Kabam Miike wrote: » Hey Summoners, we have another update for you all. Tomorrow, we’ll be debuting our next refinement on the Hard, Challenger, and Expert Maps in Alliance Wars. As we work towards our previously stated goals of making Alliance Wars more engaging, challenging, and varied, we’ve gathered your feedback and collected lots of data. We’ve made a few adjustments as we’ve gone along, and have been getting closer and closer to where we want Alliance Wars to be. After introducing some changes to some of the nodes of these 3 maps recently, we’ve gotten closer to where we were in terms of difficulty in the previous iteration of Alliance Wars, and moving the emphasis back towards making informed decisions on the combinations of Defender and Nodes. We still feel there are additional changes and improvements we can make, and we are paying close attention to the performance and opinion of the mode. This iteration of node adjustments will focus on some of the more high value locations on the map, and will introduce some newer buffs that you may have seen in Act 5. We’ll be monitoring these changes and the effect they have on Alliance Wars moving forward, and will continue to make adjustments as necessary. Once you’ve had some experience with the Map, and have ran through it a couple times, come back here to share your thoughts!
Bianco wrote: » You told us when you make new aw it will be easier and delete all hard nodes like thorns, all or nothing, slashed tires etc and now you bring new great nodes like masochism, bane, sprite and all fu****g **** to aw... You know what? Bring back old aw with old nodes and old system, with defender kill points and GET THE **** AWAY FROM THIS
Kabam Miike wrote: » Indrick781 wrote: » Kabam Miike wrote: » R4GE wrote: » 2 changes made to war system, both involved buffs to nodes. After the 1st time you buffed nodes pages among pages were argued that we needed changes to the scoring system. Please point out the changes you made that were from the majority feedback to show us you are listening. The node changes were directly linked to players being worried that their rosters were no longer useful in Alliance Wars because of Diversity. This pointed to a problem where the Map was not providing enough of a challenge, so that Defender Diversity was making the decisions on who won, and not acting as the tie breaker. As we said, we're still looking into more revisions that may need to be made after, but this was based on your guys feedback. They still aren't. If both teams 100% a map, which they usually will because defender kills don't matter, then the higher alliance with the wider roster will always win. It's not a tie breaker. It's a "Our alliance is matched with someone 3m higher than us. We're getting the same rewards this map whether or not we 100% this so why bother?" If you were listening to your feedback you'd bring back defender kills like we've been saying since this horrible map was introduced. This is why we're bringing more difficulty back to Alliance Wars maps. The double 100% should not be a common thing. It's meant to be a rarity, and in that case is where Defender Diversity come in.
Indrick781 wrote: » Kabam Miike wrote: » R4GE wrote: » 2 changes made to war system, both involved buffs to nodes. After the 1st time you buffed nodes pages among pages were argued that we needed changes to the scoring system. Please point out the changes you made that were from the majority feedback to show us you are listening. The node changes were directly linked to players being worried that their rosters were no longer useful in Alliance Wars because of Diversity. This pointed to a problem where the Map was not providing enough of a challenge, so that Defender Diversity was making the decisions on who won, and not acting as the tie breaker. As we said, we're still looking into more revisions that may need to be made after, but this was based on your guys feedback. They still aren't. If both teams 100% a map, which they usually will because defender kills don't matter, then the higher alliance with the wider roster will always win. It's not a tie breaker. It's a "Our alliance is matched with someone 3m higher than us. We're getting the same rewards this map whether or not we 100% this so why bother?" If you were listening to your feedback you'd bring back defender kills like we've been saying since this horrible map was introduced.
Kabam Miike wrote: » R4GE wrote: » 2 changes made to war system, both involved buffs to nodes. After the 1st time you buffed nodes pages among pages were argued that we needed changes to the scoring system. Please point out the changes you made that were from the majority feedback to show us you are listening. The node changes were directly linked to players being worried that their rosters were no longer useful in Alliance Wars because of Diversity. This pointed to a problem where the Map was not providing enough of a challenge, so that Defender Diversity was making the decisions on who won, and not acting as the tie breaker. As we said, we're still looking into more revisions that may need to be made after, but this was based on your guys feedback.
R4GE wrote: » 2 changes made to war system, both involved buffs to nodes. After the 1st time you buffed nodes pages among pages were argued that we needed changes to the scoring system. Please point out the changes you made that were from the majority feedback to show us you are listening.
Raganator wrote: » @DNA3000 I appreciate all the thought and time you put into pointing out the obvious flaws in Kabam's thinking. I really just wish it wasn't all for nothing.
