Team Event Leaderboards #

Preview
The features described below are in preview at the moment.

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.