DNA3000 wrote: » vikky89 wrote: » DNA3000 wrote: » Snarf81 wrote: » Hi...Please forgive me is someone already had this suggestion but I think there might be something that deals with most of the criticism of removing defender kills while still enabling the desire by the developers to encourage people to use all their healthy heroes. What if each player gets 3 deaths or timeouts without any penalty, and deaths or timeouts after 3 give points to the opponents? This would allow users to attack and die with their heroes and thus fulfill the developers' stated intent, while limiting people from infinitely healing their Iron men with timeouts or using 15 team revives per game. Thoughts? I suggested a similar, but not identical idea here: https://forums.playcontestofchampions.com/en/discussion/comment/104329#Comment_104329 The difference is mainly that instead of penalizing dying, the idea is to penalize reviving. So there's never a penalty for using any champs you have, which was the problem Kabam Miike stated was the problem being addressed by the change. But it is similar to the idea you're expressing here. But penalizing revives doesnt stop from exploiting regen champs. regen-pause-timeout-repeat. They dont have to revive can just do unlimited tries. Even with regular champs can just timeout-heal. No revives needed so no defender kills. How do you address that. Current defender kill system works just fine with timeouts regarded as KO They could count those situations as a revive. Technically speaking in the current system the game just arbitrarily decides to count a reset as a kill even though nothing actually dies. So it is just as valid to count a reset as a revive for the purposes of score keeping as it is to count a reset as a kill. Either way you are basically giving the opposing alliance points when the attacker resets.
vikky89 wrote: » DNA3000 wrote: » Snarf81 wrote: » Hi...Please forgive me is someone already had this suggestion but I think there might be something that deals with most of the criticism of removing defender kills while still enabling the desire by the developers to encourage people to use all their healthy heroes. What if each player gets 3 deaths or timeouts without any penalty, and deaths or timeouts after 3 give points to the opponents? This would allow users to attack and die with their heroes and thus fulfill the developers' stated intent, while limiting people from infinitely healing their Iron men with timeouts or using 15 team revives per game. Thoughts? I suggested a similar, but not identical idea here: https://forums.playcontestofchampions.com/en/discussion/comment/104329#Comment_104329 The difference is mainly that instead of penalizing dying, the idea is to penalize reviving. So there's never a penalty for using any champs you have, which was the problem Kabam Miike stated was the problem being addressed by the change. But it is similar to the idea you're expressing here. But penalizing revives doesnt stop from exploiting regen champs. regen-pause-timeout-repeat. They dont have to revive can just do unlimited tries. Even with regular champs can just timeout-heal. No revives needed so no defender kills. How do you address that. Current defender kill system works just fine with timeouts regarded as KO
DNA3000 wrote: » Snarf81 wrote: » Hi...Please forgive me is someone already had this suggestion but I think there might be something that deals with most of the criticism of removing defender kills while still enabling the desire by the developers to encourage people to use all their healthy heroes. What if each player gets 3 deaths or timeouts without any penalty, and deaths or timeouts after 3 give points to the opponents? This would allow users to attack and die with their heroes and thus fulfill the developers' stated intent, while limiting people from infinitely healing their Iron men with timeouts or using 15 team revives per game. Thoughts? I suggested a similar, but not identical idea here: https://forums.playcontestofchampions.com/en/discussion/comment/104329#Comment_104329 The difference is mainly that instead of penalizing dying, the idea is to penalize reviving. So there's never a penalty for using any champs you have, which was the problem Kabam Miike stated was the problem being addressed by the change. But it is similar to the idea you're expressing here.
Snarf81 wrote: » Hi...Please forgive me is someone already had this suggestion but I think there might be something that deals with most of the criticism of removing defender kills while still enabling the desire by the developers to encourage people to use all their healthy heroes. What if each player gets 3 deaths or timeouts without any penalty, and deaths or timeouts after 3 give points to the opponents? This would allow users to attack and die with their heroes and thus fulfill the developers' stated intent, while limiting people from infinitely healing their Iron men with timeouts or using 15 team revives per game. Thoughts?
