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Alliance War: Time to Switch to a 30-Node Map

FunnyDudeFunnyDude Member Posts: 692 ★★★★
Some of you may know that I’m a big fan of Alliance War (AW), but I’m not a fan of the 10-node map, as it breaks many of the fundamental designs of MCOC war system: diversity, teamwork, pre-fights, synergy, boosts, MVP, and more. However, the current 50-node war is also overwhelming.

Recently, Kabam has released too many 5/5 defensive champions, making them extremely difficult when placed on war nodes and causing resource consumption to become unaffordable. Since Kabam doesn’t seem interested in making significant changes to the potion system, one way to make war less stressful is to change the war map from 50 nodes to 30 nodes. Here is the map I suggest.




With this change, the longest path would be 6 fights, and most people would only need to do 4 fights.
By doing this, Kabam wouldn’t have to spend much time redesigning the map or adjusting the ecosystem—they would just need to remove 20 nodes, and most things could remain unchanged and just work.

This approach would preserve most of the key characteristics of AW but make wars for top alliances much more manageable.

Comments

  • startropicsstartropics Member Posts: 1,504 ★★★★★
    their map design is very intentional and they expect players to manage specific path identities and interactions. removing 20 nodes would take that away, and they would probably have to make the remaining nodes harder to makeup for it.

    also which nodes or paths would you remove?
  • FunnyDudeFunnyDude Member Posts: 692 ★★★★

    their map design is very intentional and they expect players to manage specific path identities and interactions. removing 20 nodes would take that away, and they would probably have to make the remaining nodes harder to makeup for it.

    also which nodes or paths would you remove?

    They designed map before adding a dozen of top defenders to the game right? This is the whole point.
    If you remember, a month ago they removed 40 nodes and quite a few people enjoyed it.
  • willrun4adonutwillrun4adonut Member Posts: 6,883 ★★★★★
    FunnyDude said:

    it breaks many of the fundamental designs of MCOC war system: MVP.

    This approach would preserve most of the key characteristics of AW but make wars for top alliances much more manageable.

    Is MVP a fundamental design of AW? I thought it was useless, but I also don't do high tier war.
  • NoahSansmanNoahSansman Member Posts: 505 ★★★

    FunnyDude said:

    it breaks many of the fundamental designs of MCOC war system: MVP.

    This approach would preserve most of the key characteristics of AW but make wars for top alliances much more manageable.

    Is MVP a fundamental design of AW? I thought it was useless, but I also don't do high tier war.
    Its only use is for help determining if a recruit does really well in war. Even then its misleading.
  • FunnyDudeFunnyDude Member Posts: 692 ★★★★

    FunnyDude said:

    it breaks many of the fundamental designs of MCOC war system: MVP.

    This approach would preserve most of the key characteristics of AW but make wars for top alliances much more manageable.

    Is MVP a fundamental design of AW? I thought it was useless, but I also don't do high tier war.
    Its only use is for help determining if a recruit does really well in war. Even then its misleading.
    yes, it is on dashboard and it is helpful somehow, I wouldn't recruit a 8-year player with two-digit war MVPs, and I listed half dozen things you don't have to agree everything right?
  • Lebron_is_not_top10Lebron_is_not_top10 Member Posts: 5
    Certain combinations on this map is horrible, potion prices are unacceptable
    It's reasonable for Kabam to make some adjustments because they keep adding new contents and extremely hard defenders.
  • dv99999dv99999 Member Posts: 257 ★★
    I suggest that you should delete that game mode.

    Too many solo modes now !! And war is low rewards but difficulty is too high so members are very low motivation to join. I dont know why you embedded alot of debuffs to attackers and alot of buffs to defenders. fighting same as everest content excepting you can revive for free.
  • FunnyDudeFunnyDude Member Posts: 692 ★★★★
    dv99999 said:

    I suggest that you should delete that game mode.

    Too many solo modes now !! And war is low rewards but difficulty is too high so members are very low motivation to join. I dont know why you embedded alot of debuffs to attackers and alot of buffs to defenders. fighting same as everest content excepting you can revive for free.

    well, this is the only game mode requires teamwork, so I want to see it alive.
    Be constructive right? This is what I'm trying to do.
  • startropicsstartropics Member Posts: 1,504 ★★★★★
    FunnyDude said:

    their map design is very intentional and they expect players to manage specific path identities and interactions. removing 20 nodes would take that away, and they would probably have to make the remaining nodes harder to makeup for it.

    also which nodes or paths would you remove?

    They designed map before adding a dozen of top defenders to the game right? This is the whole point.
    If you remember, a month ago they removed 40 nodes and quite a few people enjoyed it.
    ok, so which 20 nodes would you remove?
  • TyEdgeTyEdge Member Posts: 3,278 ★★★★★
    We are at a particular point in power creep where this feels like a terrible idea, even though I love what you’ve done with the map and the principles behind it.

    This map would be full of r4s of the 30 most obnoxious defenders in tier 2/3.
  • FunnyDudeFunnyDude Member Posts: 692 ★★★★
    TyEdge said:

    We are at a particular point in power creep where this feels like a terrible idea, even though I love what you’ve done with the map and the principles behind it.

    This map would be full of r4s of the 30 most obnoxious defenders in tier 2/3.

    Still better than 50 most obnoxious defenders right?
  • startropicsstartropics Member Posts: 1,504 ★★★★★
    edited July 18
    FunnyDude said:

    FunnyDude said:

    their map design is very intentional and they expect players to manage specific path identities and interactions. removing 20 nodes would take that away, and they would probably have to make the remaining nodes harder to makeup for it.

    also which nodes or paths would you remove?

    They designed map before adding a dozen of top defenders to the game right? This is the whole point.
    If you remember, a month ago they removed 40 nodes and quite a few people enjoyed it.
    ok, so which 20 nodes would you remove?
    Does it matter? For example, removing the full path 6, removing the first boss island, removing second part of path 1 and path 9, this is already 11 nodes. I can find 9 more easily but I don't get paid for any design work, I just give my feedback, you don't have to like it, and it doesn't matter whether you like it or not

    Again, this is not rocket science, this is just a mobile game, changing something wouldn't blow up the world, I don't know why you are so defensive.
    i'm not being defensive, just asked which nodes you would take out.

    it's important because paths have identities that need specific counters and kabam likes when we chase champs. if we remove 40% of the map, it lowers the value of our rosters and removes any incentive to spend.

    imo the 1 champ test was to gauge participation of progressing teams who usually ignore war and for them i think BIG THINGS has a lot of value, but not for competitive tiers.

    they gave us 2-day attack, adjusted the healing system to not count boosted health, reduced log jams by redesigning the map, and lowered timers to 45 minute. i'm not disregarding your post, just wondering if kabam will concentrate difficulty to compensate for less nodes.
  • shield311shield311 Member Posts: 1,653 ★★★★★
    Honestly either bring back big thing or don't touch this current map. They will find a way to completely mess up war making both previous formats look much better.
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