What actually makes completion faster
The shared pyramid finishes faster when the server delivers more blocks per minute with less idle time. That can come from faster travel, larger useful loads, fewer pickup and placement actions, better route knowledge, or more players working without blocking each other. A solo rate is a useful baseline, but it is not a promise about a crowded server because coordination and waiting change the result.
Start by measuring one player’s repeatable load. Then identify the idle sources: players searching for the quarry, carrying too little, waiting at the pyramid, or returning through a long route. Fix the most common source first. A small route improvement multiplied by many players can beat a large personal stat gain that is difficult for the team to copy.
Completion levers
| Target | Lever | Helps when | Avoid |
|---|---|---|---|
| Reduce actions | Bulk upgrades | Pickup/place dominates | Buying without a cost check |
| Carry useful full loads | Capacity | Many return trips | Overlong interaction time |
| Clear delivery lanes | Route discipline | Players overlap or wait | Blocking the placement area |
| Remove detours | Travel efficiency | Walking dominates | Unsafe shortcuts |
A practical completion plan
Read the current remaining target
Use the server’s visible counter and date the observation. Do not use an old total as the only input.
Measure one player’s blocks per minute
Time a repeatable route with a known load. This is your baseline for team planning.
Remove shared idle
Spread out quarry and pyramid traffic, call out the current target, and keep the placement area clear.
Recheck the estimate
Update remaining blocks and active player rate after a few minutes. The finish time should move as the server contributes blocks.
Estimate a solo completion baseline
Use the calculator for one player, then multiply cautiously for active teammates while accounting for shared idle and overlap.
Pickup & placement timing
Defaults: one block per action, 0.25 seconds each. Open this section to use your measured values.
Compare an upgrade
- Travel
- 15s
- Pickup
- 2.5s
- Placement
- 2.5s
Round-trip travel = 2 × one-way distance ÷ walk speed. Processing time = ceil(load ÷ pickup batch) × pickup time + ceil(load ÷ place batch) × place time. The estimate includes a return after every load, including the final partial load. It assumes a clear route, no boosts, no lag, and no server-wide placement delay. Replace the example values with a timed in-game observation.
Finish-faster FAQ
Should everyone use the same route?
Use the shortest route each player can repeat without blocking others. Consistency matters more than forcing every player into the same line.
Does more capacity always finish the pyramid faster?
Not always. Capacity helps when return trips dominate, but larger loads can add pickup and placement time. Compare the complete route.
How can I estimate a team finish?
Measure a solo rate, observe the number of active delivery players, then retime the group. Treat the result as a live estimate because overlap and server state change.
