GroundedWisdom wrote: » nuggz wrote: » Huluhula wrote: » nuggz wrote: » Huluhula wrote: » nuggz wrote: » @Kabam Miike Look at what we are showing you@Kabam Miike Dude, relax you sound like a wife I hope so. The problem has been going since day 1 and we have yet to get any answers. They haven't answered one of our question or even made a small hint towards what we've been saying. It's NOT Acceptable I mean they have been keeping us updated on what they’re doing I agree this war is lame but ranting like that is going to get you nowhere fast They have been keeping is updated on what THEY are doing but they have yet to answer any of our real questions. As a matter of fact they don't respond to us at all. They've been responding all along. They're listening to the feedback, and have commented periodically. They can't answer every comment, and when there are more adjustments, they let us know that they're coming. This has been a long Thread. They're reading it. That doesn't mean they can respond to every question and comment made.
nuggz wrote: » Huluhula wrote: » nuggz wrote: » Huluhula wrote: » nuggz wrote: » @Kabam Miike Look at what we are showing you@Kabam Miike Dude, relax you sound like a wife I hope so. The problem has been going since day 1 and we have yet to get any answers. They haven't answered one of our question or even made a small hint towards what we've been saying. It's NOT Acceptable I mean they have been keeping us updated on what they’re doing I agree this war is lame but ranting like that is going to get you nowhere fast They have been keeping is updated on what THEY are doing but they have yet to answer any of our real questions. As a matter of fact they don't respond to us at all.
Huluhula wrote: » nuggz wrote: » Huluhula wrote: » nuggz wrote: » @Kabam Miike Look at what we are showing you@Kabam Miike Dude, relax you sound like a wife I hope so. The problem has been going since day 1 and we have yet to get any answers. They haven't answered one of our question or even made a small hint towards what we've been saying. It's NOT Acceptable I mean they have been keeping us updated on what they’re doing I agree this war is lame but ranting like that is going to get you nowhere fast
nuggz wrote: » Huluhula wrote: » nuggz wrote: » @Kabam Miike Look at what we are showing you@Kabam Miike Dude, relax you sound like a wife I hope so. The problem has been going since day 1 and we have yet to get any answers. They haven't answered one of our question or even made a small hint towards what we've been saying. It's NOT Acceptable
Huluhula wrote: » nuggz wrote: » @Kabam Miike Look at what we are showing you@Kabam Miike Dude, relax you sound like a wife
nuggz wrote: » @Kabam Miike Look at what we are showing you@Kabam Miike
GroundedWisdom wrote: » nuggz wrote: » If they wanna make the nodes ridiculously hard then we just end up going back to placing hard defenders with a little less diveristy and hope we aren't facing whales. And @GroundedWisdom adding points for ppl that don't die is the same difference as defender kills. Still the more skilled players (the ppl who died the least) get more points. Half the stuff you say makes no sense at all The difference is one encourages people to play instead of penalizing their efforts.
nuggz wrote: » If they wanna make the nodes ridiculously hard then we just end up going back to placing hard defenders with a little less diveristy and hope we aren't facing whales. And @GroundedWisdom adding points for ppl that don't die is the same difference as defender kills. Still the more skilled players (the ppl who died the least) get more points. Half the stuff you say makes no sense at all
GroundedWisdom wrote: » Greywarden wrote: » GroundedWisdom wrote: » So, to reiterate, skill is the ability to finish all Fights without dying, and those that have skill should be rewarded. While those that KO and keep trying to help the team should have a forced penalty. Is that what we're saying? I honestly don't understand how I'm the only one who sees how unreasonable that is to say, so I'm just going to state my view rather than debate that. Skill in War is about working together as a team, through strategy of Offense and Defense, to complete the Map and gain the most Points. There should be no penalty for making an effort. People may view the ability to win unharmed as skill, but that doesn't mean that view has to be enforced through penalty. There should be no penalty for making an effort to complete the Map because it creates a lose/lose situation where you need to complete to have a chance, but you have consequences for trying. There is nothing fair or skillful about that scenario. It's not about finishing without dying. It's about helping your team to make as many Points as possible. I don't agree that Defender Kills are the earmark for skill, so I will peace out of that aspect of the conversation. Anyone can KO, whether through their efforts, or lagging controls and other issues, and trying to fight shouldn't be a penalty. There should be a penalty if both groups 100% but one does it by dying less times, not sure how that doesn't make sense. Right now the 'penalty' with all else being equal is defender rating which is as far from skill as you can get. Maybe there is a better metric for skill than kills but I haven't heard it in this 100+ page thread. Surely you can't argue that rating is a better metric of skill than defender kills. What I said is that Defender Kills are not necessary for skill. There are other ways to add more difficulty. It's the fact that it's a penalty for dying and trying that is the issue. People shouldn't be penalized at the cost of the War for KO'ing and making a continued effort to finish the Map. They could add more difficulty to the Map. They could add Bonus Points to those that finish without dying for that matter, if they wanted to reward that aspect. It's not necessary to make it a penalty. I don't agree that skill requires penalizing the Offense for trying. That's exactly what it is. It's limiting the Offensive effort through penalty of death. That's not at all skill to me. That's a trap.
