GroundedWisdom wrote: » If you're trying to convince me that removing the ability to penalize others is punishment itself, then yes. We won't agree.
GroundedWisdom wrote: » The fact of the matter is, it is not necessary to punish Players for losing Champs in the name of skill.
linux wrote: » Carames wrote: » I don't think that that's a bad thing, though. Wars shouldn't be 100% completion from both sides every time. There should just be a better way of going about it. The whole thing needs a good rethinking, in my opinion With a different configuration (buffs like arc overload off required paths), I'd agree with this -- having optional paths which are hard but give alliances a chance to show how they can beat difficult content would provide some competition. The current map doesn't encourage treating paths as optional -- there are ways to do so, but you don't avoid all the overpowered nodes, and given how the links are set up using one of those approaches makes user error likely (clicking on the wrong side and dooming your BG or wasting one of your reserves).
Carames wrote: » I don't think that that's a bad thing, though. Wars shouldn't be 100% completion from both sides every time. There should just be a better way of going about it. The whole thing needs a good rethinking, in my opinion
Wolvie wrote: » Does this node look reasonably healthy to you Kabam?https://youtu.be/kFksoigjozU Exactly what kind of planning would we need here? You explicitly stated that you took out defender kill points because it discouraged players from attacking and instilled feelings of defeat. What kind of feeling do you think 20k heals every 6 seconds gives to players other than contempt for having to spend units on a largely unbeatable node? We lost war cause we gave up on this node. It "discouraged us from continuing our assault on the opposing alliance". What do you have to say about this?
Mmx1991 wrote: » Wolvie wrote: » Does this node look reasonably healthy to you Kabam?https://youtu.be/kFksoigjozU Exactly what kind of planning would we need here? You explicitly stated that you took out defender kill points because it discouraged players from attacking and instilled feelings of defeat. What kind of feeling do you think 20k heals every 6 seconds gives to players other than contempt for having to spend units on a largely unbeatable node? We lost war cause we gave up on this node. It "discouraged us from continuing our assault on the opposing alliance". What do you have to say about this? Like an answer to this.
Acanthus wrote: » They already answered that the node is working as intended
WOK wrote: » For the ally placing defense there is no skill involved in obtaining kills, I make this statement for ONLY that context. ... The skill aspect most are arguing for is on the Allys Attack phase. Simply put as some fail to agree with, is that the allys Attack is being rewarded intrinsic points for taking down the opponent while submitting to less KO's. TBH, I find it laughable to think anyone could disagree that the team that gave up less kills to the opponent(especially if the opponents were much stronger in rating) is not reflective of displaying skill, and that skill should not be rewarded.
Mmx1991 wrote: » Acanthus wrote: » They already answered that the node is working as intended We know it's what they intended. We want answers to that poster's reasonable questions.
GroundedWisdom wrote: » People jumping Tiers is not the problem. That's what happens when you progress. When you have Allies being Matched agaisnt opponents with extreme differences, and metrics penalizing Kills, that's an imbalanced trap. Now I'm sure those that bypass that consider themselves very skilled. However, I've said it before and I'll say it again. Defender Kills are not necessary for skill. What they serve to do is penalize the opponent for dying. That's it. Rating is indicative of many things. Time invested, Resources used, etc. It's not just some arbitrary number after Prestige is considered. When you have an entire system that is mismatched because metrics aren't a reflection of actual overall capabilities and Rosters, that creates a problem. War is not about keeping the growth in the hands of people who die less, regardless of the general idea. It's about progressing as a collective. Which is why collective metrics are important.
DNA3000 wrote: » I'm not saying I agree with the design of node 24 or anything else about 16.0 AW. I think it reflects a poor understanding of the game specifically and basic game design principles in general. But "what do you have to say" is never a reasonable question. "Does this look reasonably healthy to you" is also a pretty leading question I would not directly answer myself.
Hulk_77 wrote: » I would love for you to stop bumping this. This is like the 8th time.
Mmx1991 wrote: » Hulk_77 wrote: » I would love for you to stop bumping this. This is like the 8th time. Try twice, not eight. Others want answers too.
Hulk_77 wrote: » Whoever. It's been bumped endlessly
All it is doing is making noise and distracting from the actual issue: war is no longer a competition and no longer fun
Mmx1991 wrote: » DNA3000 wrote: » I'm not saying I agree with the design of node 24 or anything else about 16.0 AW. I think it reflects a poor understanding of the game specifically and basic game design principles in general. But "what do you have to say" is never a reasonable question. "Does this look reasonably healthy to you" is also a pretty leading question I would not directly answer myself. Well, how would you phrase it then counselor? Cause Kabam hasn't said anything other than its working as intended. But that doesn't do us any good.
DNA3000 wrote: » Rather than use medium strength nodes and judging how hard it is for us to get past them (via attacker deaths), they would rather use high strength nodes and judge whether we get past them at all. Which seems to contradict everything else they said about what the were trying to achieve with the initial 15.0 AW changes, but they don't appear to be responding to questions regarding what their intent is, except to repeat prior contradictory statements and to say we wanted them.