Notes:
  • Minimum requirements are still valid as they are now, meaning a player can submit the request for a selected groups IF those requirements are full filled (eg minimum iLV/LV/unlocked duties etc.).
  • Minimum required level needed to register for a specific group has to be adjusted accordingly to the second lowest content of that group.
    For instance: If a player is level 61 they cannot register for the SB-ShB Leveling group since the second lowest duty of this group is 63 (The Fish Lizard Princess Palace).
    This is due to the fact that the roulette system works when at least two duties are valid and the player can register for both of them.
    The same structure can be applied to Trials modules which are valid at 67(SB-ShB) and 89 (EW-DT) player level
    For Normals Module the minimum requirment is set to the cap level of the lowest level cap of that group (E.G. for SB-ShB it is 70, while ARR-HW is set to 60)
    ARR-HW groups behave like the usual for Leveling Modules and Trials (iirc trials roulette is unlocked at level 50).
    Alternativly the system could pull extra duties from lower groups if these requirments can be too challenging to implement.
  • If a module has been completed by selecting a group that was not in bonus, the group that would handle the multiplier bonus cannot reward anything more.
    (Once you get your rewards from a module its value is set to zero, so zero times whatever bonus was, is still zero).
  • Bonus multiplier affects also the Adventurer In Need rewards.
  • Bonus multiplier is added to incentive players to use the system and be awarded by it, execially for lower tier groups like the ARR-HW.


Pros and Cons:
Pros:
  • Player are able to decide the range of contents they are getting.
  • Player can experience a more variety of contents within each section while giving to the same an incentive.
  • Players can help other players further in the game more frequently.
  • The overall levelling progression is almost unchanged as well the overall roulette system.

Cons:
  • Expected queue lenght is increased for each section. This could easily mitigated by implementing an override option which allows players to queue sections using the actual system, turning this point into a “pro”. It’s more about the player choice and not the RNG. Group bonus can be still applied if this override mode is used when the content popped meets the requirements.
  • More buttons to press means it’s easily to misclick. In a world where customer brain is rotting (mine more than others) it’s crucial to implement this system along an intelligent and clear UIX.
  • New players can feel that this system works against them, when the truth is that both sides have they needs and should be respected equally.

Continuing...