Greywarden wrote: » GroundedWisdom wrote: » So, to reiterate, skill is the ability to finish all Fights without dying, and those that have skill should be rewarded. While those that KO and keep trying to help the team should have a forced penalty. Is that what we're saying? I honestly don't understand how I'm the only one who sees how unreasonable that is to say, so I'm just going to state my view rather than debate that. Skill in War is about working together as a team, through strategy of Offense and Defense, to complete the Map and gain the most Points. There should be no penalty for making an effort. People may view the ability to win unharmed as skill, but that doesn't mean that view has to be enforced through penalty. There should be no penalty for making an effort to complete the Map because it creates a lose/lose situation where you need to complete to have a chance, but you have consequences for trying. There is nothing fair or skillful about that scenario. It's not about finishing without dying. It's about helping your team to make as many Points as possible. I don't agree that Defender Kills are the earmark for skill, so I will peace out of that aspect of the conversation. Anyone can KO, whether through their efforts, or lagging controls and other issues, and trying to fight shouldn't be a penalty. There should be a penalty if both groups 100% but one does it by dying less times, not sure how that doesn't make sense. Right now the 'penalty' with all else being equal is defender rating which is as far from skill as you can get. Maybe there is a better metric for skill than kills but I haven't heard it in this 100+ page thread. Surely you can't argue that rating is a better metric of skill than defender kills.
GroundedWisdom wrote: » So, to reiterate, skill is the ability to finish all Fights without dying, and those that have skill should be rewarded. While those that KO and keep trying to help the team should have a forced penalty. Is that what we're saying? I honestly don't understand how I'm the only one who sees how unreasonable that is to say, so I'm just going to state my view rather than debate that. Skill in War is about working together as a team, through strategy of Offense and Defense, to complete the Map and gain the most Points. There should be no penalty for making an effort. People may view the ability to win unharmed as skill, but that doesn't mean that view has to be enforced through penalty. There should be no penalty for making an effort to complete the Map because it creates a lose/lose situation where you need to complete to have a chance, but you have consequences for trying. There is nothing fair or skillful about that scenario. It's not about finishing without dying. It's about helping your team to make as many Points as possible. I don't agree that Defender Kills are the earmark for skill, so I will peace out of that aspect of the conversation. Anyone can KO, whether through their efforts, or lagging controls and other issues, and trying to fight shouldn't be a penalty.