Twunt wrote: » Not a single player told you to add Act 5 nodes. Your imaginary Contest Council that you say you pull your ideas from and get feedback from, is probably in the same room with your beta testers. You could make this a fair, balanced, competitive, and lucrative game mode. But you simply do not want to.
DNA3000 wrote: » k666k wrote: » Everyone wants defender kills back, how hard is that to understand, but I guess its not designed to be what we want. I don't want or need defender kills back. What I want is a way for a good defender to help me win the war in a way other than pray that the other alliance gives up and stops fighting because they are afraid of it. Defender kills did that. A defender was worth placing on the map if it could get even a single kill, because that single kill helped me win. In 15.0, that single kill is worthless. Kabam would say it is not worthless because a kill helps stop the other side. That is a meaningful statement if your defenders got an assist like in basketball. Kabam is wrong: they do not. Defender kills were just a tool. There's nothing special about defender kills. But if we are going to eliminate them, we need something else to judge the performance of a defender by. RIght now, 15.0 has no way to judge a defender, except by some nebulous idea of oh, maybe, if we are really lucky, this defender might help stop the path by some miracle. Give me another way to judge a defender. Give me some way for a good defender to earn me points, or cost the attacker points. This thread has at least six separate suggestions on how to do that, that does not involve bringing back defender kills. Give me any one of them, and lets test it out to see if it works.
k666k wrote: » Everyone wants defender kills back, how hard is that to understand, but I guess its not designed to be what we want.
Qu1ckshoT32_Gaming wrote: » DNA3000 wrote: » k666k wrote: » Everyone wants defender kills back, how hard is that to understand, but I guess its not designed to be what we want. I don't want or need defender kills back. What I want is a way for a good defender to help me win the war in a way other than pray that the other alliance gives up and stops fighting because they are afraid of it. Defender kills did that. A defender was worth placing on the map if it could get even a single kill, because that single kill helped me win. In 15.0, that single kill is worthless. Kabam would say it is not worthless because a kill helps stop the other side. That is a meaningful statement if your defenders got an assist like in basketball. Kabam is wrong: they do not. Defender kills were just a tool. There's nothing special about defender kills. But if we are going to eliminate them, we need something else to judge the performance of a defender by. RIght now, 15.0 has no way to judge a defender, except by some nebulous idea of oh, maybe, if we are really lucky, this defender might help stop the path by some miracle. Give me another way to judge a defender. Give me some way for a good defender to earn me points, or cost the attacker points. This thread has at least six separate suggestions on how to do that, that does not involve bringing back defender kills. Give me any one of them, and lets test it out to see if it works. I completely agree it's not about defender kills it's about having some sort of metric that rewards your defense. As it stands right now the only way to win is with a higher defender rating, which is not a fighting war but a war of spreadsheets. You could instead take away points for every item used in war, but a game mechanic like that would discourage spending units on those items, and as a business you want to promote item use without having content that demands that items be used ie a skilled player should be able to solo fights in the game where a less skilled player might have to use items to defeat that particular obstacle. That's literally my only complaint about the Collector fight.
nope wrote: » This thread is a waste of time and energy. They already knew what they wanted to do. The only "iterative" process was slowly easing us into their final vision of war... Which we have zero input on. This thread is only here to make you feel like someone cares what you say and to allow it to get big enough that most ppl won't spend time reading it. If there was actually any testing or monitoring... This so-called iterative process would actually be more than forcing us to rely on diversity/defender rating and just tossing in some act 5 nodes. Trying to act like any testing/monitoring has been done is asinine. Just don't spend any resource at all on war and let the chips fall where they may. It's literally the only voice you have as a player at this point. You have as much chance of getting your concerns dealt with on this forum as you do when dealing with support.
