COMPLETED CG Utopia Request for Vital Commodities

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So at how many tonnes are you drawing the line?
Currently we have this from 2,395 contributors.

Easy:

Tiers (drop the % non-sense altogether) Contributions Reward (fixed for all CGs no matter what)
Tier 5> 50,000.50,000,000
Tier 4~ 15,001 to 50,00040,000,000
Tier 3~ 5,001 to 15,00030,000,000
Tier 2~ 1,001 to 5,00020,000,000
Tier 1~ 1 to 1,00010,000,000

Keep all other conditions as current: CG goal amount, success tier, etc. Once you make it to the special-reward tier, you can continue contributing until the CG reaches success tier without the constant FOMO of getting bumped down at the last minute. The incentives to keep contributing are the special reward itself (conditional to CG reaching success tier) and the extra credits, whether if it's the CG credit reward or the trade profit.

Honestly, somebody please tell me all the flaws in this concept, because I've been sitting here for 25 minutes trying hard to find one and I just can't see any.
 
Well…

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Tiers (drop the % non-sense altogether) Contributions Reward (fixed for all CGs no matter what)
Tier 5> 50,000.50,000,000
Tier 4~ 15,001 to 50,00040,000,000
Tier 3~ 5,001 to 15,00030,000,000
Tier 2~ 1,001 to 5,00020,000,000
Tier 1~ 1 to 1,00010,000,000
The main disadvantage is that trade CGs are not created equal. Even just restricting to bubble trade CGs with normal cargo and one-week durations from the restart in 2020 onwards

cgtonnage.png

There's been a slight general upwards trend over time for various reasons, but the size of the ranges and overlap between the ranges is more important.

Even just counting the recent ones:
Rank 5 (top 10%) has varied between 14k and 27k
Rank 4 (top 25%) has varied between 7.5k and 19k
Rank 3 (top 50%) has varied between 3k and 6.5k
Rank 2 (top 75%) has varied between 400t and 1.5k

So the cost of fixing the ranges (your specific suggestion is generous for rank 4 but extremely harsh for rank 5, but sure, the exact numbers are just illustrative) is that they no longer account for the actual difficulty of the CG at all - long supercruises, slight differences in availability of goods, how many other players are draining all the nearby markets, is it a system you can get a FC spot in, etc.

Non-standard CGs - duration, location, weird commodity combinations, etc. - would need to have extremely different targets. For a Colonia Trade CG, 10,000t would get you Rank 5 comfortably almost all the time, and 50,000t would be near impossible because of market exhaustion. Similarly for other CG types - whether or not there's a High Foot CZ available makes a massive difference to the quantity of bonds collectable in a week; rare allocation rates vary massively; as the parallel CG has found there's a big difference between handing in G3 materials and G1 materials; etc. A single flat target amount would be useless for most of those.

5000t might be psychologically favourable as a fixed target, but the difficulty of achieving it is going to vary considerably (especially for non-trade CGs), while the difficulty of coming in "top 50%" is going to be relatively consistent between CGs (the size of the % thresholds is virtually independent of the number of participants). So Frontier end up not only having to guess the total deliveries (which is certainly very hit-and-miss) but also the distribution of them to pick the appropriate "difficulty scale".

Obviously lots of people would rather complain about Frontier setting bad targets than about their fellow players being better than they are at meeting them, so in terms of player satisfaction missing out on the Rank 4 reward because the threshold was mistakenly set so high that only about 15 people met it might make people happier than missing out on it because 1 in 4 participants did more than they did. But it's definitely "pick your poison" rather than one being clearly superior.
 
To be honest I didn't think that one was particularly challenging: freely purchasable commodities, delivered to a station relatively close to the system entry point, with plenty of room nearby for carriers. I got to 25% even with the extremely limited playtime I had available.

For delivery my carrier was parked around the primary star of a system one jump away, with only (I think) two others in system. Very different from most CGs where all the slots throughout every nearby system are usually full

I assumed people were just not interested in this CG for some reason.
 
Easy:

Tiers (drop the % non-sense altogether) Contributions Reward (fixed for all CGs no matter what)
Tier 5> 50,000.50,000,000
Tier 4~ 15,001 to 50,00040,000,000
Tier 3~ 5,001 to 15,00030,000,000
Tier 2~ 1,001 to 5,00020,000,000
Tier 1~ 1 to 1,00010,000,000

Keep all other conditions as current: CG goal amount, success tier, etc. Once you make it to the special-reward tier, you can continue contributing until the CG reaches success tier without the constant FOMO of getting bumped down at the last minute. The incentives to keep contributing are the special reward itself (conditional to CG reaching success tier) and the extra credits, whether if it's the CG credit reward or the trade profit.

Honestly, somebody please tell me all the flaws in this concept, because I've been sitting here for 25 minutes trying hard to find one and I just can't see any.
Well using tier in so many ways is confusing to start with.

The advantage with setting bands based on percentages is that the bands don’t need to be rewritten if the target total is changed massively. Making different CGs easier to create.

Of course if all CGs are going to have the same target and the same payout they will soon feel incredibly repetitive leading to accusations of grind.
 
I assumed people were just not interested in this CG for some reason.
Participation was the highest for a CG offering only cosmetic rewards (rather than modules or super-high intrinsic trade profits) since September 2022; tonnage the second highest on the same basis. Tonnage per participant was a little down on the previous two CGs ... but higher than all of the four before that. So general interest doesn't seem to have been lacking.

Top 10% and top 25% thresholds were definitely on the lower side of normal, though - it seems to have been a CG with more people delivering a bit and fewer people delivering a lot, which may explain how easy it was to get a parking space.
 
1st CG in years. I finished top 25% and got 5.25 mill. So, am I to understand that we dont get the paint job because we only go to tier 1?
 
When you can’t decide if you succeeded or failed, do both?

I guess…

Always funny that no-one knows how CGs work
And perhaps you could think about why that conception exists instead of snide remarks. And then explain to us ignorants what we are missing, since if the rewards always showed up immediately after completing the CG, that idea wouldn’t exist? (Actually, I’m probably underestimating human stupidity there but sometimes the optimistic quarter of my brain flicks on unexpectedly)
 
If they'd paid any amount of credits for the encoded materials it might have succeeded successfully. I'm not used to reaching the goal but failing the task, kinda bummed, my elation at waking to see we'd hit it overnight didn't last long, d'oh!
 
Clarification of what?
The fact that there were originally two halves of GalNet published claiming opposite things but the in-game version only shows the failed initiative one now (I didn’t get to check until now)…

… but it’s still a bit meh. Not partial success or failure, just total for one or the other side. Way to not make the work of people to complete the actually possible side of the CG feel rewarded (if they weren’t doing it for the paintjob).
 
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