KamalaWantsToPlayToo wrote: » GroundedWisdom wrote: » Saving Resources to the point that they're expiring is really not a wise choice when you can use them to Rank something. Spider-Gwen is used often as an example, but she's literally 1 out of over 100. Whereas people used the same few over and over in the old system. Better is all relative to the uses. The use has changed. Which is why they are introducting new Nodes, and that's also why some are lost at the idea of Diversity. It's not about the same few Champs. People can say they're better, but that's really relative. The Leaderboard may be for those who are into it, but Rating is not worthless. Far from it. Many things can be determined from Rating. We saw that with the Adjustment Packages, and how people were upset they missed the cutoff. Rating is a significant cumulative metric. I would go further, but it's really going off-topic, so I will just leave it with the comment that Ranking Champs is how we progress, both in the game, and in War. We may not be able to Rank everything at once, but that's certainly the goal for anyone who wants to progress fully. It's no different in War where Ranking Champs increases your chance of winning. Ranking different Champs opens more possibilities for people than the same Champs used over and over. I don't have a problem with the things you say. I don't agree or disagree with your statement/opinions. The problem I have is that you talk as if you work there or are privileged to inside information. If you are that's great, but you should disclose that. If you don't work there then it doesn't matter a hill of beans to me when you say what the game (or AW) was meant or not meant to be. It's all just assumptions on your part. I'd rather hear that directly from Kabam.
GroundedWisdom wrote: » Saving Resources to the point that they're expiring is really not a wise choice when you can use them to Rank something. Spider-Gwen is used often as an example, but she's literally 1 out of over 100. Whereas people used the same few over and over in the old system. Better is all relative to the uses. The use has changed. Which is why they are introducting new Nodes, and that's also why some are lost at the idea of Diversity. It's not about the same few Champs. People can say they're better, but that's really relative. The Leaderboard may be for those who are into it, but Rating is not worthless. Far from it. Many things can be determined from Rating. We saw that with the Adjustment Packages, and how people were upset they missed the cutoff. Rating is a significant cumulative metric. I would go further, but it's really going off-topic, so I will just leave it with the comment that Ranking Champs is how we progress, both in the game, and in War. We may not be able to Rank everything at once, but that's certainly the goal for anyone who wants to progress fully. It's no different in War where Ranking Champs increases your chance of winning. Ranking different Champs opens more possibilities for people than the same Champs used over and over.
Kabam Miike wrote: » As we’ve collected data, and gathered your feedback, we have been making adjustments as we’ve gone along, each time getting closer to our goals that we’ve made for Alliance Wars, which are to make the mode more varied, fun and engaging.
DNA3000 wrote: » Kabam Miike wrote: » As we’ve collected data, and gathered your feedback, we have been making adjustments as we’ve gone along, each time getting closer to our goals that we’ve made for Alliance Wars, which are to make the mode more varied, fun and engaging. I know I'm asking a question unlikely to be directly answered, but by what possible metric could you be thinking that the war is getting "closer" to anything? I'm struggling to figure that out. The players that wanted diversity at any cost already have that: they cannot be getting anything closer to that goal. The players that want direct competition don't have that, and cannot get it so long as attack performance is not valued in the points calculation. The changes are fiddling around with secondary things like map difficulty and progress-side points that only indirectly value attacker performance and cannot distinguish between alliances with comparable map exploration capability. Is there really a large contingent of players that is saying they are fine with no defender kills and no attacker performance per node equivalent, fine with diversity deciding matches before they begin, fine with assignment-based battlegroup placement, fine with roster rating escalation in defense driving AW, but just think the nodes need tweaking? If so, where are they? I know the precepts of the religion of iterative number tweaking, better than most. Kabam seems to be taking it on faith that if they don't want to change these numbers, but do want to change those numbers, then there always exists a set of numbers that will fix a problem, even if the problem is that players actually want you to change the first set of numbers. Like if players complain about a champions damage but you don't want to change the damage, there exists a buff to armor rating that will compensate for that. I feel, and I believe many players feel the same way but can't express it in the same way, that I'm debating religion with Kabam, not game design. Kabam believes religiously that there exists a set of numbers you can put on the nodes that will make players accept the current implementation of highly valued defense diversity, even if their specific complaint is that they don't want defender diversity to decide wars. They think if they keep changing them, they will get "closer" to the right numbers and then finally get close enough to be successful. There are no such numbers. This is not difficult to prove. The frustrating part is that even though these kinds of changes are completely incompatible with the primary set of complaints about Alliance War, there seems to be no acknowledgement of that fact. Kabam seems to want to claim the changes will address those complaints without actually making any changes that have any chance to address those complaints. I think players would rather be told what they want is no longer what Kabam wants war to be, then be told that in spite of what they know to be true they should just wait and see because the changes eventually will help them.
