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Tiers - Subdivision and slow revision: Proposal

Дата: 11.01.2019 15:04:07
View PostSomnorila, 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 :( 

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