Hulksmasshh wrote: » DNA3000 wrote: » vikky89 wrote: » DNA3000 wrote: » Snarf81 wrote: » Hi...Please forgive me is someone already had this suggestion but I think there might be something that deals with most of the criticism of removing defender kills while still enabling the desire by the developers to encourage people to use all their healthy heroes. What if each player gets 3 deaths or timeouts without any penalty, and deaths or timeouts after 3 give points to the opponents? This would allow users to attack and die with their heroes and thus fulfill the developers' stated intent, while limiting people from infinitely healing their Iron men with timeouts or using 15 team revives per game. Thoughts? I suggested a similar, but not identical idea here: https://forums.playcontestofchampions.com/en/discussion/comment/104329#Comment_104329 The difference is mainly that instead of penalizing dying, the idea is to penalize reviving. So there's never a penalty for using any champs you have, which was the problem Kabam Miike stated was the problem being addressed by the change. But it is similar to the idea you're expressing here. But penalizing revives doesnt stop from exploiting regen champs. regen-pause-timeout-repeat. They dont have to revive can just do unlimited tries. Even with regular champs can just timeout-heal. No revives needed so no defender kills. How do you address that. Current defender kill system works just fine with timeouts regarded as KO They could count those situations as a revive. Technically speaking in the current system the game just arbitrarily decides to count a reset as a kill even though nothing actually dies. So it is just as valid to count a reset as a revive for the purposes of score keeping as it is to count a reset as a kill. Either way you are basically giving the opposing alliance points when the attacker resets. You have to look at it from Kabam's perspective. Awarding points for reviving wouldn't be a benefit to anyone. If their reasoning for removing defender kills was the feeling of being penalized when dieing, then adding a penalty for using revives would be even worse. Now players would feel hesitant about using/buying a revive (a Kabam feature that would make players hesitant to spend?) AND in a common situation where the player lost all his champs with enemy having a sliver of health left, they would have to pop a team-revive (3x penalty and guilt) for that little node. It just doesn't fit with the theme they are going for.
DNA3000 wrote: » Hulksmasshh wrote: » DNA3000 wrote: » vikky89 wrote: » DNA3000 wrote: » Snarf81 wrote: » Hi...Please forgive me is someone already had this suggestion but I think there might be something that deals with most of the criticism of removing defender kills while still enabling the desire by the developers to encourage people to use all their healthy heroes. What if each player gets 3 deaths or timeouts without any penalty, and deaths or timeouts after 3 give points to the opponents? This would allow users to attack and die with their heroes and thus fulfill the developers' stated intent, while limiting people from infinitely healing their Iron men with timeouts or using 15 team revives per game. Thoughts? I suggested a similar, but not identical idea here: https://forums.playcontestofchampions.com/en/discussion/comment/104329#Comment_104329 The difference is mainly that instead of penalizing dying, the idea is to penalize reviving. So there's never a penalty for using any champs you have, which was the problem Kabam Miike stated was the problem being addressed by the change. But it is similar to the idea you're expressing here. But penalizing revives doesnt stop from exploiting regen champs. regen-pause-timeout-repeat. They dont have to revive can just do unlimited tries. Even with regular champs can just timeout-heal. No revives needed so no defender kills. How do you address that. Current defender kill system works just fine with timeouts regarded as KO They could count those situations as a revive. Technically speaking in the current system the game just arbitrarily decides to count a reset as a kill even though nothing actually dies. So it is just as valid to count a reset as a revive for the purposes of score keeping as it is to count a reset as a kill. Either way you are basically giving the opposing alliance points when the attacker resets. You have to look at it from Kabam's perspective. Awarding points for reviving wouldn't be a benefit to anyone. If their reasoning for removing defender kills was the feeling of being penalized when dieing, then adding a penalty for using revives would be even worse. Now players would feel hesitant about using/buying a revive (a Kabam feature that would make players hesitant to spend?) AND in a common situation where the player lost all his champs with enemy having a sliver of health left, they would have to pop a team-revive (3x penalty and guilt) for that little node. It just doesn't fit with the theme they are going for. That is a potential issue, however my suggestion was an attempt to find a compromise position between the issue Kabam Miike specified was the goal of the change and the desire for many players to get credit for placing strong defenders. If you include the issues you're describing as non-compromisable, then I don't believe there is ultimately any alternative that addresses all of the perceived problems equally. Either dying generates some sort of penalty or it doesn't. If it doesn't then we have the situation currently announced: no penalty for any death ever. But if there is a penalty, that penalty however it affects scoring must either treat dying as the penalized event or revival as the penalized event. There are no other ways to count a death. Counting deaths is the situation we have. To address the issue Kabam Miike mentions the only way to simultaneously count deaths but not at the actual point of death is to count revives. If the act of dying generates no penalty and the act of reviving generates no penalty then there's no penalty possible. You can try to hide the penalty with math games, but the penalty still has to be computed based on deaths or revives. Kabam doesn't want to discourage people from using a healthy champion and risk death generating a penalty, so that eliminates counting deaths. There's nothing else left to count. Snarf81's suggestion tries to get around this problem by essentially not counting the first three deaths. That works, but it doesn't address Kabam Miike's stated problem it defers it. Instead of getting no penalty for any of your first three deaths, you now have the problem that if you revive those champions you will now be, so to speak, in foul trouble. Each of those deaths now counts. That could cause people to hesitate reviving but more directly to KM's post it would also cause them to hesitate using them.
