DNA3000 wrote: » Juggerneyks wrote: » @DNA3000 fair enough point, but i would go out on a limb and say that those people are in the vast minority. its better to make changes based off the majority not minority. Siding with the minority makes it seem like community feedback is cherry picked by kabam, only using what ideas better cater towards there goals not whats better for the community. Even if they were in the majority, I would still think it was unfair to take away the one part of the game that catered to a sizeable minority of the playerbase. In fact, I might defend it even more, because then it would look like bullying. I think the game should roughly reflect the proportions of the community (and the future prospective community). If the majority want head to head competition, the game should probably evolve to have most of the content include some head to head competition. If the majority don't want head to head competition, then head to head competition should be limited to only a few areas of the game. My point is that it currently exists in only one part, so we should all strive to protect that one small part. Even if you believe you are in the majority and don't want it, you should try to protect the tiny part of the game that caters to that small minority just to ensure the game continues to attract a wider playerbase. It is the responsibility of the majority to see to it the minority isn't extinguished under their boot.
Juggerneyks wrote: » @DNA3000 fair enough point, but i would go out on a limb and say that those people are in the vast minority. its better to make changes based off the majority not minority. Siding with the minority makes it seem like community feedback is cherry picked by kabam, only using what ideas better cater towards there goals not whats better for the community.
Juggerneyks wrote: » DNA3000 wrote: » Juggerneyks wrote: » @DNA3000 fair enough point, but i would go out on a limb and say that those people are in the vast minority. its better to make changes based off the majority not minority. Siding with the minority makes it seem like community feedback is cherry picked by kabam, only using what ideas better cater towards there goals not whats better for the community. Even if they were in the majority, I would still think it was unfair to take away the one part of the game that catered to a sizeable minority of the playerbase. In fact, I might defend it even more, because then it would look like bullying. I think the game should roughly reflect the proportions of the community (and the future prospective community). If the majority want head to head competition, the game should probably evolve to have most of the content include some head to head competition. If the majority don't want head to head competition, then head to head competition should be limited to only a few areas of the game. My point is that it currently exists in only one part, so we should all strive to protect that one small part. Even if you believe you are in the majority and don't want it, you should try to protect the tiny part of the game that caters to that small minority just to ensure the game continues to attract a wider playerbase. It is the responsibility of the majority to see to it the minority isn't extinguished under their boot. I get what your saying but making game breaking changes based off a small group of players is going to affect the player base in a more negative way then as you put it "extinguishing the minority under our boots" would because that majority player base is not going to like the changes and either stop playing or stop caring about the game. I mean i think the proof is on the forums, this is the most negative i have ever see it, as well as many players expressing there desire to quit after the changes. I agree with you that yes the game should cater towards all types in the contest but doing that is next to impossible. The next best thing is to cater towards the biggest group of players you can, which would be the majority that do not like these changes in this case.
