I don't understand the logic of only starting with partial energy for AQ?Why not just start with full energy, instead of the now current 3, and soon to be 4?What is this meant to do, besides delay people needlessly?
Bro what? Now when I emptied the Alliance Energy I could be free for like 4h 55m but now the timer is even reduced to 4h 25m to check again and again...... That'll create the pressure to move because I have energy, at least increase the energy cap to 10, please
Bro what? Now when I emptied the Alliance Energy I could be free for like 4h 55m but now the timer is even reduced to 4h 25m to check again and again...... That'll create the pressure to move because I have energy, at least increase the energy cap to 10, please I can't tell if this is serious or not, so I'm going to assume it is serious. First, the only reason to feel compelled to move when energy is full is because you don't want to waste energy. But under the new timer you have almost 25% more energy to complete the map. In effect we started with three and then got potentially 24 more energy one per hour. You can't really use the last one as it arrives when AQ ends, so you had 23+3=26 energy. If you slept eight hours, you'd lose an additional three energy as if you played efficiently and burned all your energy before you went to sleep you'd recharge five and then lose three. So your total energy budget was 23 energy. (I suspect we start with three to counterbalance the three we lose over an eight hour sleep period).Under the new AQ energy rules, we will start with four, we cap at six, and we recharge in 45 minutes. That means our daily energy budget gives us 24 / 0.75 = 32 energy from the timer, plus 4 to start, equals 36. Once again, call that 35 as you can't use the last one. Over an eight hour sleep period we would gain 8/.75 = 10.7 ~ 11 energy, we'd cap at six and lose 5. So our total energy budget is now 30. Net, players have gained seven points of energy.Whatever reasons people have for believing they should now use energy faster and more frequently, they are wrong. This isn't Brewsters Millions: you don't get credit for using more energy. You just have to complete the map. You now have more energy, and you get it faster. This is 100% an advantage for all players everywhere under all conditions so long as they don't completely use their minds and just play reasonably. Anyone who turns this into a negative is doing it to themselves, and I recommend they avoid doing that out of their own self-interest.
Previously, we’ve mentioned that Alliance War maps were not designed to be 100% completed. This philosophy came about in a time where many Wars resulted in ties and results came down to Diversity. In response, we increased the challenges and complexity in Alliance Wars. Today, we’re seeing that this has been pushed too far – this is a problem. While our goal was to increase granularity to avoid ties, the result was continuously pushing difficulty higher. We understand that this isn’t sustainable and are looking into different solutions in order to achieve our goal!
Way, way, way back when AW was being "adjusted" in the Issue 14-16 period, this came up. Back then I said something that I still don't know why it has never been acknowledged or implemented. It seems so incredibly obvious that either I'm an idiot, or the Kabam devs have a massive blindspot to it. If you're concerned about ties, then why, in *years* of AW development, have you never, ever, EVER attempted to implement a tie breaker for war?Kabam described defender diversity as a "tie breaker." It is not a tie breaker. It is a scoring option. Calling defender diversity a tie breaker is like calling field goals in the NFL a tie breaker. Diversity might decide a war, but it is not a tie breaker. A tie breaker is something that only comes into play in the event of a tie. The shoot out in soccer is a tie breaker. In the NFL, there are rules that determine who goes into the playoffs if multiple candidate teams have the same win/loss record. Those are tie breakers.Alliance war has never had a tie breaker. We let both sides fight the war, and if and only if there is a tie score we look at this thing, and which ever alliance has the better version of that thing wins. If it is still a tie, we look at a second tie breaker. But if the war is won or lost on the battlefield none of these things matter. That would be a tie breaker.I think tie breakers could have prevented a lot of misery. I've also never understood why a tie counts as a loss for both teams. If they didn't want to do tiebreakers, which I think is a superior option, they could also just split the Win bonus and be on their way.
