Hey Guys,
With the new AP-based award system now live, I wanted to take a moment to compare it with the previous one looking at the numbers, the philosophy, and what it means for different types of players.
The Old System
In the old system, earning awards was tied to deleting high-level characters. The breakdown looked like this:
Level 16–20: 25% chance for a Normal, 75% Minor
Level 21–25: 10% Greater, 35% Normal, 55% Minor
Level 26–30: 5% Major, 20% Greater, 75% Normal
A lot of factors influenced this as well, mostly gold on the character. But ignoring that factor. If you were consistent and efficient, you could reasonably grind one character per month to the 26–30 range, delete it, and roll the dice.
Using the 26-30 range, the average value of a sacrifice came to roughly 195,000 AP.
Pair this with the timers:
Major: 3 months
Greater & Normal: 2 months
Minor: 1 Month.
You come out with a average of 50,000 AP per month if you were producing normals. But it's higher, because you had a decent chance of massively cashing out with a higher roll. In the old system, timers adjusted, you were earning a potential of ~ 152,667 a month assuming you were not hitting gold cap
The New System
The new system replaces character deletion rolls with Award Points (AP) earned primarily through time played:
10 AP per minute, capped at 36,000 AP/month
80% goes to your character, 20% to your account
You unlock the character’s AP via Epic Sacrifice, and with consideration to timers if you're continuously sacrificing you're looking at roughly 10,850AP/Month.
On average, earning you 46,850 AP a month.
The Problem
While the new system is going to make a consistent and accessible source of award points, and incentivise the release of old characters, the reality is it's going to be significantly harder for new players - especially if they're going after greaters or majors.
You're looking at over 2 months on average for just a normal award. (Cost 100,000 AP)
You're looking at over 17 months on average for a major award. (Cost 800,000)
Meanwhile, legacy players who already hold awards or had characters with long playtime are getting a massive head start under the conversion system. Their past time is being retroactively valued at the new AP rates which are high and stored for future access. That creates a deep inequality between old and new players. Vets already have the AP, new players aren't getting the same output.
We're looking at yields of AP of only about 30% of the old system. No one wanted awards to be harder in the new system, just a stronger incentive for playing a well RP'ed legacy character and putting them to bed instead of making new burner characters.
The numbers need to be moved so the yields look a bit more similar. This is far too harsh on new players. Don't punish legacy, just increase new system yields - by a lot. The system is good, I like it, it achieves the objectives of rewarding rolling a age old character. But the numbers are off.