Kabam Miike wrote: » DNA3000 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. At the risk of being repetitive, please explain how map changes are going to accomplish this. You say you want players to think about which defender to place on which node. But what the node does or where it is doesn't matter directly. What matters to the players is "if I place this defender here, what will the result be: good for me, or not good for me." How do you expect a player to make that decision? Under 14.0, that question had an easy answer: place the defender that will get the most kills. Kills give points, and the more kills the defender gets the greater the chance the defender will also blockade the path. That's logical. That's how we made our decisions. You say Kabam is adjusting the nodes to make them harder. No matter how easy they are or how hard they are, what should the players be thinking about which defender is better or worse? The only thing we can possibly think in 15.0 is "try to place a defender that can stop a player dead. If that can't happen, then it doesn't really matter what we place." But trying to stop an attacker from continuing to try to attack is your stated reason for removing defender kills. If we aren't allowed to compel an attacker to stop attacking, if we don't get points for defender kills, what's left to judge? Kabam's position seems to be that if the nodes are harder, then it will matter which defenders get placed. But it only matters if being harder matters. And in 15.0, "harder" only matters if you stop the attacker cold. If you just kill him a couple times, that doesn't affect the war. A defender isn't better because it hits harder or because he has a difficult to evade special attack or because he regenerates health. That's incidental. A defender is better if it helps us win a war. A defender has one and only one way to ultimately do that. Change the score. We don't get points when it kills an attacker. We only get points if the entire attacking alliance gives up on that path. Short of that, the only points we get is on placement. Nothing about the defender capabilities affects placement points. Your question: How do you expect a player to make that decision? The answer is that this still hasn't changed. Those defenders you're placing are still getting kills. Even if your defender doesn't stop a Summoner dead in their tracks, if you manage just one kill, you are still improving your defense in war. That kill means that you are making them either use another champion to continue to compete, or use a revive/potion (of which there is a limited amount they can use every war). If they lose again, they have to make that choice again. So while that kill no longer grants you points, to say that there is no easy answer to your questions is not true. You still want to place your best defender for the situation/node that gets Kills, because Kills reduce your opponent's ability to move forward. Just because there are no longer points awarded for a Defender Kill doesn't mean there is no value in defense. Reducing the Champions and offense that your Opponent has at their disposal is a victory. Every time you reduce your opponent's ability to output in the War, it's a victory. Basically, just like before, you're trying to halt or negatively impact your Opponent's ability to progress, rather than have them award you points. The goal of defense hasn't changed: Exhaust your opponent's Champions and ability to proceed.
DNA3000 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. At the risk of being repetitive, please explain how map changes are going to accomplish this. You say you want players to think about which defender to place on which node. But what the node does or where it is doesn't matter directly. What matters to the players is "if I place this defender here, what will the result be: good for me, or not good for me." How do you expect a player to make that decision? Under 14.0, that question had an easy answer: place the defender that will get the most kills. Kills give points, and the more kills the defender gets the greater the chance the defender will also blockade the path. That's logical. That's how we made our decisions. You say Kabam is adjusting the nodes to make them harder. No matter how easy they are or how hard they are, what should the players be thinking about which defender is better or worse? The only thing we can possibly think in 15.0 is "try to place a defender that can stop a player dead. If that can't happen, then it doesn't really matter what we place." But trying to stop an attacker from continuing to try to attack is your stated reason for removing defender kills. If we aren't allowed to compel an attacker to stop attacking, if we don't get points for defender kills, what's left to judge? Kabam's position seems to be that if the nodes are harder, then it will matter which defenders get placed. But it only matters if being harder matters. And in 15.0, "harder" only matters if you stop the attacker cold. If you just kill him a couple times, that doesn't affect the war. A defender isn't better because it hits harder or because he has a difficult to evade special attack or because he regenerates health. That's incidental. A defender is better if it helps us win a war. A defender has one and only one way to ultimately do that. Change the score. We don't get points when it kills an attacker. We only get points if the entire attacking alliance gives up on that path. Short of that, the only points we get is on placement. Nothing about the defender capabilities affects placement points.
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: » 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.
Huluhula wrote: » https://youtu.be/yx2MxhnZQ7s Brian Grant hitting the nail on the head yet again
RagamugginGunner wrote: » Huluhula wrote: » https://youtu.be/yx2MxhnZQ7s Brian Grant hitting the nail on the head yet again When the biggest Kabam supporter of the youtubers is ripping AW you know something is wrong.
LeNoirFaineant wrote: » GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » Brr762 wrote: » Without defender kills, defender rating is still going to be the deciding factor. Shared this theory in another Thread. Rather than retype it, I'm just going to post a screenshot. That's not a theory. That is an observation. If the alliances with higher rated defenders win more wars than they lose, the tier sorting algorithm will sort them into higher tiers, and by definition everyone else into lower tiers, with alliance defender rating acting indirectly by affecting the win/loss record. That's a given. The problem is, there's no good justification for making that change. If the devs arbitrarily started giving additional points to alliances with defensive champions that were taller, you could say the exact same thing. The height of the champions was "balancing" the alliances into a new configuration, and eventually the taller alliances would be matched up with other taller alliances and their scoring would become more even. Growth would come from alliances growing their rosters, acquiring an increasingly large percentage of the tall champions. The fact that we could make that observation doesn't make it a good thing to happen. It's actually a good thing from my perspective. Advancing in War Tiers is a reflection in part, of advancing in the game. I don't want to argue too much about it. That's my opinion. It's still a theory because we haven't seen enough results to call it an observation. That will be seen over time. Couldn't disagree more. You will advance in the game over time whether or not you are actually good at it. I know people with incredible rosters who aren't actually good at the game. War, alliance vs. alliance, should not be about which alliance has had better luck with crystals or who has played longer, it should be about which alliance is better. No interest in the kind of war you seem to be advocating.
GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » Brr762 wrote: » Without defender kills, defender rating is still going to be the deciding factor. Shared this theory in another Thread. Rather than retype it, I'm just going to post a screenshot. That's not a theory. That is an observation. If the alliances with higher rated defenders win more wars than they lose, the tier sorting algorithm will sort them into higher tiers, and by definition everyone else into lower tiers, with alliance defender rating acting indirectly by affecting the win/loss record. That's a given. The problem is, there's no good justification for making that change. If the devs arbitrarily started giving additional points to alliances with defensive champions that were taller, you could say the exact same thing. The height of the champions was "balancing" the alliances into a new configuration, and eventually the taller alliances would be matched up with other taller alliances and their scoring would become more even. Growth would come from alliances growing their rosters, acquiring an increasingly large percentage of the tall champions. The fact that we could make that observation doesn't make it a good thing to happen. It's actually a good thing from my perspective. Advancing in War Tiers is a reflection in part, of advancing in the game. I don't want to argue too much about it. That's my opinion. It's still a theory because we haven't seen enough results to call it an observation. That will be seen over time.
DNA3000 wrote: » GroundedWisdom wrote: » Brr762 wrote: » Without defender kills, defender rating is still going to be the deciding factor. Shared this theory in another Thread. Rather than retype it, I'm just going to post a screenshot. That's not a theory. That is an observation. If the alliances with higher rated defenders win more wars than they lose, the tier sorting algorithm will sort them into higher tiers, and by definition everyone else into lower tiers, with alliance defender rating acting indirectly by affecting the win/loss record. That's a given. The problem is, there's no good justification for making that change. If the devs arbitrarily started giving additional points to alliances with defensive champions that were taller, you could say the exact same thing. The height of the champions was "balancing" the alliances into a new configuration, and eventually the taller alliances would be matched up with other taller alliances and their scoring would become more even. Growth would come from alliances growing their rosters, acquiring an increasingly large percentage of the tall champions. The fact that we could make that observation doesn't make it a good thing to happen.
GroundedWisdom wrote: » Brr762 wrote: » Without defender kills, defender rating is still going to be the deciding factor. Shared this theory in another Thread. Rather than retype it, I'm just going to post a screenshot.
Brr762 wrote: » Without defender kills, defender rating is still going to be the deciding factor.
DNA3000 wrote: » RagamugginGunner wrote: » Huluhula wrote: » https://youtu.be/yx2MxhnZQ7s Brian Grant hitting the nail on the head yet again When the biggest Kabam supporter of the youtubers is ripping AW you know something is wrong. Brian Grant is not so much a big Kabam supporter as he is more of a live and let live player that likes challenges. He doesn't tend to hate what other players hate so he doesn't complain as much about the same things other players complain about. He actually doesn't complain a lot in general, but not because he thinks everything is great.
GroundedWisdom wrote: » No idea. I haven't commented. Unless they're cleaning the Thread up or something.
R4GE wrote: » GroundedWisdom wrote: » No idea. I haven't commented. Unless they're cleaning the Thread up or something. I dunno wth it is. It showed a comment earlier of yours that is gone now, but replaced with another. Old comments moved to the front of newer comments from other users. Very strange
GroundedWisdom wrote: » R4GE wrote: » GroundedWisdom wrote: » No idea. I haven't commented. Unless they're cleaning the Thread up or something. I dunno wth it is. It showed a comment earlier of yours that is gone now, but replaced with another. Old comments moved to the front of newer comments from other users. Very strange Yeah I noticed too. I haven't reposted it. It's possible they cleaned the Thread. Could be a glitch.
