In addition to Slauki's proposal for higher rewards, it'd be nice to get some bonuses for finishing battle with a fury (at least minimal, for the sake of it). Great way to crown a successful battle.
In addition to Slauki's proposal for higher rewards, it'd be nice to get some bonuses for finishing battle with a fury (at least minimal, for the sake of it). Great way to crown a successful battle.
Thanks for the great posts Slauki. Agree the points system needs to change as PvP is a great idea but has always seemed flawed to me due to it's point system. Every attempt to adjust it only seems to magnify the intitial flaws. Would welcome a change to it but a few things that would motivate me more than a better points system follow...
I would like to see better items in store as that would have motivated me to play more from the start. For example, the arena store should not only have SoW, current souls and skill shards, it should also have rare GA souls, Eternal souls (as in souls that only drop Eddie chars, not just Eternal Ed), and then the soul fragments that they speak of could be a separate item that would over time, give you specific chars (an example being a Prisoner Tier after reaching a certain amount of them, if he drops through other means, you look to the next char tier you want most) and all should be unlimited purchase.
While I dont question the value or really understand why they would release items like these, they should have never released talismans like Strike and Immunity through the arena store. All those items seem like they should be drops from secret locations or BNW and would have given us a bit more incentive or reward for the daily trooper grind.
A minor thing that makes me SMH, why not just have an arena tab in the game store?
If you're gonna die, die with your boots on
mjmxiii-1619
thank you for your detailed reply. Was very busy the last days so i had no time to answer. first i have to say, that's great that you are thinking about/planning changes and that you listen to suggestions from the community.
yeah i wasn't sure how easy it is to implement some of my suggestions, but i found that this approach would balance the numbers you gave us and it would be very good from a psychological perspective.
Especially the reduced losses for specific ratios it's a really good way to archive more fairplay i feel, because people with non exclusive roosters would have better chances to reach something and they deserve some protection too. a more gradual approach like you mentioned would be even better, i just wanted to try to keep things simple.
i'm sure you guys will find some smart solution for the technical problems just wanted give some players input, since a fresh perspective can help from time to time .
one big problem came to my mind again:
if the defense wins will give us a huge points boost, this would open the doors for cheaters. i could even outpace jofer, when i go with my 2nd account vs. my main account and loose intentionally in 30 seconds per round (20 secs of them loading time). i could earn 4500points in 3 hours (assuming 1 fight per minute and 25 wins per defense) or 6750 points (assuming 1,5 fights per minute and 25 points) which would be great for the big saturday rush while it would be very obvious, sneaky players could use it in a more incognito way. i wrote a thread some months ago about this possibility to exploit the system without an attack limit, i think you saw that:
http://forum.ironmaidenlegacy.com/sh...ighlight=cheat
so some kind of attack limits would be necessary to prevent people from cheating, especially if defense would matter even more. i think, that this has been overlooked by now.
anyway, i'm curious to see the next changes hoping for some awesome improvments in the points and rewarding structure. :-)
cheers
Last edited by slauki; 05-03-2017 at 10:19 PM.
don't be a mofo and join the mofos.
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Yeah, like I mentioned above, the idea of overriding gains specifically for defensive holds or cutting losses when at specific win rates is definitely a good idea, it'll just be a matter of the where and when to prioritize tech time for those kinds of changes.
Definitely been something we're aware of, we're just hoping that our current ability to monitor and adjust based on people exploiting the system would be sufficient. Obviously that's been kicked up now that someone actually did do that, but it's still something we don't condone and will not hesitate to ban users/adjust scores accordingly if people do engage in such activities.
Nonetheless, we are investigating the cost of implementing a measure which should stop the exploit from being possible instead of relying on manually correcting instances that occur.
A combination of automated checks, random sampling of accounts, and player reports can sound surprisingly reasonable when an engineer says something could take days to do (and then who knows how much more for QAing and further fixes), but yeah, at some point you've burned more time than the cost to implement the preemptive measure in the first place.
Ultimately, we don't want to sit on an issue that actually affects live players if we can help it (such as someone being artificially inflated with points). Systematic issues (people being able to inflate others, or people sometimes still being in a state where they're not matchmade against frequently) are another matter, as those take time and usually cannot be pushed to live players on a whim.