So you would propose at X level of giving you get a shard, no matter what the level of the chest won or not? The only question is: what is the value of X? Most of the donations I receive are between 10 and 30. I seldom see 50 or above. So is 20 enough? Or should it be tied to the size of the highest donation -- I give 30 and you have to give at least 25? Or maybe everybody who gives gets a shard? You could do this a lot of ways but in the end it would increase the number of shards and thus reduce their value as a reward in other places like crafting and tournaments.
I think it's one of those things that sounds okay but comes out of Murphy's pocket. You never know what's going to happen when you make the change, but it probably won't be good.
AJ
i agree with the first half of that at least. "What is the value of X" would be the big question to answer, and probably answered by inno themselves. I dont think there is a single 100% full proof answer that solves everything. (Which is the point of this suggestion. Taking a good system, but not perfect, and trying to add something that would help improve it.)
There would really only be three main options that i see.
1. A set value across the board. - I do not see that being a good idea. Kp values vary to much from aw to aw and from lvl to lvl.
2. Setting this value separately for each aw and at each level. - Time consuming to program, i would imagine. But would give the most control.
3. An across the board percentage of the total kp needed to upgrade. - I would guess easier to program. But potentially easier to take advantage of for aw at low level. Perhaps the percentage would only activate at a certain aw level. Similar to how there are different amount of chests at different aw levels.
But it would ultimately be up to inno to decide what they would feel the best option to implement this is.
My idea was thought of looking at the higher end of kp donating, such as the OP pic. So lower end/lvl might pan out differently.
As for increasing the amount of shards to a level that would really effect the game.. its a legitement concern, but one i dont think would happen in this scenario. Or at the very least, is not the goal of this suggestion. - Usually, when you donate high levels of kp, you are on the chest list to some degree. Its more uncommon to donate a large amount of kp and still not make the chest list. (such as the OP pic.) It requires a more specific set of circumstances to reach that. You need just enough players that is more then the chest amount available, but not so many players that all the lesser donations combined with the higher ones finish off the aw. And then you need the amount of kp donated by each of that specific number to be relatively balanced in order for everyone to donate a high level of kp.
So its a lot of things have to come together in order to reach this scenario. And keep in mind again, im talking about higher levels of donations. Which is where a base line number (of some sort) would come into play. That would hopefully keep ppl from being able to abuse it. - If you had a 600kp aw, and 24 fs members all donated 25 to be tied.. that 'higher baseline' would prevent them from taking advantage and getting a shard. And on the other side of it, if you have a 600kp aw and you donate 90kp (since thats the OP pic value, it seems a good number to illustrate).. then you have donated 90kp. At 600kp total aws, you usually have around 4 shard chests (1 platinum, 3 gold) so in order to have met that high goal AND be left off the chest list, you would have needed 4 ppl that donated more then you to get the chests. So youd have 4 ppl that donated lets say 100kp while you donated 90kp. Thats 490/600 right there. So at best, one more person could reach that high donating threshold. And that would have to be under perfectly ideal circumstances to achieve this. But lets say they did achieve it. Thats 2 ppl that achieved this benchmark line for high level donating but didnt get a chest. That means in total, it only added 2 shard to the server for that aw's entire level. (Or at least thats the goal).
So... as such i dont think such a small increase would adversely effect the value of shards.
Edit: this idea is not to adversly effect the game play or shard numbers on the server. It is a very specific circumstance adjustment meant to augment a system that could leave a player out every once in a rare while.