R4GE wrote: » GroundedWisdom wrote: » R4GE wrote: » GroundedWisdom wrote: » No idea. I haven't commented. Unless they're cleaning the Thread up or something. I dunno wth it is. It showed a comment earlier of yours that is gone now, but replaced with another. Old comments moved to the front of newer comments from other users. Very strange Yeah I noticed too. I haven't reposted it. It's possible they cleaned the Thread. Could be a glitch. Miike stated he cleaned it earlier. Seems to have just caused a glitch. Odd its just your comments doing it
GroundedWisdom wrote: » LocoMotives wrote: » GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » There is always a strategy. I don't need to assert my effectiveness. It's not about me. I can say I'm quite experiwnced at strategizing Wins in many scenarios and leave it at that because I'm not really here to brag. What I'm saying is regardless of the strategy used, it does not have to include Points for Defender Kills. The real argument is we can no longer place a Defense that KOs the opponent into a Loss. There are other forms of strategy involved. I've been running Wars since the new system has been implemented. Our last Win took some effort and planning. It's not as monotone as people are claiming. The Nodes were simplistic, yes. There is still strategy involved. @GroundedWisdom, meet @GroundedWisdom: GroundedWisdom wrote: » War is engagement in battle between two or more sides. When you eliminate the ability for one side to engage, it is no longer called War. It's called Defense. People mention strategy, but there's really very little strategy involved. "Okay, boys. Do we stop trying and take a Loss, or keep trying and take a Loss?". There is very little strategy for the winning side either. Just place the "Top Tier Champs" in drones and watch the enemy scramble and lose. When talking about strategy in terms of Defender Kills, yes. The most popular Champs are placed because they garner the most Kills. Kills accumulate and force the opponent to try themselves to death. Two different references. I'm not trying to be rude here, but many of the players commenting here play at high levels of AW. In AW 14.0, even the best champs that could be predicted in a certain spot on the map (outside of boss node) had become ineffective. We would plan our attack expecting to see Magik or Dorm or NC etc and if we were right, they would die quickly. Surprising the attackers (some call this strategy) with an unexpected defender in a strategic location created more issues and affected the war. I'm sure there are wars and levels where players stop cold at a 5/50 duped dorm, but that's not the concern of the majority of players. Your perspective is your own and nobody will be able to change that, but you can at least understand that the majority of us have a different perspective and you don't really need to tell us all how that's wrong when you don't have the same experiences as we do. Perhaps this was a problem at low tiers of War, but it was not at high tiers. Personal experiences DO matter when discussing the meta of a video game. Sorry, but I'm fully capable of discussing the meta of a game regardless of what Tier I'm in. I'm quite intelligent and I have the ability to understand entire systems, and not just the top, middle, or bottom.
LocoMotives wrote: » GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » There is always a strategy. I don't need to assert my effectiveness. It's not about me. I can say I'm quite experiwnced at strategizing Wins in many scenarios and leave it at that because I'm not really here to brag. What I'm saying is regardless of the strategy used, it does not have to include Points for Defender Kills. The real argument is we can no longer place a Defense that KOs the opponent into a Loss. There are other forms of strategy involved. I've been running Wars since the new system has been implemented. Our last Win took some effort and planning. It's not as monotone as people are claiming. The Nodes were simplistic, yes. There is still strategy involved. @GroundedWisdom, meet @GroundedWisdom: GroundedWisdom wrote: » War is engagement in battle between two or more sides. When you eliminate the ability for one side to engage, it is no longer called War. It's called Defense. People mention strategy, but there's really very little strategy involved. "Okay, boys. Do we stop trying and take a Loss, or keep trying and take a Loss?". There is very little strategy for the winning side either. Just place the "Top Tier Champs" in drones and watch the enemy scramble and lose. When talking about strategy in terms of Defender Kills, yes. The most popular Champs are placed because they garner the most Kills. Kills accumulate and force the opponent to try themselves to death. Two different references. I'm not trying to be rude here, but many of the players commenting here play at high levels of AW. In AW 14.0, even the best champs that could be predicted in a certain spot on the map (outside of boss node) had become ineffective. We would plan our attack expecting to see Magik or Dorm or NC etc and if we were right, they would die quickly. Surprising the attackers (some call this strategy) with an unexpected defender in a strategic location created more issues and affected the war. I'm sure there are wars and levels where players stop cold at a 5/50 duped dorm, but that's not the concern of the majority of players. Your perspective is your own and nobody will be able to change that, but you can at least understand that the majority of us have a different perspective and you don't really need to tell us all how that's wrong when you don't have the same experiences as we do. Perhaps this was a problem at low tiers of War, but it was not at high tiers. Personal experiences DO matter when discussing the meta of a video game.
GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » There is always a strategy. I don't need to assert my effectiveness. It's not about me. I can say I'm quite experiwnced at strategizing Wins in many scenarios and leave it at that because I'm not really here to brag. What I'm saying is regardless of the strategy used, it does not have to include Points for Defender Kills. The real argument is we can no longer place a Defense that KOs the opponent into a Loss. There are other forms of strategy involved. I've been running Wars since the new system has been implemented. Our last Win took some effort and planning. It's not as monotone as people are claiming. The Nodes were simplistic, yes. There is still strategy involved. @GroundedWisdom, meet @GroundedWisdom: GroundedWisdom wrote: » War is engagement in battle between two or more sides. When you eliminate the ability for one side to engage, it is no longer called War. It's called Defense. People mention strategy, but there's really very little strategy involved. "Okay, boys. Do we stop trying and take a Loss, or keep trying and take a Loss?". There is very little strategy for the winning side either. Just place the "Top Tier Champs" in drones and watch the enemy scramble and lose. When talking about strategy in terms of Defender Kills, yes. The most popular Champs are placed because they garner the most Kills. Kills accumulate and force the opponent to try themselves to death. Two different references.
DNA3000 wrote: » GroundedWisdom wrote: » There is always a strategy. I don't need to assert my effectiveness. It's not about me. I can say I'm quite experiwnced at strategizing Wins in many scenarios and leave it at that because I'm not really here to brag. What I'm saying is regardless of the strategy used, it does not have to include Points for Defender Kills. The real argument is we can no longer place a Defense that KOs the opponent into a Loss. There are other forms of strategy involved. I've been running Wars since the new system has been implemented. Our last Win took some effort and planning. It's not as monotone as people are claiming. The Nodes were simplistic, yes. There is still strategy involved. @GroundedWisdom, meet @GroundedWisdom: GroundedWisdom wrote: » War is engagement in battle between two or more sides. When you eliminate the ability for one side to engage, it is no longer called War. It's called Defense. People mention strategy, but there's really very little strategy involved. "Okay, boys. Do we stop trying and take a Loss, or keep trying and take a Loss?". There is very little strategy for the winning side either. Just place the "Top Tier Champs" in drones and watch the enemy scramble and lose.
GroundedWisdom wrote: » There is always a strategy. I don't need to assert my effectiveness. It's not about me. I can say I'm quite experiwnced at strategizing Wins in many scenarios and leave it at that because I'm not really here to brag. What I'm saying is regardless of the strategy used, it does not have to include Points for Defender Kills. The real argument is we can no longer place a Defense that KOs the opponent into a Loss. There are other forms of strategy involved. I've been running Wars since the new system has been implemented. Our last Win took some effort and planning. It's not as monotone as people are claiming. The Nodes were simplistic, yes. There is still strategy involved.
GroundedWisdom wrote: » War is engagement in battle between two or more sides. When you eliminate the ability for one side to engage, it is no longer called War. It's called Defense. People mention strategy, but there's really very little strategy involved. "Okay, boys. Do we stop trying and take a Loss, or keep trying and take a Loss?". There is very little strategy for the winning side either. Just place the "Top Tier Champs" in drones and watch the enemy scramble and lose.