DNA3000 wrote: » Kabam Miike wrote: » As we’ve collected data, and gathered your feedback, we have been making adjustments as we’ve gone along, each time getting closer to our goals that we’ve made for Alliance Wars, which are to make the mode more varied, fun and engaging. I know I'm asking a question unlikely to be directly answered, but by what possible metric could you be thinking that the war is getting "closer" to anything? I'm struggling to figure that out. The players that wanted diversity at any cost already have that: they cannot be getting anything closer to that goal. The players that want direct competition don't have that, and cannot get it so long as attack performance is not valued in the points calculation. The changes are fiddling around with secondary things like map difficulty and progress-side points that only indirectly value attacker performance and cannot distinguish between alliances with comparable map exploration capability.
GroundedWisdom wrote: » KamalaWantsToPlayToo wrote: » GroundedWisdom wrote: » Saving Resources to the point that they're expiring is really not a wise choice when you can use them to Rank something. Spider-Gwen is used often as an example, but she's literally 1 out of over 100. Whereas people used the same few over and over in the old system. Better is all relative to the uses. The use has changed. Which is why they are introducting new Nodes, and that's also why some are lost at the idea of Diversity. It's not about the same few Champs. People can say they're better, but that's really relative. The Leaderboard may be for those who are into it, but Rating is not worthless. Far from it. Many things can be determined from Rating. We saw that with the Adjustment Packages, and how people were upset they missed the cutoff. Rating is a significant cumulative metric. I would go further, but it's really going off-topic, so I will just leave it with the comment that Ranking Champs is how we progress, both in the game, and in War. We may not be able to Rank everything at once, but that's certainly the goal for anyone who wants to progress fully. It's no different in War where Ranking Champs increases your chance of winning. Ranking different Champs opens more possibilities for people than the same Champs used over and over. I don't have a problem with the things you say. I don't agree or disagree with your statement/opinions. The problem I have is that you talk as if you work there or are privileged to inside information. If you are that's great, but you should disclose that. If you don't work there then it doesn't matter a hill of beans to me when you say what the game (or AW) was meant or not meant to be. It's all just assumptions on your part. I'd rather hear that directly from Kabam. I never said I work for them. I don't have to work for them to have an understanding of the overall design of the game. I have the same information as everyone else. I'm just not swayed by one specific way of playing. Which means I can look at it with a more detached view. Theories and opinions are exactly why we're here. To discuss them. The metrics are significant. While some focus on Ranking certain Champs alone, there is still a value to everything else. At the end of the day, Diversity means focusing on other Champs in War, and War is only one aspect of the game. Ranking anything has never been worthless overall. It is progression.
GroundedWisdom wrote: » The game has always been about progressing our Rosters. While some play the Prestige Race and focus on Ranking certain Champs only, the game has always been about progressing through Ranking everything. That's why we have a Leaderboard based on Rating. In this sense, it means that progressing in War is a reflection of that as well. Not just a closed system that involves the same Champs being the focus and excluding others.
GroundedWisdom wrote: » I'm just not swayed by one specific way of playing.
linux wrote: » Unless you could have increased your overall defender rating by 50k points, adding 2 dupes wouldn't have helped you. What might have helped is using suicide masteries (and boosts too). Your average is 26k; it's certainly possible to do better if you also focus on increasing your defenders' PI. Using suicides makes your defense even weaker -- but if you know they're not going to stop the attackers anyway, the only reason not to do this is that it's a waste of resources ... it's the "winning" strategy. (Except I'm not sure that I care about winning this AW format.) Other than this, all I can do is request what others have also asked for (I like DNA3000's post on this): Kabam, please tell us how you'll measure success of the AW format. What would mean it's working well, and what would mean it's working poorly and needs to be changed? How will you evaluate? What quantitative or qualitative measures will you use?
