GroundedWisdom wrote: » 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.
GroundedWisdom wrote: » 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. There have been suggestions, I mean in terms of offering my own. 1. I can't really get behind because that's essentially penalizing Item Use. 2. Could be interesting. Limited by the number of Champs you can defeat, but still an element. 3. Pretty much an extension of 1, so I'm not too keen. 4. Same as 1. 5. That could be something I'd consider. 6. Also something that could work. Cumulative Damage could be a mechanism. I just meant in terms of my own thoughts. There have been suggestions for sure.
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.
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.
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.
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.
andrade5184 wrote: » the reason teams wouldnt 100% each map all the time in old wars was because of defender kills with defender kills gone every war can be bought with revives and items no matter how hard it becomes. but of course making wars more profitable for kabam is not the reason points for defender kills were removed. ya and pigs can fly
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.
KamalaWantsToPlayToo wrote: » As much as I hate to say it this is a 100% money grab now. Not gonna lie - I used to roll my eyes at comments that said as much, but now I can't see any other reason for these changes. Why? Defender Diversity - creates a need for resources that wasn't there before. People had no desire on ranking up the lower tier champs and now they are being forced to. Lots of sales will be thrown out to us for T4 and other ranking resources. Defender Kills - removed because it "prevented people from fighting". If they're not fighting, they don't need potions. If they don't need potions, they're not spending units/cash. So removing defender kills was for no other reason than to encourage spending. Nothing more. I really think we're spinning our wheels on this one. I just don't see defender kills coming back for this very reason. Defender Rating - Encourage people to spend on increasing prestige/rating. Buying boosts? Keep buying them please. Need that high prestige champ that would also fit very nicely with Defender Diversity since nobody else has them yet? How about these fancy (and reasonably priced) featured Grandmaster Crystals! Buy them in bulk with an Odin! Harder nodes without Defender Kills - Well they removed any hindrance to throwing in the towel, so why not? Buy as many potions as you'd like. Anyone else see an increase in the # of potions that can be used per war in our future? They are creating their own economy of supply and demand. I mean really this is pretty obvious what they're doing and why they're doing it. I for one have given up with this thread. They aren't listening and have no intention on listening.@Kabam Miike will keep attempting damage control with cryptic responses that have very little meaning until everyone bends over and takes it. Because ya know....this is EXACTLY what everyone wanted.
DNA3000 wrote: » KamalaWantsToPlayToo wrote: » As much as I hate to say it this is a 100% money grab now. Not gonna lie - I used to roll my eyes at comments that said as much, but now I can't see any other reason for these changes. Why? Defender Diversity - creates a need for resources that wasn't there before. People had no desire on ranking up the lower tier champs and now they are being forced to. Lots of sales will be thrown out to us for T4 and other ranking resources. Defender Kills - removed because it "prevented people from fighting". If they're not fighting, they don't need potions. If they don't need potions, they're not spending units/cash. So removing defender kills was for no other reason than to encourage spending. Nothing more. I really think we're spinning our wheels on this one. I just don't see defender kills coming back for this very reason. Defender Rating - Encourage people to spend on increasing prestige/rating. Buying boosts? Keep buying them please. Need that high prestige champ that would also fit very nicely with Defender Diversity since nobody else has them yet? How about these fancy (and reasonably priced) featured Grandmaster Crystals! Buy them in bulk with an Odin! Harder nodes without Defender Kills - Well they removed any hindrance to throwing in the towel, so why not? Buy as many potions as you'd like. Anyone else see an increase in the # of potions that can be used per war in our future? They are creating their own economy of supply and demand. I mean really this is pretty obvious what they're doing and why they're doing it. I for one have given up with this thread. They aren't listening and have no intention on listening.@Kabam Miike will keep attempting damage control with cryptic responses that have very little meaning until everyone bends over and takes it. Because ya know....this is EXACTLY what everyone wanted. Interesting theory. Just out of curiosity, how much has your spending increased since the 15.0 AW changes?
DNA3000 wrote: » GroundedWisdom wrote: » 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. There have been suggestions, I mean in terms of offering my own. 1. I can't really get behind because that's essentially penalizing Item Use. 2. Could be interesting. Limited by the number of Champs you can defeat, but still an element. 3. Pretty much an extension of 1, so I'm not too keen. 4. Same as 1. 5. That could be something I'd consider. 6. Also something that could work. Cumulative Damage could be a mechanism. I just meant in terms of my own thoughts. There have been suggestions for sure. How are (3) and (4) variations of (1)? They aren't remotely similar.
GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » 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. There have been suggestions, I mean in terms of offering my own. 1. I can't really get behind because that's essentially penalizing Item Use. 2. Could be interesting. Limited by the number of Champs you can defeat, but still an element. 3. Pretty much an extension of 1, so I'm not too keen. 4. Same as 1. 5. That could be something I'd consider. 6. Also something that could work. Cumulative Damage could be a mechanism. I just meant in terms of my own thoughts. There have been suggestions for sure. How are (3) and (4) variations of (1)? They aren't remotely similar. That's why I specified that the idea of Time peaked my interest, but I'd have to understand more about the cumulative aspect because if it's carrying over, and no doubt will be governed by Suicides, then that's the same as penalizing those that need to Revive. Not a fully formed disagreeance, just a questionable one for me. Number 4 is both instances of what I'm not for. It brings Defender Kills back in a way that counts after the use of Items.
