We would like to share a substantial change that is coming to the Alliance Raid Event. Over the last runs you have given us a large amount of feedback, and on one point the message was very consistent. The quest system did not fit the character of the event, and what most of you asked for instead was a clear competition in which activity, speed and dedication decide the ranking. We have discussed this internally in detail and decided not to patch the system, but to remove it.
With the upcoming version of the event, the entire quest hub will be gone. This includes the quest board itself, the leaderboard that was fed by quest progress, the level rewards that were attached to it, and both currencies that supported this structure, meaning quest points and quest tickets. There will no longer be tickets to collect in order to unlock quests, and quest points will no longer exist as a scoring currency. We are aware that some of you invested time into that system, and we did not take the decision to remove it lightly. The main reason is that the structure itself was the problem, not the amount of points a quest was worth. On top of that, the level rewards removed a meaningful reward path for those who contribute far more than the average of their alliance, so rebuilding them on a different currency would only have carried the same flaw forward.
Going forward, Rift Points become the single input for the entire event. Every point you earn while fighting the boss now feeds three reward streams at the same time. The Boss Defeat Reward stays as you know it. The Individual Activity Reward returns as a personal reward track and takes the place of the former level rewards, so that your own effort is recognised independently of how far your alliance progresses overall. On top of that, the event receives a real ranking for the first time, and it is scored directly from the Rift Points you generate.
At this point we want to be very clear about one thing, because it caused confusion in the past. Rift Points are not an actual currency. They cannot be used for anything, they cannot be spent, exchanged, converted, traded or given to another player, and there is no shop or any other place in the game where they have a value. Their only purpose is to measure your activity during the raid. They determine how far you progress through the reward streams of the event and where you and your alliance stand in the leaderboard, and that is the full extent of what they do. Rift Points are also reset after every run of the event, so each raid starts from zero for everyone. There is no benefit in trying to hold on to them or to carry a stockpile into the next round, because no such stockpile exists. What stays with you are the rewards you unlocked while collecting them.
The personal reward track is considerably larger than what the level rewards offered. Since the boss selection screen made it realistic to take on more than one boss during a single run, the track was deliberately built with enough headroom for two complete boss runs, so that continuing after your first kill remains worthwhile instead of running dry halfway through the event.
On the balancing side, several values are being reworked from the ground up. Until now, the Rift Point value of a hit was flat across all boss levels, which meant that a comfortable level could pay out just as well as a hard one. That flat value is being replaced by a properly authored curve that grows with the boss level, and defeating a boss level now raises your Rift Point payout going forward. The reason this matters is the shape of the difficulty. The first boss level takes around ten attacks to break through, while the tenth already demands well over two hundred, and the enemy forces waiting in the courtyard and on the walls grow by a similar order of magnitude across the seventeen configured levels, each of which is fought over eight stages. The new curve accounts for both the number of troops you have to defeat and how many attacks a level realistically takes, so that pushing forward is always the stronger play, even though your completion percentage naturally drops and your losses rise the higher you climb. Courtyard progress continues to carry considerably more weight than damage dealt to the walls. The eligibility thresholds for the Boss Defeat Reward are being adjusted in the same step, so that the reward pacing still matches the new point values and does not accidentally become easier or harsher than intended. We are testing this across the whole power spectrum, from smaller alliances to the strongest ones, with a clear focus on removing any situation in which parking on a single level is the most efficient strategy.
The ranking itself keeps the structure you are already familiar with from other competitive events. The division system stays in place, and the existing assignment of alliances to divisions is carried over unchanged. There will be no reset of your placement and no additional qualification round to get through, so the first run of the new format starts directly as a regular round with two views, one showing your standing inside your subdivision and one showing the contributions within your own alliance. That second view should make it considerably easier to see who is pulling their weight and where your alliance actually stands. The event length itself remains unchanged at seven days.
This first version is intentionally kept straightforward. The priority was to remove the quests and to bring a clean, understandable scoring system into the event. Further refinements are already being discussed for a later iteration, including bonus points for the first alliance worldwide to bring down a given boss level and additional ways to compete for points. Your feedback on the new format will directly shape which of those we tackle first. We will inform you separately as soon as the updated event becomes available on your server.