Greywarden wrote: » @Kabam Miike so what happens in the above scenario where one group barely wins only because of defender kills?
DNA3000 wrote: » Greywarden wrote: » @Kabam Miike so what happens in the above scenario where one group barely wins only because of defender kills? It is pretty obvious what happens. The other alliance explored more and killed more nodes, so unless you had a huge advantage in defender diversity score you would have lost. I think what you mean to ask is how is that fair, and I think most players would agree with you it is not fair by the definitions of fair most players would agree to in an alliance war. However, the change to defender kill scores unavoidably changes the definition of fair in alliance war. The new definition of fair in 15.0 is "you shouldn't be penalized for dying more times on offense than your opponent, what matters is how much you accomplish with your champs." That's the logical inevitable consequence of negating defender kill scoring, whether intended or otherwise.
DNA3000 wrote: » Hulksmasshh wrote: » DNA3000 wrote: » vikky89 wrote: » DNA3000 wrote: » Snarf81 wrote: » Hi...Please forgive me is someone already had this suggestion but I think there might be something that deals with most of the criticism of removing defender kills while still enabling the desire by the developers to encourage people to use all their healthy heroes. What if each player gets 3 deaths or timeouts without any penalty, and deaths or timeouts after 3 give points to the opponents? This would allow users to attack and die with their heroes and thus fulfill the developers' stated intent, while limiting people from infinitely healing their Iron men with timeouts or using 15 team revives per game. Thoughts? I suggested a similar, but not identical idea here: https://forums.playcontestofchampions.com/en/discussion/comment/104329#Comment_104329 The difference is mainly that instead of penalizing dying, the idea is to penalize reviving. So there's never a penalty for using any champs you have, which was the problem Kabam Miike stated was the problem being addressed by the change. But it is similar to the idea you're expressing here. But penalizing revives doesnt stop from exploiting regen champs. regen-pause-timeout-repeat. They dont have to revive can just do unlimited tries. Even with regular champs can just timeout-heal. No revives needed so no defender kills. How do you address that. Current defender kill system works just fine with timeouts regarded as KO They could count those situations as a revive. Technically speaking in the current system the game just arbitrarily decides to count a reset as a kill even though nothing actually dies. So it is just as valid to count a reset as a revive for the purposes of score keeping as it is to count a reset as a kill. Either way you are basically giving the opposing alliance points when the attacker resets. You have to look at it from Kabam's perspective. Awarding points for reviving wouldn't be a benefit to anyone. If their reasoning for removing defender kills was the feeling of being penalized when dieing, then adding a penalty for using revives would be even worse. Now players would feel hesitant about using/buying a revive (a Kabam feature that would make players hesitant to spend?) AND in a common situation where the player lost all his champs with enemy having a sliver of health left, they would have to pop a team-revive (3x penalty and guilt) for that little node. It just doesn't fit with the theme they are going for. That is a potential issue, however my suggestion was an attempt to find a compromise position between the issue Kabam Miike specified was the goal of the change and the desire for many players to get credit for placing strong defenders. If you include the issues you're describing as non-compromisable, then I don't believe there is ultimately any alternative that addresses all of the perceived problems equally. Either dying generates some sort of penalty or it doesn't. If it doesn't then we have the situation currently announced: no penalty for any death ever. But if there is a penalty, that penalty however it affects scoring must either treat dying as the penalized event or revival as the penalized event. There are no other ways to count a death. Counting deaths is the situation we have. To address the issue Kabam Miike mentions the only way to simultaneously count deaths but not at the actual point of death is to count revives.
