Kabam Miike wrote: » Speeds80 wrote: » It's not enough mike, another important change needed is portals to stop requiring energy, i took path 2 yesterday and played all day and could not get to the miniboss before I needed to sleep, nobody wants to check in twice as much for war as they used to. if we couldn't see class and minibosses it might almost be hard enough again to prevent 100%, Portals require the same amount of energy that taking a step would. If another Summoner has already made it to that portal, that doesn't require any energy. If you take the portal to a place another player has already been, it will not cost energy. But if you're the first one to get there, and take the portal to somewhere another player has not been, then it will cost energy.
Speeds80 wrote: » It's not enough mike, another important change needed is portals to stop requiring energy, i took path 2 yesterday and played all day and could not get to the miniboss before I needed to sleep, nobody wants to check in twice as much for war as they used to. if we couldn't see class and minibosses it might almost be hard enough again to prevent 100%,
Kabam Miike wrote: » We understand how they can impact wars, but what I've gotten a lot of Private Messages about and have now seen posts of is that players are concerned that they will continue to 100% the map, and that Defender kills would fix this. This is what we're trying to avoid, a case where an Alliance is able to 100% Explore the map very easily, and even less so should it be possible for both Alliances to fully explore their opponent's maps. We're working towards this, and will continue to make more iterations if we think that they are necessary.
Kabam Miike wrote: » If there are more changes that need to be made, just like the last couple weeks, we'll make more further revisions.[/color]
Kabam Miike wrote: » Anonymous wrote: » Kabam Miike wrote: » NevvB wrote: » Dunno if it’s funny or sad that kabam doesnt understand how defender kills can impact war. We understand how they can impact wars, but what I've gotten a lot of Private Messages about and have now seen posts of is that players are concerned that they will continue to 100% the map, and that Defender kills would fix this. This is what we're trying to avoid, a case where an Alliance is able to 100% Explore the map very easily, and even less so should it be possible for both Alliances to fully explore their opponent's maps. We're working towards this, and will continue to make more iterations if we think that they are necessary. We have usually been able to 100% our opponents maps in the old war system. Even with all the magiks, dorms, juggs, nightclub, etc. Most top 100 alliances have. How is this new design supposed to stop that? That's a fair Question! The goal is to make the map more engaging and difficult so that where you place which Defenders is a conscious decision that you have to think about. If we find that you guys are all still 100%ing this Map, then it means that we need to make further revisions. We're not through with this, and we plan on keeping a close eye on this next round. If there are more changes that need to be made, just like the last couple weeks, we'll make more. Anonymous wrote: » Nightcrawlers * I kind of like Nightclub
Anonymous wrote: » Kabam Miike wrote: » NevvB wrote: » Dunno if it’s funny or sad that kabam doesnt understand how defender kills can impact war. We understand how they can impact wars, but what I've gotten a lot of Private Messages about and have now seen posts of is that players are concerned that they will continue to 100% the map, and that Defender kills would fix this. This is what we're trying to avoid, a case where an Alliance is able to 100% Explore the map very easily, and even less so should it be possible for both Alliances to fully explore their opponent's maps. We're working towards this, and will continue to make more iterations if we think that they are necessary. We have usually been able to 100% our opponents maps in the old war system. Even with all the magiks, dorms, juggs, nightclub, etc. Most top 100 alliances have. How is this new design supposed to stop that?
Kabam Miike wrote: » NevvB wrote: » Dunno if it’s funny or sad that kabam doesnt understand how defender kills can impact war. We understand how they can impact wars, but what I've gotten a lot of Private Messages about and have now seen posts of is that players are concerned that they will continue to 100% the map, and that Defender kills would fix this. This is what we're trying to avoid, a case where an Alliance is able to 100% Explore the map very easily, and even less so should it be possible for both Alliances to fully explore their opponent's maps. We're working towards this, and will continue to make more iterations if we think that they are necessary.
NevvB wrote: » Dunno if it’s funny or sad that kabam doesnt understand how defender kills can impact war.