Way, way, way back when AW was being "adjusted" in the Issue 14-16 period, this came up. Back then I said something that I still don't know why it has never been acknowledged or implemented. It seems so incredibly obvious that either I'm an idiot, or the Kabam devs have a massive blindspot to it. If you're concerned about ties, then why, in *years* of AW development, have you never, ever, EVER attempted to implement a tie breaker for war?Kabam described defender diversity as a "tie breaker." It is not a tie breaker. It is a scoring option. Calling defender diversity a tie breaker is like calling field goals in the NFL a tie breaker. Diversity might decide a war, but it is not a tie breaker. A tie breaker is something that only comes into play in the event of a tie. The shoot out in soccer is a tie breaker. In the NFL, there are rules that determine who goes into the playoffs if multiple candidate teams have the same win/loss record. Those are tie breakers.Alliance war has never had a tie breaker. We let both sides fight the war, and if and only if there is a tie score we look at this thing, and which ever alliance has the better version of that thing wins. If it is still a tie, we look at a second tie breaker. But if the war is won or lost on the battlefield none of these things matter. That would be a tie breaker.I think tie breakers could have prevented a lot of misery.
Raid Bosses sound fun. I like the idea of the whole alliance going to town on a 100 mil health boss.
So, when are bases coming out? 😃In all seriousness, good changes and improvements, lets hope you follow through on all and they wont cause more problems than they solve.Twi things i was dissapointed I didnt see:1. No mention of masteries presets or similar mechanism to make changing masteries easier.2. Arena play improvements like requesting help to clear champs to avoid scrolling and locking the champ/class filters between series. Once i select 5* all I want to see is just my 5*'s until I reset the filter.
No rewards change?? My alliance is done with AW, maybe some members done with this game too
In Season 19, we added more rewards in the top tiers (relative to others) with the introduction of new and re-tuned Defense Tactics. Something that we’re looking into for the near future is how our Season rankings are bracketed. That being said, all ranks will see a bump in Alliance War Season rewards, and we are committed to updating rewards on a more regular cadence to ensure that they remain relevant and valuable.We will continue to make regular updates to Season Rewards moving forward
Way, way, way back when AW was being "adjusted" in the Issue 14-16 period, this came up. Back then I said something that I still don't know why it has never been acknowledged or implemented. It seems so incredibly obvious that either I'm an idiot, or the Kabam devs have a massive blindspot to it. If you're concerned about ties, then why, in *years* of AW development, have you never, ever, EVER attempted to implement a tie breaker for war?Kabam described defender diversity as a "tie breaker." It is not a tie breaker. It is a scoring option. Calling defender diversity a tie breaker is like calling field goals in the NFL a tie breaker. Diversity might decide a war, but it is not a tie breaker. A tie breaker is something that only comes into play in the event of a tie. The shoot out in soccer is a tie breaker. In the NFL, there are rules that determine who goes into the playoffs if multiple candidate teams have the same win/loss record. Those are tie breakers.Alliance war has never had a tie breaker. We let both sides fight the war, and if and only if there is a tie score we look at this thing, and which ever alliance has the better version of that thing wins. If it is still a tie, we look at a second tie breaker. But if the war is won or lost on the battlefield none of these things matter. That would be a tie breaker.I think tie breakers could have prevented a lot of misery. I've also never understood why a tie counts as a loss for both teams. If they didn't want to do tiebreakers, which I think is a superior option, they could also just split the Win bonus and be on their way. It doesn't technically count as a loss, because there's no loser rewards. It doesn't count as a win, so neither side gets the winner rewards. The other rewards are participation rewards you get just for showing up. If it counted as a loss on both sides, both sides would lose rating and fall in tier. But both sides neither gain nor lose rating in the event of a tie.Should they split both the winner rewards and the winner points bonus in the event of a tie? It is not something that bothers me a lot overall, but I wouldn't be opposed to doing that either, except for the small problem of collusion. Both sides could elect to generate a tie and take the bird in the hand over risking the win/loss shot.