vikky89 wrote: » Ready61 wrote: » Most of you guys making heavy complaints don't spend a dime on this game. If you gonna complain about something complain about the rewards. Keep complaining and all the spenders leave and there won't be no game to play. It's not all about spending on the game either. Cause spenders are limited to just 15 items. So make them count. It's the BEST game play they came up with IMO. Cause people who pilot accounts was winning the wars. Where is the fun at in that? I think you got it wrong about what everyone is complaining about. I dont think anyone has issues about ppl spending. As you said before it was not all about spending, ppl with skill had a chance. Now kabam took that away by eliminating pts for defense kills. And pleased stop with 15 items cap. someone using 2 lvl3 single heals is not equal to other using 2 lvl4 team heals, even tho both have same item usage count.War was more balanced before because skill is rewarded. Not anymore
Ready61 wrote: » Most of you guys making heavy complaints don't spend a dime on this game. If you gonna complain about something complain about the rewards. Keep complaining and all the spenders leave and there won't be no game to play. It's not all about spending on the game either. Cause spenders are limited to just 15 items. So make them count. It's the BEST game play they came up with IMO. Cause people who pilot accounts was winning the wars. Where is the fun at in that?
Mcord11758 wrote: » So does next aq start tuesday?
wray1976 wrote: » Mcord11758 wrote: » So does next aq start tuesday? Mcord11758 wrote: » So does next aq start tuesday? "For the Alliance Quests series running from Sunday, August 29th until Sunday, September 3rd, there will be Zero cost to run any of the Maps, and Alliance Quest energy will refresh every 30 minutes."
Ready61 wrote: » So many of you guys worried about defender kills smh... you should be asking why are we getting the SAME rewards? And you all should be happy with the fact that defender kills won't make a big impact on who WINS the war. They announced 5 MINI BOSSES in AW now. That's gonna be a task itself. That means half of your BG will be facing a mini BOSS. That's gonna take some SKILLS to get done. Unless the ones who complaining about defender kills are the ones who fighting for other members in they alliance lol.
wray1976 wrote: » Ready61 wrote: » So many of you guys worried about defender kills smh... you should be asking why are we getting the SAME rewards? And you all should be happy with the fact that defender kills won't make a big impact on who WINS the war. They announced 5 MINI BOSSES in AW now. That's gonna be a task itself. That means half of your BG will be facing a mini BOSS. That's gonna take some SKILLS to get done. Unless the ones who complaining about defender kills are the ones who fighting for other members in they alliance lol. Agreed. The rewards should have been increased. Difficulty will be higher yet rewards stay the same. Not sure how that gets "overlooked" when they revamp wars.
OnlyOneAboveAll wrote: » wray1976 wrote: » Ready61 wrote: » So many of you guys worried about defender kills smh... you should be asking why are we getting the SAME rewards? And you all should be happy with the fact that defender kills won't make a big impact on who WINS the war. They announced 5 MINI BOSSES in AW now. That's gonna be a task itself. That means half of your BG will be facing a mini BOSS. That's gonna take some SKILLS to get done. Unless the ones who complaining about defender kills are the ones who fighting for other members in they alliance lol. Agreed. The rewards should have been increased. Difficulty will be higher yet rewards stay the same. Not sure how that gets "overlooked" when they revamp wars. I'm sure rewards will increase. They just haven't announced them yet.
Kabam Miike wrote: » Summoners! Our 15.0 Update is just about a week away, and with it, it's bringing a huge change to Alliance Wars! Check out everything you need to know about the Brand New Map, Scoring Changes, and new boosts in the Loyalty Store here: http://forums.playcontestofchampions.com/en/discussion/17902/15-0-alliance-wars-update/
Kabam Miike wrote: » We've gone through many revisions on them already to ensure that they are not too punishing, and that they are enjoyable to play, while still sticking to that goal of playing up Champion archetypes.
Kabam Miike wrote: » Crammer2020 wrote: » GREAT! 5 minis with the same 3 attackers on a much bigger map, means more revives needed! No defender kill points! BIG SPENDERS WIN EVERY WAR!!! FUNNN!!!!! Bigger map doesn't mean that you'll be having more fights. There will be just as many Defenders as there were before.
Crammer2020 wrote: » GREAT! 5 minis with the same 3 attackers on a much bigger map, means more revives needed! No defender kill points! BIG SPENDERS WIN EVERY WAR!!! FUNNN!!!!!