Anonymous wrote: » Nightcrawlers *
linux wrote: » DNA3000 wrote: » JRock808 wrote: » Diversity should be a multiplier for defense kills. More diverse defense gets a higher multiplier, thus more points for kills. It adds a little strategy back, at least. Do we go for a strong defense and get more, less valuable, kills, or a diverse one which will get fewer kills, but more points for each. That took me 30 seconds to come up with, so I'm sure it could be improved but damn does it sound better than the current system and it gets that diversity metric included? Sounds good, until you try to put real numbers on such a suggestion and meta-game it out in your head. I can't think of a way to do that which works. Most of the time, I come up with a system that encourages racking up the maximum number of kills and screw the multiplier, or a multipler so low you might as well place the maximum diversity defense and hope for a lucky kill or just count on the miniboss kills. If I may present a not quite accurate but illustrative mathematical analogy. Using linear scoring and proportional multipliers means the tradeoff between kills and multipliers looks like a line - a linear graph. Lines can only slope one way, to the left or to the right. And that means the best ("highest") point on the tradeoff curve is either absolute far right or absolute far left. Which means you'll be driven to either maximum diversity or completely ignoring diversity. To design the tradeoff so that it is perfectly level and all points are equally high is virtually impossible, and worse if all points are equally good then nothing stops players from going back to 14.0 placement and putting ten Magik's everywhere. If you want players to move towards some happy middle ground, the extreme left and the extreme right must be worse than the middle. The tradeoff "math" has to look like an upside down horseshoe. Linear scoring can't really do that. You always end up with a flat, straight line. Here's a simple algorithm, and I think it would work reasonably well at encouraging placement of interesting champs (ones which might get kills -- i.e. interesting on the offense side too): Divide the number of kills by the number of that champ. (Easy to describe, but complicated in practice. It can be tweaked -- e.g. sqrt of the number of that champ, or some other function -- but I'm not sure that'd improve matters.) So if an alliance places 3 Magiks and totals 15 kills by Magik, they get 5 points. If they place 1 Magik and she gets 5 kills, and 1 Yondu and he gets 1 kill, and 1 Venom, who gets 1 kill -- they get 7 points. This doesn't force you not to use the same champ -- if it really is by far your best choice for a node, it might make sense; but it strongly encourages placement of interesting or unique champs. To be honest, I think this would lead to use of synergy teams to buff unique defenders, so most nodes would be relatively easy -- but harder nodes might offer some interesting fights. None of this will help unless the map is made a bit harder, though. EDIT: to be clear, I agree with you that linear models are likely not to provide a balance. The point of this proposal is that it's a (multiplicative) inverse, which produces a different shape. I suspect it'd need some tweaks, but that something based on this could support multiple strategies including some balanced strategies. I also agree with you that there are other approaches which could work -- my point was that modifying kills based on diversity of defenders can probably be workable.
DNA3000 wrote: » JRock808 wrote: » Diversity should be a multiplier for defense kills. More diverse defense gets a higher multiplier, thus more points for kills. It adds a little strategy back, at least. Do we go for a strong defense and get more, less valuable, kills, or a diverse one which will get fewer kills, but more points for each. That took me 30 seconds to come up with, so I'm sure it could be improved but damn does it sound better than the current system and it gets that diversity metric included? Sounds good, until you try to put real numbers on such a suggestion and meta-game it out in your head. I can't think of a way to do that which works. Most of the time, I come up with a system that encourages racking up the maximum number of kills and screw the multiplier, or a multipler so low you might as well place the maximum diversity defense and hope for a lucky kill or just count on the miniboss kills. If I may present a not quite accurate but illustrative mathematical analogy. Using linear scoring and proportional multipliers means the tradeoff between kills and multipliers looks like a line - a linear graph. Lines can only slope one way, to the left or to the right. And that means the best ("highest") point on the tradeoff curve is either absolute far right or absolute far left. Which means you'll be driven to either maximum diversity or completely ignoring diversity. To design the tradeoff so that it is perfectly level and all points are equally high is virtually impossible, and worse if all points are equally good then nothing stops players from going back to 14.0 placement and putting ten Magik's everywhere. If you want players to move towards some happy middle ground, the extreme left and the extreme right must be worse than the middle. The tradeoff "math" has to look like an upside down horseshoe. Linear scoring can't really do that. You always end up with a flat, straight line.
JRock808 wrote: » Diversity should be a multiplier for defense kills. More diverse defense gets a higher multiplier, thus more points for kills. It adds a little strategy back, at least. Do we go for a strong defense and get more, less valuable, kills, or a diverse one which will get fewer kills, but more points for each. That took me 30 seconds to come up with, so I'm sure it could be improved but damn does it sound better than the current system and it gets that diversity metric included?