GroundedWisdom wrote: » Qu1ckshoT32_Gaming wrote: » DNA3000 wrote: » k666k wrote: » Everyone wants defender kills back, how hard is that to understand, but I guess its not designed to be what we want. I don't want or need defender kills back. What I want is a way for a good defender to help me win the war in a way other than pray that the other alliance gives up and stops fighting because they are afraid of it. Defender kills did that. A defender was worth placing on the map if it could get even a single kill, because that single kill helped me win. In 15.0, that single kill is worthless. Kabam would say it is not worthless because a kill helps stop the other side. That is a meaningful statement if your defenders got an assist like in basketball. Kabam is wrong: they do not. Defender kills were just a tool. There's nothing special about defender kills. But if we are going to eliminate them, we need something else to judge the performance of a defender by. RIght now, 15.0 has no way to judge a defender, except by some nebulous idea of oh, maybe, if we are really lucky, this defender might help stop the path by some miracle. Give me another way to judge a defender. Give me some way for a good defender to earn me points, or cost the attacker points. This thread has at least six separate suggestions on how to do that, that does not involve bringing back defender kills. Give me any one of them, and lets test it out to see if it works. I completely agree it's not about defender kills it's about having some sort of metric that rewards your defense. As it stands right now the only way to win is with a higher defender rating, which is not a fighting war but a war of spreadsheets. You could instead take away points for every item used in war, but a game mechanic like that would discourage spending units on those items, and as a business you want to promote item use without having content that demands that items be used ie a skilled player should be able to solo fights in the game where a less skilled player might have to use items to defeat that particular obstacle. That's literally my only complaint about the Collector fight. That's what occurred to me as well with Item Restrictions. Spending has always been optional, and really won't logically be discouraged by any paradigm put forth by them. Nor should it be in my opinion. That leaves me sort of blank for suggestions. Trying to add a metric element that doesn't involve Defender Kills, or Item Use Points. Which is why I suggested Bonus Points of some sort for completing without dying. I'm still considering ideas. I'm just not debating the addition of Defender Kills, and I can't justify them penalizing people for using Resources either.
DNA3000 wrote: » GroundedWisdom wrote: » Qu1ckshoT32_Gaming wrote: » DNA3000 wrote: » k666k wrote: » Everyone wants defender kills back, how hard is that to understand, but I guess its not designed to be what we want. I don't want or need defender kills back. What I want is a way for a good defender to help me win the war in a way other than pray that the other alliance gives up and stops fighting because they are afraid of it. Defender kills did that. A defender was worth placing on the map if it could get even a single kill, because that single kill helped me win. In 15.0, that single kill is worthless. Kabam would say it is not worthless because a kill helps stop the other side. That is a meaningful statement if your defenders got an assist like in basketball. Kabam is wrong: they do not. Defender kills were just a tool. There's nothing special about defender kills. But if we are going to eliminate them, we need something else to judge the performance of a defender by. RIght now, 15.0 has no way to judge a defender, except by some nebulous idea of oh, maybe, if we are really lucky, this defender might help stop the path by some miracle. Give me another way to judge a defender. Give me some way for a good defender to earn me points, or cost the attacker points. This thread has at least six separate suggestions on how to do that, that does not involve bringing back defender kills. Give me any one of them, and lets test it out to see if it works. I completely agree it's not about defender kills it's about having some sort of metric that rewards your defense. As it stands right now the only way to win is with a higher defender rating, which is not a fighting war but a war of spreadsheets. You could instead take away points for every item used in war, but a game mechanic like that would discourage spending units on those items, and as a business you want to promote item use without having content that demands that items be used ie a skilled player should be able to solo fights in the game where a less skilled player might have to use items to defeat that particular obstacle. That's literally my only complaint about the Collector fight. That's what occurred to me as well with Item Restrictions. Spending has always been optional, and really won't logically be discouraged by any paradigm put forth by them. Nor should it be in my opinion. That leaves me sort of blank for suggestions. Trying to add a metric element that doesn't involve Defender Kills, or Item Use Points. Which is why I suggested Bonus Points of some sort for completing without dying. I'm still considering ideas. I'm just not debating the addition of Defender Kills, and I can't justify them penalizing people for using Resources either. Every option to replace 14.0 defender kills with a metric that rewards good defender placement (cleaned up and simplified a bit) either suggested or that I can think up: 1. Deduct points from the attacker for every attacker revived by the attacking alliance. 2. Make the points awarded to attacker for defeating a defender a function of the number of defenders defeated by it (i.e. points = 100/kills) 3. Make the points awarded to attacker for defeating a defender a function of the cumulative amount of time it takes to defeat the defender (i.e. points = 100 / (minutes to defeat), minimum one minute) 4. Award defender kill points as before, but no points for the first three defeats from any one player (i.e. no penalty for using all initial attackers) 5. Award bonus points to the attacker based on health remaining when defender is defeated, normalized across multiple attackers (if any). 6. Award points to the defending alliance based on the amount of cumulative damage dealt by placed defenders on non-boss nodes. That's what I recall off the top of my head. I'm sure if given a set of constraint parameters I could come up with more.