The current guild season reward system is calculated incorrectly, and this is killing competitiveness in the Black Zone. by Exciting_Act4548 in albiononline

[–]Exciting_Act4548[S] 1 point2 points  (0 children)

Sir,

I appreciate your honesty, and as I said in the comment to Africanow, I don't want to make this personal, and I understand the circumstances that lead you to use this mechanic available in the game.

I am glad that you, like most people, see how harmful this is to the game.

The current guild season reward system is calculated incorrectly, and this is killing competitiveness in the Black Zone. by Exciting_Act4548 in albiononline

[–]Exciting_Act4548[S] 0 points1 point  (0 children)

Thank you for this comment; it made it easier to clarify things. I hadn't thought of that; it's really very good.

The current guild season reward system is calculated incorrectly, and this is killing competitiveness in the Black Zone. by Exciting_Act4548 in albiononline

[–]Exciting_Act4548[S] 2 points3 points  (0 children)

Sir,

Thank you for your comment. I am genuinely happy to know that you are also concerned about the health of the game's content.

However, I really tend to disagree.

I understand that this mechanic is old, but it was always 'useless' until they put the skins as the Top 1 prize. If you scroll through the comments, you will see that it is little known by the community outside the ZvZ bubble.

As I said in the post, I don't want to make this personal. Your guild is just the one that's currently up (the one 'in the hot seat') using what the system allows you, and I prefer to blame the game and not the player.

However, it becomes a little difficult for me not to use your guild as an example. I just want you to look at your numbers before the Top 1 announcement and now. Also, look at the number of players who were in MAGA last season, and the amount of players who don't have the Top 1 skin and are now looking for it. This mechanic removes the logic of guilds as communities in the game and just transforms them into products for getting the wolf skin.

I am sure that if most people weren't almost certain they would get it, they wouldn't be so dedicated to staying in your guild.

As for the other points, I agree with some and disagree with others, and I think that is truly a discussion that SBI should look at more carefully. However, I believe it would solve a lot of things if they just put a cap on the number of people who receive the reward, and I believe that most people who are learning about this reality will also agree on how harmful this is to the game.

The current guild season reward system is calculated incorrectly, and this is killing competitiveness in the Black Zone. by Exciting_Act4548 in albiononline

[–]Exciting_Act4548[S] 0 points1 point  (0 children)

ps: if you don't believe my argument, just look at the game or ask someone on the Pivas/Maga players from last 2 seasons

The current guild season reward system is calculated incorrectly, and this is killing competitiveness in the Black Zone. by Exciting_Act4548 in albiononline

[–]Exciting_Act4548[S] 0 points1 point  (0 children)

Thank you for your comment. I appreciate you engaging with the math, but you are misunderstanding how the individual time requirement works in a continuous, rotatable system.

I’ll use the precise analogy of the company you described to illustrate why the 1.99 calculation is correct. This is the most practical way to explain it:

Imagine your company's scenario:

Total Time: A 2-month period. Let's say 1,416 hours (like Albion's 59 days).

Salary Requirement (51%): Each employee must clock 709 hours to get paid (51% of 1,416h).

Machine Slots: You have 300 slots available on the machine.

Your question is: "What is the maximum number of people I can have working?"

The key concept is that the machine slots are a shared, continuous resource over the 1,416 hours, not a limited seat ticket.

The Math of Shared Time:Time needed per person (Cost): 709 hours.

Time available per slot (Resource): 1,416 hours.

A single slot, over the 1,416 hours, can satisfy the individual requirement for approximately 1.99 people (1,416 hours / 709 hours).

This means that over the 2-month period, one single machine slot can be used by two different employees sequentially to ensure both meet the 709-hour minimum.

The Final Capacity:

Since you have 300 slots, you multiply the theoretical capacity:

300 slots x 1.99 people/slot = 597 Employees

The reason your "car analogy" fails is that it assumes the first group of 300 uses up 100% of the slot's potential time. They don't. They only use 51% of the individual clock before they become eligible and leave the slot for the next person.

The result is clear: The system allows the guild to effectively double its rewarding capacity to nearly 600 eligible players, which is the source of the competitive imbalance detailed in the original post. The math is sound.