Well, I've done my part here. My cca 250 wins is here but 402 times attacked, I gave up this week yesterday :o going out for a beer.
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Well, I've done my part here. My cca 250 wins is here but 402 times attacked, I gave up this week yesterday :o going out for a beer.
I am baffled how no one has posted this PvP bug yet.
The hit boxes are so small when you have any of the Angels on your team. I was playing with two angels of different colour and rainmaker Eddie and another character. When I used Rainmaker's cleanse ability to heal rainmaker himself it's quite difficult to choose him because the hit boxes for the Angels are so large and I end up healing one of the Angels instead. This makes the hit box for any other character very small and so difficult to activate.
This has been the case since beta but only recently has it supremely affected the outcome of my battles. Please address this urgently as not only is it frustrating but it is deciding if I win or lose a battle.
I know what you mean. I use AOF and AOP and have them positioned on either side of my Eddie so that they don't obstruct my ability to make perfect hits. As such, however, they make it incredibly hard to choose my Eddie since I normally attack with my characters out of order for strategic reasons. It'd be great if the devs made it so the angels' wings don't count as part of their touch box so we can actually choose the toons alongside them.
One of our programmers has been 100% dedicated to optimizations and stability, and there's been a lot of interlocking code he's been trying to fix and improve that should have substantial improvements. I'm not sure how much it'll help older devices, but we hope to have his improvements fixed within the next one or two app store releases.
As good or better than most other top players' defensive win rates, assuming you've been hit at least a hundred or so times (60% defensive win rate because your record is 3/5 just isn't as impressive). Most people seem to report around 30%, which is a good target to aim for.
I've been running an oddball defense team that somehow manages a 32% win rate (93/295), and it's only running one meta pick (using my favoured Sentinel Soulless Demon, but no Mummy Eddie, no Warrior Troll, no Prisoner, no Angel of Fear, etc). Gotta think outside the box!
Hm... I was aware of their hitboxes being a bit wonky, but I hadn't realized how that could be a problem due to single-target skills. I'll float that by the team to see if that's an easy fix (or to at least make sure that's in our system to fix eventually).
Yep,no MACLO or PVET1 errors in 5-6 days. NICE!!! Have however been getting semi-frozen matches in arena. Toons just sit there floating around but you can't do anything=quit=loss, 2-3 per day. Using Samsung Galaxy S7.
Dear @Sparton_LOTB, did you understand how much MORE ironite we need to spend to stay competitive in this broken scenario, right?
Its not just frustrating, its totally unfair!
Just to update the numbers, how the hell am I supposed to run agains people who can spend the same ironite to refresh like me when I was attacked 452 times atm and they where half/less than me?
Its obvious that the players that suffer from this broken system deserves a compensation, the math is clear.
Until there's a fix - which will come who-knows-when...
The only answer if you want to be competitive is to spend even MORE Ironite
I've been attacked 416 times. Not that far from you. Until we see more stats hard to label as "fair" or "unfair". And even then sample size is tiny. So the bug may not be how many times you're getting attacked - but how players like GMAC last week and Lord Schmeb this week get attacked so little. Maybe we're the norm and they're the outliers?
I anticipate GMAC and ChaosGo passing me today which is cool - We all get the same rewards in the top 5 and if they want to spend the Ironite more power to them!
They're both good players and active on the forum so I look forward to revisiting everyone's stats after the reset.
Thats the point.
I dont think that being attacked like more then 450 times in a week its normal when you see some guys talking about getting attacked 250 to 300 times. Being attacked so little like Gmac or LordSchmeb looks wrong to.
The point is how much time will take to aswers, to fixes? How much more some players will have unfair advantages granted by a broken system?
Just a reminder...everyone got 2-3 open inventory spots?
When there was the suggestion to cut trophy losses on defense you said you don't want to do that, because one has no longer an incentive to build a good defensive team. That is something that is completely unterstandable. (Although if the matchmaking would work in a way that you only face teams around you that would take care of itself since you want to make winning for them as hard as possible. But that's not the point here).
How about you don't lose any points by being attacked but you still lose points when revenged?
