I've made a number of threads talking about loop grinds. When I talk about loop grinds, I am talking about content that tracks activity over a period of time, usually for two or more competing goals, and after that period of time, reset, with the highest one causing a change in the world until the next cycle hits, and a new winner is declared. Rewards on loop grinds are not personal. I.E. Winning doesn't unlock a cosmetic for participants. Instead they introduce SOMETHING into the world that sticks around as long as they are top dog, and goes away when they are not.
HG is a perfect piece of content for a loop grind. You have two factions, servants vs guardians, the activity is Hourglass value (or wins/losses).
The question is, what do we do...what changes do we make... for each side when they win a cycle?
Here are basic criteria that make decent competing loop rewards:
- Balanced in desirability, different in function. We want competing rewards so that there is investment in one side winning vs the other. If the rewards are just re-skins of the same thing, then it doesn't matter which side wins, and there is no further incentive to play the loop).
- They don't create a feedback cycle. (I.E. A reaper win does not make it easier for reapers to win again, and vice versa). We want both sides to start each cycle on even footing, so we don't want something that gives one side of a loop to have an advantage, or we end up in a situation where we have the same outcome again and again.
- They should reflect the faction in some way.
- They are communal, not personal. Again, rewards for the cycle should be something that happens in the world, not a personal gain. This could be a state change in the world (Overall bonus to certain activities, environmental differences, etc.) or it could be new, temporary, tools you can acquire in the world.
What do you think would work well for HG rewards?
