Tiers - Subdivision and slow revision: Proposal
Дата: 11.01.2019 15:04:07
Somnorila, on 11 January 2019 - 12:15 PM, said: We probably can make a distinction between game modes. WLG
and Random Battles. Even if the game is the same the rules can
differ a bit. But sure, to have player investment in Pro
matches, same as football if you may, players should be able to
play the same game in their spare time and dream of being Pro, some
of them will even do make this transition. Thing is that now we
already have this difference. There are two different game modes.
One with two bases, one base, attack/defend one base. And one with
just attack defend one base. One is with 15 players per team one
with 7. The 15 player pro battles i don't find them interesting at
all. Maybe if i would gamble for who's going to win but not to
watch. It's too much information, too much movement while
still really visible when things start to snowball. Snowball action
is not interesting, we already said that 15-3 type of matches are
not fun even if you win or lose. I was talking about draw
battles in Random Battles. I remember when the forum was talking
about many draws where players used to take sniping positions and
if the team had no scouts, bad scouts or they were dead, no one
will advance because the win was decided when one team pushed and
were annihilated. So the game was changed but from one problem got
in to another. Vehicles needed rebalance and many didn't got around
to be modified. I understand that devs more than likely didn't had
time to get around them. But i'm annoyed that they still had time
to bring new premiums and branches. The bottom line is that the
camping/draw problem was resolved by erasing sniping/spotting. From
somewhat open maps we have more corridor like with choke
points. I don't know, both are good and bad depending on
point of view. Maybe a better choice would had been ability to
chose map before pressing battle. Which will come in a certain way
this year i understand. But this thing comes with its own potential
problems. Like crumbled player pool which could mess up with
MM and ultimately with waiting times. Or draw cries for lack of
variation. I already experienced and seen reactions on same tier
matches. I for one say they are good enough, granted that they take
out the sense of power you get when bully a lower tier but i'd say
is still more than enough variation. Would actually like to see all
tiers giving same game experience. If you play tier 10 or tier 2 to
still have same class and role variation. But then again why
would players go up the line? I would have some ideas but
not so sure are kid friendly or even that easy to implement in a
fair and safe way. I like the approach poker sites take on rooms
and recurrent tournaments. But there are not many games where the
game economy is linked in a direct way with IRL economy.
eekeeboo: You can make the distinction, but if you want to encourage
draws in the way they were, that's what you can expect. You tend
not to have that encouragement with the loss of xp, but you will
still get people who would rather draw than win, those games are a
nightmare to play! For attacking and defending you see
the onus on attackers to win, defenders just gotta no mess up. But
there's always a winner. As a game company with the
need to make money, you will always find content to sell, or you
won't remain alive as a game for much longer. And for choosing map,
you'd end up with say every heavy clicking city map, every arty
clicking open map and the queue times would go through the roof,
something the MM was intended to fix. As you say and
I'm glad to see you understand the difficulty in fixing these
"issues" for all players, when you know no matter what you do,
you'll alienate someone
Tiers - Subdivision and slow revision: Proposal