GroundedWisdom wrote: » Huluhula wrote: » GroundedWisdom wrote: » Sorry you disagree. I stand by my theory. And that is absolutely your right and you can preach it day and night but it doesn’t change the fact that it’s never going to be accepted. WAR should 100% be based off skill level. I.e. your ability to out maneuver your oppents placement and strategy I.e your ability to out think your opponent and catch them off guard or force them to fight something so hard they either have to step up their game and improve their skill or die trying That's not skill from the perspective you're talking about. That's overpowering the opponent by placing multiple Champs that gain the highest Kills, and forcing them to lose by their own effort. We will have to disagree on this one. It's seen as skill for the winning team, but the ones who have to lose from trying aren't seeing it the same. It's just a safe way to win everytime.
Huluhula wrote: » GroundedWisdom wrote: » Sorry you disagree. I stand by my theory. And that is absolutely your right and you can preach it day and night but it doesn’t change the fact that it’s never going to be accepted. WAR should 100% be based off skill level. I.e. your ability to out maneuver your oppents placement and strategy I.e your ability to out think your opponent and catch them off guard or force them to fight something so hard they either have to step up their game and improve their skill or die trying
GroundedWisdom wrote: » Sorry you disagree. I stand by my theory.
Kabam Miike wrote: » Portals require the same amount of energy that taking a step would. If another Summoner has already made it to that portal, that doesn't require any energy. If you take the portal to a place another player has already been, it will not cost energy. But if you're the first one to get there, and take the portal to somewhere another player has not been, then it will cost energy.
Voluntaris wrote: » Qwerty wrote: » Kabam Miike wrote: » Anonymous wrote: » Kabam Miike wrote: » NevvB wrote: » Dunno if it’s funny or sad that kabam doesnt understand how defender kills can impact war. We understand how they can impact wars, but what I've gotten a lot of Private Messages about and have now seen posts of is that players are concerned that they will continue to 100% the map, and that Defender kills would fix this. This is what we're trying to avoid, a case where an Alliance is able to 100% Explore the map very easily, and even less so should it be possible for both Alliances to fully explore their opponent's maps. We're working towards this, and will continue to make more iterations if we think that they are necessary. We have usually been able to 100% our opponents maps in the old war system. Even with all the magiks, dorms, juggs, nightclub, etc. Most top 100 alliances have. How is this new design supposed to stop that? That's a fair Question! The goal is to make the map more engaging and difficult so that where you place which Defenders is a conscious decision that you have to think about. If we find that you guys are all still 100%ing this Map, then it means that we need to make further revisions. We're not through with this, and we plan on keeping a close eye on this next round. If there are more changes that need to be made, just like the last couple weeks, we'll make more. Anonymous wrote: » Nightcrawlers * I kind of like Nightclub so what you're saying if this band aid fix doesn't work, then you're going to be to crank up the difficulty on the next band aid fix? if that's the route they really want to go (keeping the skill removed from AW with no defender kill points), they're going to need to add Labyrinth of Legends nodes to AW tier 1 --- it'll still suck though since higher defender rating will still always win at high competitive levels.
Qwerty wrote: » Kabam Miike wrote: » Anonymous wrote: » Kabam Miike wrote: » NevvB wrote: » Dunno if it’s funny or sad that kabam doesnt understand how defender kills can impact war. We understand how they can impact wars, but what I've gotten a lot of Private Messages about and have now seen posts of is that players are concerned that they will continue to 100% the map, and that Defender kills would fix this. This is what we're trying to avoid, a case where an Alliance is able to 100% Explore the map very easily, and even less so should it be possible for both Alliances to fully explore their opponent's maps. We're working towards this, and will continue to make more iterations if we think that they are necessary. We have usually been able to 100% our opponents maps in the old war system. Even with all the magiks, dorms, juggs, nightclub, etc. Most top 100 alliances have. How is this new design supposed to stop that? That's a fair Question! The goal is to make the map more engaging and difficult so that where you place which Defenders is a conscious decision that you have to think about. If we find that you guys are all still 100%ing this Map, then it means that we need to make further revisions. We're not through with this, and we plan on keeping a close eye on this next round. If there are more changes that need to be made, just like the last couple weeks, we'll make more. Anonymous wrote: » Nightcrawlers * I kind of like Nightclub so what you're saying if this band aid fix doesn't work, then you're going to be to crank up the difficulty on the next band aid fix?