Thestoryteller6 wrote: » DNA3000 wrote: » hurricant wrote: » linux wrote: » Max_ wrote: » We have adjusted our game playing as a group we focus on feature 4 and 5 start champs. It’s nice to see different champs in AW defense. The MD is no longer and issue. Thank you. I hardly come across it now. The new system is not the best but it’s playable. But the problem with taking slow action is that Kabam will wind up losing all the players who liked competitive AW in favor of those who just want another easy chore like AQ. Like someone said earlier, they could ruin war in one big change, but suddenly fixing it takes months Unfortunately, this is typical for how MMO development works. When it works it works, when it doesn't work it just doesn't work. A project like this generally starts with a problem statement. Alliance War needs work because blank. Greatly simplifying things, blank turns into a list of problems, the list of problems turns into a set of metrics that can quantify the problem, a redesign is created that is intended to address those problems, the design is implemented and pushed out. Then the game is run with the new design and data collected on those very same metrics to see if they are improving. If they get to where the devs want them to go, they are done (as done as anything is ever done in an MMO). If not, the tweak parts of the design and go again: test, measure, repeat. Typically, the major design and implementation work happens in one long phase under development conditions completely different from what's going on when the devs are just tweaking things, so they don't just redesign things. It is always design, implement, datamine, review, tweak, datamine, review, tweak. This loop doesn't go back to design often, and datamine generally takes a significant amount of time: at least a week, sometimes a month or more. The fact that Kabam has gone relatively quiet tells me there's a good chance they are in a tweak, datamine, review, tweak loop. There's nothing to talk about while data is being collected. And since the tweak loop doesn't generally make major design changes (there are complex operational reasons this is generally true) and since I know only design changes are going to address the problems I perceive in the current version of war, I'm unwilling to simply wait and see. Keep in mind: I defended the devs when it came to the equally controversial balance changes to Dr. Strange. I thought they cut too deep, but I said then and I continue to say that sometimes the devs design/tweak/datamine/tweak methods are the only way they can really get to where they want to go, and Strange was an example. I think it was obvious his healing was cut too drastically, but that's something you can iterate to a better solution. I wish it could be done better and faster, and many people still think he's cut too deep, but no process can guarantee the devs will agree with the players on what needs to be changed. The point is when you're tweaking numbers anyway, iteratively tweaking numbers is a legitimate way to try to find the right ones. But here, tweaking numbers is not the right way to solve the problems AW has. So datamine-driven iterative tweaking isn't going to get there no matter how many iterations and no matter what metrics are being monitored. Maybe they've gone back to the drawing board and that's why they are quiet. I suppose it is possible. But if they were doing that, there's no reason to keep that a secret. The most logical reason for being quiet is they still believe that they can datamine their way to a solution and they are just waiting for the good news to come from the game data. You think it is frustrating not knowing what's going on. It ain't less frustrating when you have a pretty good guess. Just want to mention that reports from NYC seem to imply that there is a large change being worked on. Also they are to imply that everyone on the front lines of Kabam is aware of the fundamental issues with AW. I agree with you completely, why not just come out and say it and save a lot of grief? Well, I don't know but since it's Kabam I'm willing to believe they are working on an overhaul and just decided not to communicate that.
DNA3000 wrote: » hurricant wrote: » linux wrote: » Max_ wrote: » We have adjusted our game playing as a group we focus on feature 4 and 5 start champs. It’s nice to see different champs in AW defense. The MD is no longer and issue. Thank you. I hardly come across it now. The new system is not the best but it’s playable. But the problem with taking slow action is that Kabam will wind up losing all the players who liked competitive AW in favor of those who just want another easy chore like AQ. Like someone said earlier, they could ruin war in one big change, but suddenly fixing it takes months Unfortunately, this is typical for how MMO development works. When it works it works, when it doesn't work it just doesn't work. A project like this generally starts with a problem statement. Alliance War needs work because blank. Greatly simplifying things, blank turns into a list of problems, the list of problems turns into a set of metrics that can quantify the problem, a redesign is created that is intended to address those problems, the design is implemented and pushed out. Then the game is run with the new design and data collected on those very same metrics to see if they are improving. If they get to where the devs want them to go, they are done (as done as anything is ever done in an MMO). If not, the tweak parts of the design and go again: test, measure, repeat. Typically, the major design and implementation work happens in one long phase under development conditions completely different from what's going on when the devs are just tweaking things, so they don't just redesign things. It is always design, implement, datamine, review, tweak, datamine, review, tweak. This loop doesn't go back to design often, and datamine generally takes a significant amount of time: at least a week, sometimes a month or more. The fact that Kabam has gone relatively quiet tells me there's a good chance they are in a tweak, datamine, review, tweak loop. There's nothing to talk about while data is being collected. And since the tweak loop doesn't generally make major design changes (there are complex operational reasons this is generally true) and since I know only design changes are going to address the problems I perceive in the current version of war, I'm unwilling to simply wait and see. Keep in mind: I defended the devs when it came to the equally controversial balance changes to Dr. Strange. I thought they cut too deep, but I said then and I continue to say that sometimes the devs design/tweak/datamine/tweak methods are the only way they can really get to where they want to go, and Strange was an example. I think it was obvious his healing was cut too drastically, but that's something you can iterate to a better solution. I wish it could be done better and faster, and many people still think he's cut too deep, but no process can guarantee the devs will agree with the players on what needs to be changed. The point is when you're tweaking numbers anyway, iteratively tweaking numbers is a legitimate way to try to find the right ones. But here, tweaking numbers is not the right way to solve the problems AW has. So datamine-driven iterative tweaking isn't going to get there no matter how many iterations and no matter what metrics are being monitored. Maybe they've gone back to the drawing board and that's why they are quiet. I suppose it is possible. But if they were doing that, there's no reason to keep that a secret. The most logical reason for being quiet is they still believe that they can datamine their way to a solution and they are just waiting for the good news to come from the game data. You think it is frustrating not knowing what's going on. It ain't less frustrating when you have a pretty good guess.
