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Brinmoth

Member Since 24 Apr 2013
Offline Last Active Sep 02 2022 08:17

Posts I've Made

In Topic: GvG - The Rejuvenation

14 June 2022 - 03:45

Short and simple feedback: aka the "TLDR"

 

The part that excites me the most is the pitch to revamp the GvG ladder into a 'War League' style competition with prizes!

 

GvG has been in desperate need of a revamp for a long time and I hope this gets attention and 'official' feedback from a member of staff sooner rather than later.

 

Overall I believe the suggestions made in the OP provide a good baseline to work from in order to remedy the issues facing the format currently.

 

 

WARNING! LENGTHY POST AHEAD!

 

Detailed feedback:

 

Details on the issues I see with GvG and the ways to mitigate them can be found below.

 

Issue #1

 

Competitive play is not adequately rewarded

 

The amount of RP awarded is the same regardless of how 'difficult' each conflict is.

The GvG scoring system essentially doesn't care if you if you shoot 50 dead fish in a barrel or hit 50 moving targets and that is a serious problem!

 

We can't address RP without a discussion on the Expected Value (EV) of RP itself.

Currently, the use cases are relatively niche.

Some of the RP packs see play today but their utility is fairly conditional.

RP Epics are essentially 'trophy' items which are costly to produce and have low EV per Opportunity Cost (note this can change with the upcoming epic rebalances)

 

Issue #2

 

One sided games are too common

 

Related to issue #1 Lopsided conflicts are actively encouraged by the system mechanics as the win percentage or rating of the opposition is irrelevant in calculating the rewards, meaning the 'optimal' play to get the highest EV per opportunity cost is the line up as many 'soft targets' as humanly possible and mercilessly beat them repeatedly.

 

One sided games are not just confined to 'RP Farming' however, using the Initiator's Advantage it's actually very easy for the Initiator to put the opposing team in an unwinnable scenario. If you're not misplaying you are guaranteed to complete your hits netting you a draw at worst. 

 

Now that I've covered the most prominent problems I see with GvG as of right now, let's cover how these suggestions remedy them and some ways they can be expanded!

 

  • Updated RP Packs

Adding value to the RP buff packs without making them overpowered, looking good!

 

  • Notification System + Prep Time for Incoming Conflicts

Something like this would help mitigate the Initiator's Advantage, potentially enabling a defensive scramble which would prevent some those one sided games. All for it!

I'd even just take an automated mass message when conflicts start, honestly.

 

  • Offline Time for AFK Targets Reduced 7 Days -> 2 Days

Seems reasonable, again it would create fewer openings for one sided games, all for it!

 

  • Level Ranges Expanded; +25 Levels Every 1,000 Levels Gained

I don't really know how much of an impact this would have but hey, it could end up giving more guilds more options and more options means more play lines, in theory.

 

  • GvG “Seasons;” 3 Month Intervals with Achievement

I think this is what GvG has needed since RP was made into a dynamic commodity.

Offering practical incentives for people to play competitively is really important for sustaining success. Just look at well, any game people play competitively for reference. 

Rank 1 on the ladder being purely a 'bragging rights reward' is a huge reason the field is pretty much dead. Offering 'Prize support' such as guild upgrades (or equivalent bonuses), bonus RP or exclusive items is what this aspect of the game needs in order to have both a practical reason to play for rank 1 and have rank 1 be a status symbol.

 

Shout out to you if you read this whole thing!

Hopefully you got some valuable insight from it and hopefully it took you less time to read it than it took me to write!

I spent way too much time writing this....LOL


In Topic: Arena Rules

03 October 2021 - 01:39

Personally I've subscribed to the school of thought that the fewer restrictions there are, the better.

I truly believe that the '25% rule' should only apply to those using guild gear.

That is literally the only impact that your choice of guild could have in the matter after all.

The arena is a 1v1 tournament format, not a team fight format.

 

The investment in backpack slots and gear to reach the competitive level is quite a hefty one!

Those who have made that investment should be rewarded, not punished.

It completely defeats the purpose of obtaining private equity if you cannot fully utilise it as you see fit.

 

After reading some of these responses though, it would appear the general consensus is that some restrictions are necessary to prevent a monopoly.

Recognising this, I think a bump to 50% (either a blanket or conditional increase) would be a fair compromise between the two schools of thought. 

As Toreth pointed out, the chances of any guild being able to monopolise the arena is statistically impossible within these parameters.

 

More people from active guilds would be able to play, spurring more activity and competition.

A win/win as far as I'm concerned.


In Topic: Arena Update & Bug Fixes.

11 September 2021 - 23:43

I'm with you, the lack of transparency has been truly bewildering!

 

We need some kind of progress report and at  least a 'tentative timeframe' to work with...

It would be a source of hope, which is harder than ever to come by for those of us with an interest in the Arena.

It has been 'a while' since we were told these issues were being 'looked into' and I fear more people will lose hope.

 

An experience I am all too familiar with, unfortunately...


In Topic: Is FS Down?

01 September 2021 - 21:50

I know , im just afraid they will leave it at 15 min like they did before on 10 mins then after lots of asking they made it 5 mins it is not like before in the past but 5 mins acceptable . 

I hope they look for it 

 

I'm afraid too... I'm afraid I may just have to walk because my passion keeps getting the shaft. 

 

With 2 minute intervals you can have tournaments done in 5 minutes, you could get results and make adjustments within a reasonable timeframe.

 

However currently it takes 45 minutes minimum!

Which is far too slow for a simple turn based game like this...

 

This really needs to be addressed now that things are online again.


In Topic: Arena Update & Bug Fixes.

07 August 2021 - 21:37

Arena is slow again!  the more high level tourneys spawns the slower it becomes...

 

Seriously it should be 2 tourneys for every 100 level i have said and many agreed on it , it is fair for all players not only high level players .

 

We need this modification on how tourneys spawn ,just increase number of tourneys won't help as the tourneys will spawn at higher levels.

 

I agree, this really needs to be addressed!

How can Arena be a balanced playing field for all players when low levels are not represented at all!?

 

Additionally, I believe for the 2 per 100 level range ratio to fulfil its function it needs to have 1 tournament at 1 - 50 and another at 51 - 100 for each 'division' of 100 levels.


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