RagamugginGunner wrote: » DNA3000 wrote: » KamalaWantsToPlayToo wrote: » As much as I hate to say it this is a 100% money grab now. Not gonna lie - I used to roll my eyes at comments that said as much, but now I can't see any other reason for these changes. Why? Defender Diversity - creates a need for resources that wasn't there before. People had no desire on ranking up the lower tier champs and now they are being forced to. Lots of sales will be thrown out to us for T4 and other ranking resources. Defender Kills - removed because it "prevented people from fighting". If they're not fighting, they don't need potions. If they don't need potions, they're not spending units/cash. So removing defender kills was for no other reason than to encourage spending. Nothing more. I really think we're spinning our wheels on this one. I just don't see defender kills coming back for this very reason. Defender Rating - Encourage people to spend on increasing prestige/rating. Buying boosts? Keep buying them please. Need that high prestige champ that would also fit very nicely with Defender Diversity since nobody else has them yet? How about these fancy (and reasonably priced) featured Grandmaster Crystals! Buy them in bulk with an Odin! Harder nodes without Defender Kills - Well they removed any hindrance to throwing in the towel, so why not? Buy as many potions as you'd like. Anyone else see an increase in the # of potions that can be used per war in our future? They are creating their own economy of supply and demand. I mean really this is pretty obvious what they're doing and why they're doing it. I for one have given up with this thread. They aren't listening and have no intention on listening.@Kabam Miike will keep attempting damage control with cryptic responses that have very little meaning until everyone bends over and takes it. Because ya know....this is EXACTLY what everyone wanted. Interesting theory. Just out of curiosity, how much has your spending increased since the 15.0 AW changes? Probably not much. IMO, it's pretty clear that they're continued buff to the nodes is Kabam's plan to remedy that. Pretty much everythign they do is to earn a quick buck from everything the youtubers reported from NYCC. Who cares if the game dies in a few years when they can earn some money now?
DNA3000 wrote: » GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » 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. There have been suggestions, I mean in terms of offering my own. 1. I can't really get behind because that's essentially penalizing Item Use. 2. Could be interesting. Limited by the number of Champs you can defeat, but still an element. 3. Pretty much an extension of 1, so I'm not too keen. 4. Same as 1. 5. That could be something I'd consider. 6. Also something that could work. Cumulative Damage could be a mechanism. I just meant in terms of my own thoughts. There have been suggestions for sure. How are (3) and (4) variations of (1)? They aren't remotely similar. That's why I specified that the idea of Time peaked my interest, but I'd have to understand more about the cumulative aspect because if it's carrying over, and no doubt will be governed by Suicides, then that's the same as penalizing those that need to Revive. Not a fully formed disagreeance, just a questionable one for me. Number 4 is both instances of what I'm not for. It brings Defender Kills back in a way that counts after the use of Items. How are (3) and (4) variations of (1)? They aren't remotely similar.
MikeHock wrote: » Im guessing he also means Item Use alongside spending. The change of 0 points for defender kills will likely increase Item Use since alliances want to explore 100% and bring down all 3 bosses to try and win.
GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » DNA3000 wrote: » GroundedWisdom wrote: » 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. There have been suggestions, I mean in terms of offering my own. 1. I can't really get behind because that's essentially penalizing Item Use. 2. Could be interesting. Limited by the number of Champs you can defeat, but still an element. 3. Pretty much an extension of 1, so I'm not too keen. 4. Same as 1. 5. That could be something I'd consider. 6. Also something that could work. Cumulative Damage could be a mechanism. I just meant in terms of my own thoughts. There have been suggestions for sure. How are (3) and (4) variations of (1)? They aren't remotely similar. That's why I specified that the idea of Time peaked my interest, but I'd have to understand more about the cumulative aspect because if it's carrying over, and no doubt will be governed by Suicides, then that's the same as penalizing those that need to Revive. Not a fully formed disagreeance, just a questionable one for me. Number 4 is both instances of what I'm not for. It brings Defender Kills back in a way that counts after the use of Items. How are (3) and (4) variations of (1)? They aren't remotely similar. I just responded to this.
MikeHock wrote: » DNA3000 wrote: » KamalaWantsToPlayToo wrote: » As much as I hate to say it this is a 100% money grab now. Not gonna lie - I used to roll my eyes at comments that said as much, but now I can't see any other reason for these changes. Why? Defender Diversity - creates a need for resources that wasn't there before. People had no desire on ranking up the lower tier champs and now they are being forced to. Lots of sales will be thrown out to us for T4 and other ranking resources. Defender Kills - removed because it "prevented people from fighting". If they're not fighting, they don't need potions. If they don't need potions, they're not spending units/cash. So removing defender kills was for no other reason than to encourage spending. Nothing more. I really think we're spinning our wheels on this one. I just don't see defender kills coming back for this very reason. Defender Rating - Encourage people to spend on increasing prestige/rating. Buying boosts? Keep buying them please. Need that high prestige champ that would also fit very nicely with Defender Diversity since nobody else has them yet? How about these fancy (and reasonably priced) featured Grandmaster Crystals! Buy them in bulk with an Odin! Harder nodes without Defender Kills - Well they removed any hindrance to throwing in the towel, so why not? Buy as many potions as you'd like. Anyone else see an increase in the # of potions that can be used per war in our future? They are creating their own economy of supply and demand. I mean really this is pretty obvious what they're doing and why they're doing it. I for one have given up with this thread. They aren't listening and have no intention on listening.@Kabam Miike will keep attempting damage control with cryptic responses that have very little meaning until everyone bends over and takes it. Because ya know....this is EXACTLY what everyone wanted. Interesting theory. Just out of curiosity, how much has your spending increased since the 15.0 AW changes? Im guessing he also means Item Use alongside spending. The change of 0 points for defender kills will likely increase Item Use since alliances want to explore 100% and bring down all 3 bosses to try and win.