hurricant wrote: » linux wrote: » Max_ wrote: » We have adjusted our game playing as a group we focus on feature 4 and 5 start champs. It’s nice to see different champs in AW defense. The MD is no longer and issue. Thank you. I hardly come across it now. The new system is not the best but it’s playable. But the problem with taking slow action is that Kabam will wind up losing all the players who liked competitive AW in favor of those who just want another easy chore like AQ. Like someone said earlier, they could ruin war in one big change, but suddenly fixing it takes months
linux wrote: » Max_ wrote: » We have adjusted our game playing as a group we focus on feature 4 and 5 start champs. It’s nice to see different champs in AW defense. The MD is no longer and issue. Thank you. I hardly come across it now. The new system is not the best but it’s playable. But the problem with taking slow action is that Kabam will wind up losing all the players who liked competitive AW in favor of those who just want another easy chore like AQ.
Max_ wrote: » We have adjusted our game playing as a group we focus on feature 4 and 5 start champs. It’s nice to see different champs in AW defense. The MD is no longer and issue. Thank you. I hardly come across it now. The new system is not the best but it’s playable.
GroundedWisdom wrote: » PlasmaKing wrote: » GroundedWisdom wrote: » Which means the current solution would be Ranking or boosting in other ways. Without forming an opinion, that would be the answer to optimizing efficiency. We are going to lose Wars now and then in whatever system we play. Sorry again you miss the point alliance war isn't fun and isn't war. It's a cheap diy AQ right now. You don't need to actually fight to win, you know before starting the result in the main. War needs to allow the ability for weaker teams to win and tbh that's through skill and dying less. There are many cases of real battles were strategy and the captains ensuring they kept their troops alive longer while killing the enemy faster won the day. If you're in an alliance and you don't like dying then don't play AW, but war has to be war otherwise call it short AQ because right now at best that's what it is. What you're talking about is penalizing the opponent through trying, and having a penalty for attempting has very little to do with skill at all. It's not necessary to have Defender Kills in order to have a skill component. That can be achieved through adding some other form of difficulty. By having metrics for Defender Kills that become the main focus, you're actually creating a situation that removes the ability for Offense. Thereby making it Defense Wars. I'm sorry, but I do not agree that Defender Kills are absolutely necessary for a skill component. The only time that is used as an argument is in reference to the opposing team. What it really means is people are upset that they can't win by causing the other team to try itself into a Loss.
PlasmaKing wrote: » GroundedWisdom wrote: » Which means the current solution would be Ranking or boosting in other ways. Without forming an opinion, that would be the answer to optimizing efficiency. We are going to lose Wars now and then in whatever system we play. Sorry again you miss the point alliance war isn't fun and isn't war. It's a cheap diy AQ right now. You don't need to actually fight to win, you know before starting the result in the main. War needs to allow the ability for weaker teams to win and tbh that's through skill and dying less. There are many cases of real battles were strategy and the captains ensuring they kept their troops alive longer while killing the enemy faster won the day. If you're in an alliance and you don't like dying then don't play AW, but war has to be war otherwise call it short AQ because right now at best that's what it is.
GroundedWisdom wrote: » Which means the current solution would be Ranking or boosting in other ways. Without forming an opinion, that would be the answer to optimizing efficiency. We are going to lose Wars now and then in whatever system we play.
nuggz wrote: » If they wanna make the nodes ridiculously hard then we just end up going back to placing hard defenders with a little less diveristy and hope we aren't facing whales.
Grufty wrote: » Kabams reason to remove defence kills was as follows: we didn't want players with healthy champions to stop moving due to fear of giving points away.
