Stop punishing players for instability of the game and/or its servers

Szary88Szary88 Member Posts: 8
edited August 2021 in Suggestions and Requests
I do not see this topic talked about recently, so I thought I will start a new thread.

You are admitting yourself in the updates and communication to us, that the stability of the game is something you are working on and it is not at the level you would like it to be. Many of us are implementing ways around it (e.g. restarting the game before more important fights), but bugs still happen and we all see "lost connection" or simply game crashing during the fights.

Despite the fact you are admitting there are issues around the stability of the game, these are THE PLAYERS who are being punished for that, sometimes even double. I start the fight in AW, the game crashes and I not only record the kill but also lose 50% of my champs HP, which typically means I have to use multiple items.

I understand why this system of punishments was implemented in the first place (to prevent players from force-quitting and trying again), but do you really believe it still have its place in the game at the current state? It's hard to believe for me, that there is no better way of handling the issue, e.g. simply saving where the fight was and letting us pick it up (as it's already the case in quest and arena).

Thank you for your consideration.

Comments

  • Dr_Z01dbergDr_Z01dberg Member Posts: 512 ★★★
    Not sure how you the game could save your progress in a fight when the reason you have been disconnected is that your connection to Kabam’s server has dropped. If you got rid of the death and 50% health reduction everyone would just force quit as you have alluded to do I don’t really see how either of those would be a solution to the issue.

    Personally I think the workaround for now would be to reduce the cost of potions in the store (which hasn’t changed since introduction) as anything else would either be impossible to implement or would just be abused by players
  • Szary88Szary88 Member Posts: 8
    I understand the need to of stopping the players, who would abuse it. I just wanted to make a point, that now the game is punishing players for something they are not able to control.

    Several ideas I would test / check:
    1) Keep counting it as a kill in the AW, but do not penalise us with 50% lost HP - there will be no item cost for those abusing, but honest players will still win the war.
    2) Save the progress locally and let us continue or restart the fight on the same device. Probably the local files can be somehow manipulated, but there should be a way to prevent / detect it.
    3) Decrease the HP penalty to some fixed amount (5k HP?), as it was initially (The current solution was implemented, when 4* ruled the content, so healing 50% of HP required one bigger potion. And not 3-4, which you need now.
  • Dr_Z01dbergDr_Z01dberg Member Posts: 512 ★★★
    Szary88 said:

    I understand the need to of stopping the players, who would abuse it. I just wanted to make a point, that now the game is punishing players for something they are not able to control.

    Several ideas I would test / check:
    1) Keep counting it as a kill in the AW, but do not penalise us with 50% lost HP - there will be no item cost for those abusing, but honest players will still win the war.
    2) Save the progress locally and let us continue or restart the fight on the same device. Probably the local files can be somehow manipulated, but there should be a way to prevent / detect it.
    3) Decrease the HP penalty to some fixed amount (5k HP?), as it was initially (The current solution was implemented, when 4* ruled the content, so healing 50% of HP required one bigger potion. And not 3-4, which you need now.

    You can’t save the game locally when your talking about a multiplayer game mode.

    What happens if someone else goes into the fight while your restarting or if you decide to come back to the game later, it just wouldn’t work.

    You could reduce the health loss but then what’s to stop people just force quitting when they are about to die? They were going to give a kill anyway so you just get to have another crack at the defender will full health.

    The game (like most online mobile games) will always have crashes and due to the competitive nature there has to be a punishment as otherwise (in contrast to your point) the honest players will always be at a disadvantage over those who will try and find any work around they can.

    There are so many stories of some master alliances using ‘less than honest’ tactics in the past (won’t go into them here but I’m sure YouTube will tell you) that those who behave like this wouldn’t think twice about exploiting any reduction in disconnecting punishments
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