FAL7EN wrote: » I hope Kabam just gets to the point where they add ridiculous op nodes so alliances can barely get 30% completion. Then maybe all the bitchin will stop but then again it probably won't lol
JRock808 wrote: » GroundedWisdom wrote: » JRock808 wrote: » GroundedWisdom wrote: » I'm not new to War. I've been organizing them since they started. I'm not getting into personals. Which this is. When you have a Player Base that encompasses all levels and everyone plays the same system, you can't devalue the issues that exist by simply saying, "Git gud". In a head to head competition yes you absolutely can. There is nothing else to say. You lose, you learn, you try again. You don't claim the win because you spent more for your cleats. Jeez. Spending is really irrelevant because the larger metric is the Defender Rating. If Players want to finish the Map and choose to spend, that has always been an option. There's never been a penalty for that. The penalty was from trying and getting KO'd. When the opponent has a strong enough Roster, those numbers add up greatly. To the point of making a Win impossible no matter what was chosen for strategy. The way to increase rating is to spend. New high pi champs, more rank up materials. Money rules here, and the more they do, or don't do, and the more they say, or don't say, I'm thinking this is the idea. Drive new champ revenue up by forcing people to stay ahead of the curve to win a war while those behind have no shot despite skill level. Enjoy AQ 2.0.
GroundedWisdom wrote: » JRock808 wrote: » GroundedWisdom wrote: » I'm not new to War. I've been organizing them since they started. I'm not getting into personals. Which this is. When you have a Player Base that encompasses all levels and everyone plays the same system, you can't devalue the issues that exist by simply saying, "Git gud". In a head to head competition yes you absolutely can. There is nothing else to say. You lose, you learn, you try again. You don't claim the win because you spent more for your cleats. Jeez. Spending is really irrelevant because the larger metric is the Defender Rating. If Players want to finish the Map and choose to spend, that has always been an option. There's never been a penalty for that. The penalty was from trying and getting KO'd. When the opponent has a strong enough Roster, those numbers add up greatly. To the point of making a Win impossible no matter what was chosen for strategy.
JRock808 wrote: » GroundedWisdom wrote: » I'm not new to War. I've been organizing them since they started. I'm not getting into personals. Which this is. When you have a Player Base that encompasses all levels and everyone plays the same system, you can't devalue the issues that exist by simply saying, "Git gud". In a head to head competition yes you absolutely can. There is nothing else to say. You lose, you learn, you try again. You don't claim the win because you spent more for your cleats. Jeez.
GroundedWisdom wrote: » I'm not new to War. I've been organizing them since they started. I'm not getting into personals. Which this is. When you have a Player Base that encompasses all levels and everyone plays the same system, you can't devalue the issues that exist by simply saying, "Git gud".
Anonymous wrote: » FAL7EN wrote: » I hope Kabam just gets to the point where they add ridiculous op nodes so alliances can barely get 30% completion. Then maybe all the bitchin will stop but then again it probably won't lol I think you're missing the point, getting 100% was something we did regularly in the old map. It took skill, coordination, and even items. But if our opponents did it too, we could count the kills and say we did better. I want to face strong defenses, and for my defense to be tough. That was the fun challenging part of the game. Without it, I won't keep playing much longer. I know, I know, people will just say go ahead and quit then.
Kabam Miike wrote: » Anonymous wrote: » Kabam Miike wrote: » NevvB wrote: » Dunno if it’s funny or sad that kabam doesnt understand how defender kills can impact war. We understand how they can impact wars, but what I've gotten a lot of Private Messages about and have now seen posts of is that players are concerned that they will continue to 100% the map, and that Defender kills would fix this. This is what we're trying to avoid, a case where an Alliance is able to 100% Explore the map very easily, and even less so should it be possible for both Alliances to fully explore their opponent's maps. We're working towards this, and will continue to make more iterations if we think that they are necessary. We have usually been able to 100% our opponents maps in the old war system. Even with all the magiks, dorms, juggs, nightclub, etc. Most top 100 alliances have. How is this new design supposed to stop that? That's a fair Question! The goal is to make the map more engaging and difficult so that where you place which Defenders is a conscious decision that you have to think about. If we find that you guys are all still 100%ing this Map, then it means that we need to make further revisions. We're not through with this, and we plan on keeping a close eye on this next round. If there are more changes that need to be made, just like the last couple weeks, we'll make more.
andrade5184 wrote: » great job everyone now you got kabam to make wars even harder which will not only result in diversity still being the deciding factor as well as it costing more to win. i mean without defender kills it really sucks that the maps going to be harder now.
GroundedWisdom wrote: » When the opponent has a strong enough Roster, those numbers add up greatly. To the point of making a Win impossible no matter what was chosen for strategy.