RagamugginGunner wrote: » DNA3000 wrote: » RagamugginGunner wrote: » Huluhula wrote: » https://youtu.be/yx2MxhnZQ7s Brian Grant hitting the nail on the head yet again When the biggest Kabam supporter of the youtubers is ripping AW you know something is wrong. Brian Grant is not so much a big Kabam supporter as he is more of a live and let live player that likes challenges. He doesn't tend to hate what other players hate so he doesn't complain as much about the same things other players complain about. He actually doesn't complain a lot in general, but not because he thinks everything is great. That's true. He has a much different view than many on the changes Kabam adds, which is why his views on AW are so telling. ALL the youtubers are ripping on AW. It has to have a negative impact on Kabam when so many thousands of people keep seeing "AW's broken" videos every week.
linux wrote: » Kpatrix wrote: » Just drop wars until you get the bugs fixed and add some shards to the calendar while you do it. It really sucks when you're told one thing then have to listen to some BS excuse that voids the change promised. Especially with so much feedback being presented. Without war, it's hard to pay loyalty for AQ maps. :-/
Kpatrix wrote: » Just drop wars until you get the bugs fixed and add some shards to the calendar while you do it. It really sucks when you're told one thing then have to listen to some BS excuse that voids the change promised. Especially with so much feedback being presented.
DNA3000 wrote: » GroundedWisdom wrote: » We can debate endlessly, but it's not going to go anywhere. I'm for the removal of Defender Kills. It created an unfair situation, regardless of who agrees with it or not. I disagree. This debate is going somewhere. You're incorrectly assuming my goal is to get you to change your mind. That is not my goal. I'm not here to force anyone to agree with me. My goal is to highlight the errors I perceive in your arguments and present counter-arguments that other readers will find convincing, and that goal extends to any devs that might be reading. You and I are one small set of proxies for the players that like the current system and the players that don't. I believe it is useful for the devs and other players to see how those two positions stand up under scrutiny. The question you have to ask is do you believe you are representing the side of the players that like the system well, and do you believe it serves their interests to continue to create arguments in support of it. I'm only posting because I believe I'm representing my side reasonably well. If I thought I wasn't, I'd stop.
GroundedWisdom wrote: » We can debate endlessly, but it's not going to go anywhere. I'm for the removal of Defender Kills. It created an unfair situation, regardless of who agrees with it or not.
DNA3000 wrote: » RagamugginGunner wrote: » DNA3000 wrote: » RagamugginGunner wrote: » Huluhula wrote: » https://youtu.be/yx2MxhnZQ7s Brian Grant hitting the nail on the head yet again When the biggest Kabam supporter of the youtubers is ripping AW you know something is wrong. Brian Grant is not so much a big Kabam supporter as he is more of a live and let live player that likes challenges. He doesn't tend to hate what other players hate so he doesn't complain as much about the same things other players complain about. He actually doesn't complain a lot in general, but not because he thinks everything is great. That's true. He has a much different view than many on the changes Kabam adds, which is why his views on AW are so telling. ALL the youtubers are ripping on AW. It has to have a negative impact on Kabam when so many thousands of people keep seeing "AW's broken" videos every week. To be intellectually fair, it is more likely that a youtuber would dislike the new system than the average player, because youtubers are a self-selected group of people that are motivated to share their successes and failures to an audience. Those people are exactly the kinds of people that would tend to prefer a less routine and more dynamic game than the average player. For example, the impression I get is that Brian Grant doesn't so much hate the new version of AW as he is bored by it. He discontinued recording AW because he doesn't find the attack phase interesting. There's nothing interesting to comment about in terms of who is placing what where, or what he has to think about to defeat it. Having watched his last AW stream, it seemed to me it was as interesting to him as recording his alliance duel event commitment. Nothing to talk about and not much to think about might actually be something some players want: a less difficult war. But of course that is likely to be exactly the opposite of what a streamer would want, even among a group of streamers that have different opinions in all other respects. I have to specifically add that I'm not saying youtubers are only interested in what will help support their channel. I'm saying the kind of personality that would make a channel is the kind that would tend to want a less passive game all around. Even if they stopped streaming, I think they would still want a more dynamic AW.