DNA3000 wrote: » GroundedWisdom wrote: » The game has always been about progressing our Rosters. While some play the Prestige Race and focus on Ranking certain Champs only, the game has always been about progressing through Ranking everything. That's why we have a Leaderboard based on Rating. In this sense, it means that progressing in War is a reflection of that as well. Not just a closed system that involves the same Champs being the focus and excluding others. The game has never been about just one thing. You are cherry picking one thing and claiming it is the defining metric for game progress. Yes, there is a leaderboard that ranks players based on champion rating. There is also a strongest team leaderboard, an alliance war rating leaderboard, and we now have a legends rating leaderboard. And while there is an alliance leaderboard that ranks based on rating, the AQ points system is based on prestige. Higher prestige places you on higher difficulty maps that generate higher points. The game has always ranked players and alliances in different ways for different contexts. Different parts of the game appeal to different kinds of players and have different ways to measure and encourage progress. A good game designer should know this and embrace and enhance this. Failing to understand the importance of this is the first step to making an insular and brittle game and an insular and brittle player community surrounding it.
GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » The game has always been about progressing our Rosters. While some play the Prestige Race and focus on Ranking certain Champs only, the game has always been about progressing through Ranking everything. That's why we have a Leaderboard based on Rating. In this sense, it means that progressing in War is a reflection of that as well. Not just a closed system that involves the same Champs being the focus and excluding others. The game has never been about just one thing. You are cherry picking one thing and claiming it is the defining metric for game progress. Yes, there is a leaderboard that ranks players based on champion rating. There is also a strongest team leaderboard, an alliance war rating leaderboard, and we now have a legends rating leaderboard. And while there is an alliance leaderboard that ranks based on rating, the AQ points system is based on prestige. Higher prestige places you on higher difficulty maps that generate higher points. The game has always ranked players and alliances in different ways for different contexts. Different parts of the game appeal to different kinds of players and have different ways to measure and encourage progress. A good game designer should know this and embrace and enhance this. Failing to understand the importance of this is the first step to making an insular and brittle game and an insular and brittle player community surrounding it. Correct. There are different focuses. There is also a misconception that there is only one way to play, and the rest is useless. Which is what I am commenting on. Reason being the discussion is about Diversity and the need to focus on other Champs. The old system was rewarding one way of playing alone. Rank the most kills, and dominate Wins. That's not at all accommodating to different ways of playing. Only a select group of Champs. The basis for my comments is to say that Ranking more Champs has never been a bad thing. It's overall progression. Not the same as personal goals. Therein lies the problem. By limiting the system to a preferred way to play, inundation of the same Champs only, it forces others into playing the same way. The Rewards follow, positions in Tiers follow, and Ranking choices follow. I'm sorry, but progression is not a bad thing. Ranking more Champs instead of leaving them on the bench is not a bad thing. Rating and other metrics are not useless. That is the point I'm making.
GroundedWisdom wrote: » There is also a misconception that there is only one way to play, and the rest is useless.
GroundedWisdom wrote: » Reason being the discussion is about Diversity and the need to focus on other Champs.
GroundedWisdom wrote: » The old system was rewarding one way of playing alone. Rank the most kills, and dominate Wins. That's not at all accommodating to different ways of playing.
GroundedWisdom wrote: » The basis for my comments is to say that Ranking more Champs has never been a bad thing.
GroundedWisdom wrote: » By limiting the system to a preferred way to play, inundation of the same Champs only, it forces others into playing the same way.
GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » The game has always been about progressing our Rosters. While some play the Prestige Race and focus on Ranking certain Champs only, the game has always been about progressing through Ranking everything. That's why we have a Leaderboard based on Rating. In this sense, it means that progressing in War is a reflection of that as well. Not just a closed system that involves the same Champs being the focus and excluding others. The game has never been about just one thing. You are cherry picking one thing and claiming it is the defining metric for game progress. Yes, there is a leaderboard that ranks players based on champion rating. There is also a strongest team leaderboard, an alliance war rating leaderboard, and we now have a legends rating leaderboard. And while there is an alliance leaderboard that ranks based on rating, the AQ points system is based on prestige. Higher prestige places you on higher difficulty maps that generate higher points. The game has always ranked players and alliances in different ways for different contexts. Different parts of the game appeal to different kinds of players and have different ways to measure and encourage progress. A good game designer should know this and embrace and enhance this. Failing to understand the importance of this is the first step to making an insular and brittle game and an insular and brittle player community surrounding it. It's overall progression.
DNA3000 wrote: » This statement is half false, and the other half is also false.
GroundedWisdom wrote: » Sorry, but this is just becoming contradictory. We will obviously have to agree to disagree.
GroundedWisdom wrote: » I'm going to respond to the points and that's about all I'm going to say for now. It's become a dissection of whatever I comment, and just as I've said before, it's a cyclical argument because people want Defender Kills back.
DNA3000 wrote: » GroundedWisdom wrote: » I'm going to respond to the points and that's about all I'm going to say for now. It's become a dissection of whatever I comment, and just as I've said before, it's a cyclical argument because people want Defender Kills back. I have made many suggestions for returning attacker node performance metrics to AW that do not involve adding defender kills back to scoring that at least some players have agreed would be valid steps to addressing the problems associated with removing defender kills in the first place (I am not the only player to have made such suggestions). That is a priori proof that the problem is not a blind desire for defender kills, but rather a recognition that their removal creates an underlying problem that should be addressed in some way that does not have to be the reinstatement of defender kills. People react negatively when they are accused of doing something they are not actually doing. Perhaps that is something that should be avoided in general.
nuggz wrote: » @Kabam Miike Every catagory of point accumulation in aw can be a considered a controlled variable. Except defender rating. In any given war match up, any alliance can max all the points available, again, with the exception of defender rating. We need another variable that is less controlled to determine a war winner. This isn't hard to understand. The beat around the bush responses and lack of information to our real concerns is getting old!
DNA3000 wrote: » nuggz wrote: » @Kabam Miike Every catagory of point accumulation in aw can be a considered a controlled variable. Except defender rating. In any given war match up, any alliance can max all the points available, again, with the exception of defender rating. We need another variable that is less controlled to determine a war winner. This isn't hard to understand. The beat around the bush responses and lack of information to our real concerns is getting old! Technically speaking alliances can maximize defender rating by ranking up all of their placed defenders, and deciding to place defenders with the highest possible ratings. Games make changes to the rules all the time to emphasize one thing over another. Basketball was considered to be too tactically defensive of a game so they added the shot clock. Teams were now compelled to attempt to shoot at a higher rate. But the shot clock didn't penalize offense or defense: it forced both sides to play within a smaller margin of time. The shot clock can benefit defenses who can force turnovers. It also obviously encourages strong offense. It is a fair change to the game that encourages competition, not reduces it. Someone could argue that the shot clock forces players to only play in one way: by shooting for points. Before you could win by simply preventing the other team from ever getting a good shot, ever, and scoring one shot more. But that's clearly the wrong perspective on the shot clock. The shot clock changed the nature of the competition, but it forced both offense and defense to play harder and more continuously. Imagine if every player on a basketball team was assigned a specific spot on the court, and could only shoot from that spot only. And imagine if the reason given for this rule change was that it was felt players were taking too many two point shots and not enough three point shots, so this would increase the diversity of shot selection. Now every kind of shot would be taken in the game because teams would basically be forced to. The point guards would only be shooting long range three point shots. Guards might only be shooting from the flanks. Centers would only shoot from the free throw line or under the basket. This might have the effect of "diversifying" the shot selection of a game, but it wouldn't make the *game* more diverse or interesting. It would make the game extremely boring because shots are now dictated. Defender diversity points and defender rating points are not bad because they are not under the control of the alliances. The problem with them is that their very nature is to try to achieve something no one interested in AW competition wants: diversity in the individual placement of defenders at the expense of making AW itself more monotonous. In trying to make AW more diverse, the changes dictate diversity in a way that is ironically not diverse.