JRock808 wrote: » andrade5184 wrote: » great job everyone now you got kabam to make wars even harder which will not only result in diversity still being the deciding factor as well as it costing more to win. i mean without defender kills it really sucks that the maps going to be harder now. Think about it. It's not an accident. The whole goal was to increase revenue via AW.
Kabam Miike wrote: » JRock808 wrote: » andrade5184 wrote: » great job everyone now you got kabam to make wars even harder which will not only result in diversity still being the deciding factor as well as it costing more to win. i mean without defender kills it really sucks that the maps going to be harder now. Think about it. It's not an accident. The whole goal was to increase revenue via AW. Our goals were to make Alliance Wars more diverse, engaging and fun. We've said this before. I know you're going to believe whatever you want to believe, but I promise you, that was not at all our goal here. When we removed Defender kills, it's because we didn't want players to simply give up after a fight. Not playing should never be the optimal strategy. We wanted everybody to fight for the very last node. Stuck because your Alliance mate couldn't take down the link to the node in front of you? Well fight it anyways! See if you can take it down! We've said before that getting this mode to where we want it to be will be an iterative process. So if there are more iterations that need to be made, we will. But first, we've got to get through a few days of War until we can see how this is working out.
Kabam Miike wrote: » JRock808 wrote: » andrade5184 wrote: » great job everyone now you got kabam to make wars even harder which will not only result in diversity still being the deciding factor as well as it costing more to win. i mean without defender kills it really sucks that the maps going to be harder now. Think about it. It's not an accident. The whole goal was to increase revenue via AW. When we removed Defender kills, it's because we didn't want players to simply give up after a fight. Not playing should never be the optimal strategy. We wanted everybody to fight for the very last node. Stuck because your Alliance mate couldn't take down the link to the node in front of you? Well fight it anyways! See if you can take it
KamalaWantsToPlayToo wrote: » Really I don't understand how this has to be so complex. It seems like such a simple concept. Why not just have 3 point metrics: exploration, boss kills and defender kills. Whoever clears the the map while doing it in style wins. Maybe I'm over simplifying things, but I know for a fact that they are over complicating things.
Kabam Miike wrote: » Voluntaris wrote: » Kabam Miike wrote: » Twunt wrote: » The end all summary of this will be that you are making Defender rating and Diversity the two tie breakers. Doesn’t matter how you allocate the points. If both teams explore 100%, no skill required. The one with the higher Defender rating (now you lowered diversity points) will win. How can you have two variables to determine winners? That’s a sloppy formula. The point of the map changes is that we want you guys to emphasize your Defenders again. Prevent the other team from getting 100% exploration. ...and those upgraded nodes do not do that. We'll still easily 100% the map. Removing Defender Kill Points has removed skill from Alliance War. Resulting in a boring, uncompetitive alliance quest 2.0. I can see where you're coming from. If the idea is that you think you'll still be able to 100% clear this map as it is now, how would defender kills have made a difference? I can take that information to the team and see what they think.
Voluntaris wrote: » Kabam Miike wrote: » Twunt wrote: » The end all summary of this will be that you are making Defender rating and Diversity the two tie breakers. Doesn’t matter how you allocate the points. If both teams explore 100%, no skill required. The one with the higher Defender rating (now you lowered diversity points) will win. How can you have two variables to determine winners? That’s a sloppy formula. The point of the map changes is that we want you guys to emphasize your Defenders again. Prevent the other team from getting 100% exploration. ...and those upgraded nodes do not do that. We'll still easily 100% the map. Removing Defender Kill Points has removed skill from Alliance War. Resulting in a boring, uncompetitive alliance quest 2.0.
Kabam Miike wrote: » Twunt wrote: » The end all summary of this will be that you are making Defender rating and Diversity the two tie breakers. Doesn’t matter how you allocate the points. If both teams explore 100%, no skill required. The one with the higher Defender rating (now you lowered diversity points) will win. How can you have two variables to determine winners? That’s a sloppy formula. The point of the map changes is that we want you guys to emphasize your Defenders again. Prevent the other team from getting 100% exploration.
Twunt wrote: » The end all summary of this will be that you are making Defender rating and Diversity the two tie breakers. Doesn’t matter how you allocate the points. If both teams explore 100%, no skill required. The one with the higher Defender rating (now you lowered diversity points) will win. How can you have two variables to determine winners? That’s a sloppy formula.