okay to throw your phone.. I have.. but I don’t recommend it. So this happens for a number of reasons, the two main ones being:
- Lack of cards
- Lack of knowledge
Consequently, newer players are going to get stuck on a node they cannot pass. This makes it so difficult to get all the progression rewards.
You can skip reading this part, as this will talk about my experience as a newer player, during the Trial of Zeal event. I posted this somewhere else to… but anyhow. I remember being frustrated a lot because I couldn’t figure out how to get past node 2.3 and node 3.1 in that event. I spent hours playing every opportunity only to throw my phone in outrage. Then I had to wait “x” hours for another try at failure. insert curse words here It was impossible. I so desperately wanted to at least get the progression rewards but I couldn’t since I was limited to only the 3 games on node 1, considering I couldn’t get past node 2.3 and 3.1. This went on for a couple of weeks until finally i decided to search the internet. The solution was “cast out.” First off, I didn’t own the card at first (see reason #1 Lack of cards). Then after I acquired it, I didn’t know its value (see reason #2 Lack of knowledge). It was only after visiting the forums that I found out; thus, those who don’t or are not in an active enough coalition may never know. They are forever stuck. And so I built a cycling Gideon1 deck with cast out, totem-guide?, aviary mechanic, and cycling cards. It worked like 30% of the time; but it required a lot of deck building and probably spending hours looking at all the cards in my collection over and over and over again. But I made progress. It was a difficult time… It felt great after I succeeded but no one, I mean no one should have to endure that amount of frustration, especially for a game. It’s not even my job! The point is I understand the desire for rewards and more opportunities. But anyhow, getting back on topic…
Thus, I propose a non-conventional progression reward structure. I call it a “bell-curve” reward structure; but the name may need to change… because I just looked at the current progression reward structure and perhaps it should be adjusted more.
The basic premise is the provide the high value rewards in the middle of the progression structure. PLEASE NOTE, this is a crude example with the assumption that the “booster” is considered the most valuable prize and runes being the least valuable. I did not factor in Mana jewels here at this time. Also, I understand that “most valued” is a relative term.
100 Ribbons - 300 mana runes
200 Ribbons - 5 mana crystals
300 Ribbons - 10 mana crystals
350 Ribbons - Booster
400 Ribbons - 10 mana crystals
500 Ribbons - 5 mana crystals
600 Ribbons - 300 mana runes
700 Ribbons - 200 mana runes
… etc etc etc.
In other words, the most valuable prize is placed right near the middle. All progression rewards prior to the most valuable prize would scale higher, All progression rewards after the most valuable prize would scale lower. This creates a bell curve.
This model serves multiple functions. It allows new players to get the most valuable rewards at lower progression tiers even if they get “stuck.” The tapering (prizes scaling lower) allows the addition of further rewards for those who wish to and are capable of grinding more. As for experienced players, they will usually hit all progression rewards either way, but for experienced players with maybe a weak card pool; they have a better shot at getting key rewards. And then I guess, for lazy players or those who only want to do the bare minimum they can stop whenever they are satisfied.
Side note, I tried to do this with the current silver tier reward structure that is already in place and it was a lot hard than I had expected.. I wasn’t sure where to put some of the rewards.. as “value” is technically in the eye of the beholder, i.e. those who need runes may value runes more, etc etc. This may present a slight problem as bronze tier may value boosters and mana crystals over mana jewels. But nonetheless, if jewels are considered the most valuable and they are going to be given out; it should probably be towards the middle.. technically. I am only presenting an outline anyway so the details are up to D3Go and Oktagon.
Another consideration is a reverse reward structure in which higher rewards are given out first then it keeps tapering. This was the reason I hinted at a possible name change to my “bell-curve” idea. Not sure what would be best.
I will say this once more, honestly, experienced players are probably going to get all the progression rewards anyway so there’s nothing wrong with giving newer players the opportunity to hit better rewards in the beginning. After all, experienced players still get the 6 hour refresh timers, which really was one of the most important things for us.
This was just an idea I had that would address some of the issues newer players would have with coalition Boss events. And most importantly, it addresses those stuck on a specific node, as having infinite tries (and even with ribbons earned scaling down), technically wouldn’t allow those who are stuck on an “unbeatable” node to progress further and get progression rewards. Not to mention adjusting the ribbon handout? delivery system? would probably just be more work, etc etc.
Also, I felt it would be significantly easier to implement than other changes.
Please just consider it, thank you.
@Brigby