DNA3000 wrote: » GroundedWisdom wrote: » PlasmaKing wrote: » GroundedWisdom wrote: » Which means the current solution would be Ranking or boosting in other ways. Without forming an opinion, that would be the answer to optimizing efficiency. We are going to lose Wars now and then in whatever system we play. Sorry again you miss the point alliance war isn't fun and isn't war. It's a cheap diy AQ right now. You don't need to actually fight to win, you know before starting the result in the main. War needs to allow the ability for weaker teams to win and tbh that's through skill and dying less. There are many cases of real battles were strategy and the captains ensuring they kept their troops alive longer while killing the enemy faster won the day. If you're in an alliance and you don't like dying then don't play AW, but war has to be war otherwise call it short AQ because right now at best that's what it is. What you're talking about is penalizing the opponent through trying, and having a penalty for attempting has very little to do with skill at all. It's not necessary to have Defender Kills in order to have a skill component. That can be achieved through adding some other form of difficulty. By having metrics for Defender Kills that become the main focus, you're actually creating a situation that removes the ability for Offense. Thereby making it Defense Wars. I'm sorry, but I do not agree that Defender Kills are absolutely necessary for a skill component. The only time that is used as an argument is in reference to the opposing team. What it really means is people are upset that they can't win by causing the other team to try itself into a Loss. What is necessary for skill to be meaningful in any game is it must be measurable. Two different performances must contribute differently to the outcome of the game. In 14.0 offensive skill was measured in terms of the balance between node exploration and kills verses defensive kills, which are offensive defeats. Measuring progress verses cost for that progress is a valid measure of offensive performance. In 15.0, offensive kill is measured only in terms of map progress, and against quantitatively weaker defenses. Because the current system is easy to saturate (i.e. it is possible for both sides to fully explore the map) 15.0 does not meaningfully use offensive skill as a metric for winning the war. You are correct that defender kills literally are not the only way to measure offensive skill. However, you have yet to address any of the alternatives I've proposed to replace defender kills with an alternate offensive side metric. You've simply parroted the idea that all other offensive metrics are basically identical to defender kills, which is patently false.
GroundedWisdom wrote: » What I was addressing is that Defender Kills are absolutely necessary. Which they're not.
GroundedWisdom wrote: » @DNA3000 What is it specifically that you want me to address in terms of your suggestions?
DNA3000 wrote: » GroundedWisdom wrote: » @DNA3000 What is it specifically that you want me to address in terms of your suggestions? Any specific element of them, really.
DNA3000 wrote: » LocoMotives wrote: » Well said @DNA3000. I really think the simplest solution to fix AW is to make diversity points equal to a single defender kill. Then there are actual choices to strategize and risk/reward incorporated in choosing what kind of defense to run (full diversity, strongest available, or a mixture of both). I can't see how to fix the idea of AW without having d kills involved in some manner. I don't like the idea of diversity points in general. What if we implemented a "conservation of ninjitsu" principle (sorry for the tvtropes reference)? Suppose that if an alliance placed more than one copy of the same champ, each successive copy would be weaker. So the first Magik you place would be full strength. But the second one would be only 80% of the strength or something. The next one would be 60%. The fourth would be 50%. Pick the right numbers, something that eventually leveled off. And the game would choose which one was "first" by node number. The highest node number would be the "top" one. The second highest would be "second" as so forth. That way the bosses and miniboss nodes would get priority. This way nobody gets "points" at the start of the war for doing anything in particular. The incentive and disincentives for placing a diverse defense are built into the map and the combat, not in the scoring. This serves two purposes. First, instead of an abrupt transition where the first Dormammu is worth a ton of points and the second one is worth almost zero points (under the most recent revision a kill equals his placement, plus or minus a few points for rating), we now have a more gradual penalty where the first one is worth full points, and the second one is worth the same amount of points but is easier to kill, etc. This only works if we bring back some kind of defense side points, otherwise we will end up with too many ties. But we want to disguise defense points so people don't think they are getting penalized for trying and failing to kill the node. So what if we change the attacker points so that instead of just handing the attacker points for the kill, we give the attacker more points if they are a good attacker, which also means we give less points of the defender is a good defender. One way I can think of to do that is to use time. Suppose that we give the attacker points based on how much time it takes to defeat the node? This automatically factors in defensive kills in a sense, because if it takes multiple attackers to kill the node the tendency is for that time to be longer. Suppose we give the attacker 100 points per kill, but we divide that by the number of minutes it takes to kill the node. And for mathematical numberish scorey reasons lets make the first minute free. So if you kill the node within the first minute, you get 100 points. If you kill it in two minutes, 50 points. If you die in two