Of course you shouldn't be able to win any points when attacked then neither, because otherwise people who get attacked a alot would gain more points, which makes people chose their defense in a way they get attacked more and the system collapses.
But since your defense is still valuable, because you win and lose points from it, you have the incentive to chose a decent one - I think in this regard nothing will change. The system is only slightly adjusted in way that makes your own actions count much more compared to those around you - which is a good thing for basically everyone and it even encourages spending Ironite.
My statement from some posts before that the system is flawed still stands and it wasn't meant to be just critique. If a system is so flawed nobody participates in then everybody loses.
I have to add, I am not one of the people suffering by the system at the moment. On the contrary I am nearly not being attacked at all...
My defense was attacked 477 times.
Thank you RNGesus.
I guess I should feel good about the 34% success rate on D, but damn.
Here's a thought: how about taking points out of defense all together, and making it all about iron coins?
Your defense holds, you get rewarded with coins. You get beat, you don't get anything.
Players would still have incentive to field strong defenses, and wouldn't wake up in the morning and get hit by massive points losses, which in turn makes players think "why am I doing this?"
No prisoner, so my 471 attacks and 17% hold rate while an increase from 10% in beta is a liability.
Expect my hold rate to continue to decrease, and those with low hold rates have a lot to make up to be competitive. Just the facts. Is what it is.
So, why not just reward points for holds and eliminate the point reduction for defeats. This would keep people from being frustrated with losing what they fight for and make it easier to code as well... Most of us know, or will learn how to outsmart the A.I. so a great defense is going to be in the 23%-38% anyway.
I think we both tried like hell... just seeing what was possible. My game ran really buggy the last 3 hours. I don't know if it was a signal problem or something else. I will try to figure out how to take a screenshot and give you some numbers in that other thread once I get a chance to read it... May be a few days... I am changing Angels this week to compare those numbers as well.
Hey man, the way I look at it, troopers are like teammates. I don't check the rankings too often but if I know you are trying to make a run, I am not going to get in your way... purposely anyway... I even attacked a few players today that were challenging Canyptian and Go80sMetal for critical spots
Week 2 PvP thread up - posting of stats would be appreciated!
Really interested to see how much number of times attacked varies...
http://forum.ironmaidenlegacy.com/sh...2301#post32301
I was actually speaking of defensive holds. It changes as you progess through the rankings. I noticed this last week when I didn't have much time to play. When you are in the middle, you get attacked by the hardcore players as well as the newcomers. When you stay at the bottom, you get attacked by newcomers or casual players most of the time. If a player focuses on clearing the list, they may lose 7 or 8 times in a row before getting a win and moving forward. Players at the top don't lose twice in a row too often. This skews the data a bit
Sparton - please see
http://forum.ironmaidenlegacy.com/sh...2331#post32331
There are players who are attacking other players a similar amount - yet have difference of over FOUR HUNDRED in the number of attacks they receive
We've all been competing under the assumption that this has been a level playing field. That has not been the case.
Dont you think it would be fair to issue a pop-up screen that says if you wish to compete in PvP you may have to spend significantly more resources - both time and possibly financial - to get to the same place as other players - and that you can't predict at this point who will require more or less resources? At least until this is resolved.
I absolutely believe this is unintentional and you want this to be fair. But it's also a significant issue because frankly - people are paying to compete under the assumption their chances of winning prizes is based strictly on how well their team performs - and that is far from the case. Number of times attacked/losses -due to the structure of the point system - has a HUGE influence on ranking. If losses didn't cost points this would be a non issue. But at this point they are just as important as winning at attacks.
Minor variations of 50-100-maybe even 150 ok. This is a game of chance.
Four hundred? In fairness to all players - this should be made known to all competing.
Just my opinion
Enjoyed it very much as well... The numbers I was looking at suggested you may be a little faster.... not trying to set a protocol here, just offering insight as to how I think... You know all that would go out the window if we we're battling for the top spot anyway... Thanks for the badges.
It may be best to eliminate point losses for losing when you're attacked until his is resolved...