Team Event Leaderboards #
Overview #
Team Event Leaderboards provide a competitive framework where teams compete in small cohorts over time-limited events with tier-based progression. Teams are placed into cohorts of configurable size with customizable matchmaking rules and long-term progression systems.
Features #
- List: View all available events, optionally filtered by category
- Get: Retrieve detailed information about a specific event including team standings, scores, and individual member contributions
- Roll: Enrol a team into a cohort for an event, with tier-based matchmaking
- Update: Individual team members submit scores that contribute to the team’s total
- Claim: Claim rewards after an event ends based on final team ranking and tier placement
Example: Seasonal Team Leagues #
By implementing a multi-tier competitive system, you can create engaging long-term competition where teams progress through skill-based divisions over time. For example, you might create weekly tournaments where teams compete in Bronze, Silver, Gold, and Diamond tiers.
Each week, players compete in 15-team cohorts within their tier. Team members contribute to weekly objectives through various activities—completing missions, winning PvP matches, or crafting items. Individual contributions aggregate into a total team score that determines final cohort ranking.
Based on performance, teams advance through the tier system: top-performing teams get promoted to higher tiers with better rewards, while struggling teams may be demoted. This creates a progression system where teams must coordinate member participation and can build long-term team identity.
Teams that don’t participate for multiple weeks face automatic demotion, encouraging consistent engagement while protecting active teams from being matched against inactive opponents.
Key Terms #
Cohorts: Teams compete in small groups (typically 10-50 teams) that are locked once full, preventing late joiners from disrupting ongoing competition. The system automatically finds existing cohorts with available slots or creates new ones when needed.
Tier-Based Matchmaking: Teams only compete against others in their skill tier (e.g., Tier 0 = lowest, Tier N-1 = highest). Progression between tiers is based on cohort performance using configurable promotion and demotion rules.
Individual Contributions: While teams compete as units, each member’s score contributions are tracked separately. This allows for recognition of top contributors and ensures team scores reflect actual member participation.
Technical Considerations #
Demotion for Inactivity #
Teams that miss multiple event iterations face cumulative tier drops up to a configured maximum limit.
Event State #
Events maintain state flags (IsActive
, CanClaim
, CanRoll
) that determine available operations. Teams cannot update scores after events end or claim rewards before events conclude.