DNA3000 wrote: » 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. Not really. Which is why I repeated my question. Exactly none of what you said responds to this question.
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.
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.
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.
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: » 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.
OnlyOneAboveAll wrote: » Where are our top alliances? You guy should be all over every chat group (Facebook, Line App, Twitter) whatever and organize a no war strike to all alliances. Or only use 3stars. Enough is enough. My comment will for sure be deleted.
Draco2199 wrote: » OnlyOneAboveAll wrote: » Where are our top alliances? You guy should be all over every chat group (Facebook, Line App, Twitter) whatever and organize a no war strike to all alliances. Or only use 3stars. Enough is enough. My comment will for sure be deleted. Top alliances basically have automatic wins so why would they complain? They manipulate match making so they dont fight each other. They know their defender rating is higher so 100% completion is a win. They literally can't lose under this system.
GroundedWisdom wrote: » Draco2199 wrote: » OnlyOneAboveAll wrote: » Where are our top alliances? You guy should be all over every chat group (Facebook, Line App, Twitter) whatever and organize a no war strike to all alliances. Or only use 3stars. Enough is enough. My comment will for sure be deleted. Top alliances basically have automatic wins so why would they complain? They manipulate match making so they dont fight each other. They know their defender rating is higher so 100% completion is a win. They literally can't lose under this system. That's what I'm hoping the Defender Rating situation is averting. I suspect the system is balancing itself. If Allies are winning or losing based on Rating metrics, then they will end up in Tiers that are more in tune with their Rating. Therefore, less smaller Allies in proximity to peck off. Now, I would not be opposed to a more direct way of stopping this from happening. I'm not keen on it myself. Having said that, Top Allies have the Rosters, Rating, Champs, skills, etc., to win regardless. I'm not entirely sure that there is much stopping them from winning in either system, unless metrics are introduced that provide a playing field that gives equal opportunity outside of everything else. Quite simply, the top has more of everything. I would be satisfied to see Wars won by Defender Rating that were not manipulated by some form of Agreement to maintain positions.
Jaffacaked wrote: » GroundedWisdom wrote: » Draco2199 wrote: » OnlyOneAboveAll wrote: » Where are our top alliances? You guy should be all over every chat group (Facebook, Line App, Twitter) whatever and organize a no war strike to all alliances. Or only use 3stars. Enough is enough. My comment will for sure be deleted. Top alliances basically have automatic wins so why would they complain? They manipulate match making so they dont fight each other. They know their defender rating is higher so 100% completion is a win. They literally can't lose under this system. That's what I'm hoping the Defender Rating situation is averting. I suspect the system is balancing itself. If Allies are winning or losing based on Rating metrics, then they will end up in Tiers that are more in tune with their Rating. Therefore, less smaller Allies in proximity to peck off. Now, I would not be opposed to a more direct way of stopping this from happening. I'm not keen on it myself. Having said that, Top Allies have the Rosters, Rating, Champs, skills, etc., to win regardless. I'm not entirely sure that there is much stopping them from winning in either system, unless metrics are introduced that provide a playing field that gives equal opportunity outside of everything else. Quite simply, the top has more of everything. I would be satisfied to see Wars won by Defender Rating that were not manipulated by some form of Agreement to maintain positions. Stop taking about stuff you have no experience in, your in some bottom tier alliance where 99% of the changes just don't effect you yet your babbling on. Defender rating should never be the deciding factor
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.
GroundedWisdom wrote: » DNA3000 wrote: » 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. Not really. Which is why I repeated my question. Exactly none of what you said responds to this question. Yes I did actually. In terms of basing it off of Time, I'm questioning it. Which is why I posted after the first reply and indicated that I'm intrigued by the idea of it, but I would have to know more about the proposal. If it's awarding more Points for Time, Suicides would make faster Kills. Then it becomes less about Skill and more about Masteries. I commented again because I was questioning whether it indirectly relates to the first idea because essentially, having to use Items accumulates more Time. Therefore penalty. I'm not so much rejecting that idea as curious to know more. Number 4 is essentially number 1. If Defender Kills are brought back, an idea that I am not for, and they take effect after Reviving, that's the same as penalizing Item Use. To the tune of the amount that Kills accumulate to. Two birds, one stone. That penalizes dying AND using Items.
DNA3000 wrote: » GroundedWisdom wrote: » DNA3000 wrote: » 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. Not really. Which is why I repeated my question. Exactly none of what you said responds to this question. Yes I did actually. In terms of basing it off of Time, I'm questioning it. Which is why I posted after the first reply and indicated that I'm intrigued by the idea of it, but I would have to know more about the proposal. If it's awarding more Points for Time, Suicides would make faster Kills. Then it becomes less about Skill and more about Masteries. I commented again because I was questioning whether it indirectly relates to the first idea because essentially, having to use Items accumulates more Time. Therefore penalty. I'm not so much rejecting that idea as curious to know more. Number 4 is essentially number 1. If Defender Kills are brought back, an idea that I am not for, and they take effect after Reviving, that's the same as penalizing Item Use. To the tune of the amount that Kills accumulate to. Two birds, one stone. That penalizes dying AND using Items. It was so long ago apparently that I feel the need to repeat the question. In what way does suggestion three and suggestion four resemble suggestion one? You said a lot of things completely unrelated to all of that, then said 4 is essentially 1 again, and failed to mention suggestion three at all. Again. To the extent that you responded at all, simply stating as an obvious fact that two different suggestions (4 and 1) are essentially the same when a) one awards points to the defending alliance and one modifies the points awarded to the attacking side, and b) one changes the net scoring difference when an attacker is defeated and the other does not, is not really a serious objection. To the extent that you don't mention (3) at all, I guess we have to agree to disagree on how English works, because I've heard of the silent "e" but not the invisible paragraph.
Crine60 wrote: » I can only find Act 5 Chapter 2 & 3 threads and don't see the nodes breakthrough, rolling thunder, brute force, flare or spite listed. Can someone explain these or provide a link to where they are described? So pathetic that Kabam can't even put together an announcement with all relevant information after all this time working on AW.
Xthea9 wrote: » What the...... i can’t read these posts are way too long like a book ..... lol Guys be specific and talk only points , Dont expect any changes ......it’s not just game anymore it’s business.
LegionDestroier wrote: » Seems all these changes are just to keep MMXIV (the biggest whales) happy as under this system they cannot lose as they will always have the highest defender rating
Hulk_77 wrote: » 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. That actually is not a half bad idea. +100 points for clearing a node without any deaths. +50 for clearing it with 1 death. +0 for clearing it with 2 or more deaths. With Mephisto and Morningstar, they now have the code in place to track that sort of thing easily. Just tweak it and apply it. It would be a skill metric. Not as precise as defender kills were in my estimation, but at least it would make it a factor again.
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.
Qu1ckshoT32_Gaming wrote: » LegionDestroier wrote: » Seems all these changes are just to keep MMXIV (the biggest whales) happy as under this system they cannot lose as they will always have the highest defender rating Having fought them twice since the changes I can assure you they are not happy about the new war changes.
Donn1 wrote: » Qu1ckshoT32_Gaming wrote: » LegionDestroier wrote: » Seems all these changes are just to keep MMXIV (the biggest whales) happy as under this system they cannot lose as they will always have the highest defender rating Having fought them twice since the changes I can assure you they are not happy about the new war changes. I don't see any of them voicing their concerns...? Kabam only tend to listen to the whales. Hence why everyones suggestions so far have been ignored.