minutes and then try again and kill it in 30 seconds with your second attacker, 40 points (100 / 2.5 minutes). This reincentivizes placing strong defenders because strong defenders in effect take points away from the attackers. But placing the same defender over and over makes them weaker, which hands the attacker points. Even in the very top tiers of war, even in tiers where everyone gets 100% complete, there is still a way to distinguish between good attackers and bad, between good defense and bad. This would be the second purpose: to return tactical decision making to the players. Instead of being told what to place, which the diversity system essentially does, this system hands the players a set of pros and cons and asks them to find their own balance point that trades them off against each other. And instead of the Nash equilibrium being at one extreme or the other, it is actually in a fuzzy middle of the game where you want diverse defenders, but you also want the strongest defenders, and there's no easy way to calculate the perfect balance between them. So different players and different alliances will likely compute different "optimal" strategies. Which means you could get diverse defense placement. And that's I think the important diversity. Not diversity of different champions. Diversity in unexpected map placements. I think this could be tweaked into a reasonable balance, although I admit I would want to think about the precise numbers to use. I'm just tossing out numbers to illustrate the principle at the moment. I would want to have top tier alliances playtest this for best balance between the attacker scoring and the defensive penalty. Maybe a minute is too long, and the defensive penalty almost certainly needs to be tweaked. This idea isn't perfect, but it does reward good attackers without penalizing defensive kills directly, it encourages diverse defense placement without awarding point advantages, and it strongly encourages direct attacker/defender competition again. I wouldn't say it "fixes" AW, but it shows it is possible to fix it even within the parameters that Kabam appears to be operating under and what I perceive the players' strongest complaints about 15.0 are. I also think it is less likely to encourage degenerate player behavior. Placing a bunch of 3* champs for diversity gets significantly punished.
LocoMotives wrote: » Well said @DNA3000. I really think the simplest solution to fix AW is to make diversity points equal to a single defender kill. Then there are actual choices to strategize and risk/reward incorporated in choosing what kind of defense to run (full diversity, strongest available, or a mixture of both). I can't see how to fix the idea of AW without having d kills involved in some manner.
Hulk_77 wrote: » GroundedWisdom wrote: » So, to reiterate, skill is the ability to finish all Fights without dying, and those that have skill should be rewarded. While those that KO and keep trying to help the team should have a forced penalty. Is that what we're saying? I honestly don't understand how I'm the only one who sees how unreasonable that is to say, so I'm just going to state my view rather than debate that. Skill in War is about working together as a team, through strategy of Offense and Defense, to complete the Map and gain the most Points. There should be no penalty for making an effort. People may view the ability to win unharmed as skill, but that doesn't mean that view has to be enforced through penalty. There should be no penalty for making an effort to complete the Map because it creates a lose/lose situation where you need to complete to have a chance, but you have consequences for trying. There is nothing fair or skillful about that scenario. It's not about finishing without dying. It's about helping your team to make as many Points as possible. I don't agree that Defender Kills are the earmark for skill, so I will peace out of that aspect of the conversation. Anyone can KO, whether through their efforts, or lagging controls and other issues, and trying to fight shouldn't be a penalty. Imagine a relay race. Team A and Team B. Team A hustles, works as a team, is really great at running, and finishes the race in 60 seconds. Team B hustles, works as a team, is okay at running, and finishes the race in 70 seconds. Since both teams hustled and worked as a team, they are tied. The tie breaker is height, and Team B is taller so they are awarded the win and a prize 4 times larger than Team A. This is the problem with the current set up. Team A can only grow taller so much in preparation for the race much like an alliance can only get their defender rating so high (by switching to suicides, placing high prestige heroes with synergies, and boosting). But in the end, they still might be too short. I believe most of us don't want war to be a challenge of who's taller. We want it to be who's faster that wins the race.
Viper1987 wrote: » So we are currently in a war that we will lose no matter what. I am not trying to brag, but our alliance is actually pretty skilled. So much so that we constantly keep getting matched up with alliances with a higher rating than ours. With the new system, the war is already over before it started. We don't even focus on diversity anymore, because what's the point? Defender rating just kills us. Our only hope is that we build a strong enough defense to try and stop them. But since we are in tier 1, nobody stops. They just spend through the roof to 100% everything. As a side note, you guys claim that this new system was designed not to discourage people that get knocked out. It encourages them to revive and use items to get back into the fight. Why on earth would we do that knowing the war is a loss from the start? When a 12M alliance is up against a 13-15M alliance there is absolutely zero point in people using items because it's a loss anyway. Even though we have 3-4x the defender kills we still lose. This system is flawed. You have to change it. It doesn't work!