End-of-Campaign Reward Changes
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- umopapisdn
- Master
thanks, GA. i'm frustrated by this, but i'm not about to leave the game over it. i'm a little more peeved with the inability to earn EXP and develop my character further, so i hope some of your changes are geared towards keeping the interest of those of us who have been around for a while.
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- Seil
- Awakened
I'm glad to know more work is going to be done on this because I honestly don't see how this first attempt made it past planning phases lol. It would have been a welcomed change if it were activity based in my opinion instead of size based. If it had been something along the lines of
Battlegroup A has 500 people
- First is 6000 energy
- Reward is 50 potions
Battlegroup B has 30 people
- First is 1000 energy
- Reward is 10 potions
Battlegroup C also has 30 people
- First is 6000 energy
- Reward is 50 potions
I think things would have worked out differently... The current implementation just killed everyone's drive in smaller battlegroups, proving a counter-productive effect.
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Now on the topic of battlegroup merging. I'm both excited and fearful of this. Larger battlegroups are cool, but the upside to smaller ones is that a few active players can turn the tide to either side. If these combined battlegroups end up being unbalanced, with one academy having far more players in the battlegroup, it could kill the fun for some of us. I love a good challenge, but I don't want to be up against an army twice the size of my own, or be part of one that is twice the size of the enemy.
(PS. The fact this thread is almost completely colored green makes me even more fearful of the merged BGs.)
Battlegroup A has 500 people
- First is 6000 energy
- Reward is 50 potions
Battlegroup B has 30 people
- First is 1000 energy
- Reward is 10 potions
Battlegroup C also has 30 people
- First is 6000 energy
- Reward is 50 potions
I think things would have worked out differently... The current implementation just killed everyone's drive in smaller battlegroups, proving a counter-productive effect.
-----
Now on the topic of battlegroup merging. I'm both excited and fearful of this. Larger battlegroups are cool, but the upside to smaller ones is that a few active players can turn the tide to either side. If these combined battlegroups end up being unbalanced, with one academy having far more players in the battlegroup, it could kill the fun for some of us. I love a good challenge, but I don't want to be up against an army twice the size of my own, or be part of one that is twice the size of the enemy.
(PS. The fact this thread is almost completely colored green makes me even more fearful of the merged BGs.)
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- UncleX
- Awakened
Basically, what I'm getting from this is 'hey, we're glad that you all have opinions and feelings, but piss off because we're still going to fsck over the small bg folks for now so when we throw them into a larger bg later they'll be at a huge disadvantage'. Good job, GA, good job. You really know how to make your players feel like they matter!
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- umopapisdn
- Master
i just had an idea regarding the apparent lopsideness of some battlegroups.
what if as part of the initial sign-in process the game assigns you your academy based on the current numbers of active players?
"no no no, my friend told me to join so we could play [with|against] each other and i don't want to be on the team the game has chosen for me."
that's ok, because each mage is granted a limited number of invitation codes (let's say 2 or 3) to give out, enabling a new invitee to join the team of their choice. it'll even out in the end because the next person to join without an invite will still be put on the team that needs mages.
this could also help limit the usefulness of multis if implemented properly: let's assume i am a mage with less than honorable intentions, and i go to create an alt account to gain energy through illegal magic. perhaps an inviter and invitee cannot benefit from area control benefits (same team) or item destruction points (opposing team) until the invitee has played to, say, level 9 or 10. make it so if you really want to benefit from multis you really have to put some effort into leveling that new account up. invitee accounts would not get invite codes of their own if the accounts are created on the same device (record serial number or IMEI) or from the same IP address, or using an already registered email address.
anyways, this is all very rough in my head. i'm sure there are many exploits that this wouldn't cover. thoughts?
what if as part of the initial sign-in process the game assigns you your academy based on the current numbers of active players?
"no no no, my friend told me to join so we could play [with|against] each other and i don't want to be on the team the game has chosen for me."
that's ok, because each mage is granted a limited number of invitation codes (let's say 2 or 3) to give out, enabling a new invitee to join the team of their choice. it'll even out in the end because the next person to join without an invite will still be put on the team that needs mages.
this could also help limit the usefulness of multis if implemented properly: let's assume i am a mage with less than honorable intentions, and i go to create an alt account to gain energy through illegal magic. perhaps an inviter and invitee cannot benefit from area control benefits (same team) or item destruction points (opposing team) until the invitee has played to, say, level 9 or 10. make it so if you really want to benefit from multis you really have to put some effort into leveling that new account up. invitee accounts would not get invite codes of their own if the accounts are created on the same device (record serial number or IMEI) or from the same IP address, or using an already registered email address.
anyways, this is all very rough in my head. i'm sure there are many exploits that this wouldn't cover. thoughts?
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- Aurelius
- Staff
Chadj mentioned our plans to combine battlegroups into larger ones. You can read more about that from here: http://www.shadowcities.com/forum/topic/641/
Aurelius
Aurelius
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- Verdigris
- Awakened
I think that there are some good ideas here, but I'm done playing until this gets sorted out. I'm not going to bust my hump to get 4-10 pots a round while this game gets tuned and someone else doing the same amount of work rakes in 40-65 pots a round.
I'd also like to know how combining battle groups is going to help. Decreased player density won't be touched at all by this "fix". Decreased energy gateway density won't be addressed by this "fix". And we still can't remote harvest.
There are FAR better ways to promote activity and make things interesting. Perhaps GA should look into hiring some new blood with fresh ideas.
I'd also like to know how combining battle groups is going to help. Decreased player density won't be touched at all by this "fix". Decreased energy gateway density won't be addressed by this "fix". And we still can't remote harvest.
There are FAR better ways to promote activity and make things interesting. Perhaps GA should look into hiring some new blood with fresh ideas.
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- RosradVolcae
- Awakened
Thanks for listening and clarifying. Look forward to seeing what happens in the future.
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- EoghannBard
- Channeler
I am with Corbin on this. We are in the same battlegroup. First place gets 10 and second gets 4 and noone else gets anything. Not much point to playing until there is more benefit.
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- JohnThatGuy
- Archmage
You do realize this gives players ever GREATER incentive to create multiple accounts and use them in a round, right?
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- JohnThatGuy
- Archmage
Verdigris
I'm not going to bust my hump to get 4-10 pots a round while this game gets tuned and someone else doing the same amount of work rakes in 40-65 pots a round.
This last round in CA first got something like 150 pots. I took third with 5400 or so energy, for 47 pots.
After the top 20, the energy harvested per player dropped below 500, and after 100 (I believe there were over 300 with scores) it was 100 or below.
So, 20-30 very active players, and hundreds of people who played a few hours. Most of them Orange. Interesting.