20.06.2015 - 11:56 Epic_win's suggestion for improve the Strategy Points System. Greetings, among the community problems there is what we like to call "low rank farm", terminology used when high-ranked players plays against low-ranked opponents. Due to the upgrades advantage, the high rank player is most likely to win against the low rank one. While this is a natural result, there are players who use this method for take advantage over other players. This was one of the most important topics back at his times, in which some clans would only play certain clans that were considered easy to beat, while avoiding the others clans. I want to reduce the advantage of a high rank over a low rank as much as possible, while avoiding the devaluation of the SP currency more than it already is. This thread contain my conclusion about this case. The solution of this problem, I believe, is on the current strategy system. Table of Contents. 1. Current SP system . 1.1 Facts about the current SP system. . 1.2 Current deficiencies. 2. Rank-Tier unlock system (R.T.U.S). . 2.1 The changes. . 2.2 Propaedeutic circle. . 2.3 Intermediate circle. . 2.4 Final circle. . 2.5 Facts about the R.T.U.S system. . 2.6 Clearing out some things. 3. After the game. . 3.1 Strategy builder. . 3.2 SP combo. . 3.3 Medals. . 3.4 Other possible uses for the Strategy Points. 1. Current SP system You can access to it in-game or in the website. In-game, it have 3 windows: One show your current SP and the upgrades available, the other show the upgrades you already have, and the third one shows the button for reset upgrades. 1.1 Facts about the current SP system .......................................................... Rank 0: 0 - 49 SP Rank 1: 50 - 99 SP Rank 2: 100 - 2,999 SP Rank 3: 3,000 - 9,999 SP Rank 4: 10,000 - 24,999 SP Rank 5: 25,000 - 49,999 SP Rank 6: 50,000 - 99,999 SP Rank 7: 100,000 - 169,999 SP Rank 8: 170,000 279,999 SP Rank 9: 280,000 - 449,999 SP Rank 10: 450,000 - 699,999 SP ................................................................. PREMIUM: 521,955 SP for get all the upgrades. Rank 10 + 71,995 SP for all the upgrades. NON PREMIUM: 356,600 SP for get all the upgrades. Rank 9 + 76,600 SP for all the upgrades. An user can get the 10 first upgrades before rank 5. 1.2 Current deficiencies Apart of giving too much advantage to high ranks, there are two characteristics from the current Strategy Points system that difficult its use: 2. Rank-Tier-Unlock system (RTUS) : The Rank-Tier-Unlock system (R.T.U.S) does correct the majority of the deficiencies of the current system. Basically, a tier-type system in which the upgrades are locked in two factors: Ranks and Previous upgrades. I will present the new rank limit and the upgrades with their respective prize, then I will explain why the system have those changes. 2.1 The changes. SP required by the new system: Rank 0: 50-99 SP Rank 1: 100 - 999 SP Rank 2: 1,000 - 4,999 SP Rank 3: 5,000 - 14,999 SP Rank 4: 15,000 - 29,999,SP Rank 5: 30,000 - 49,999 SP # For join Main Room you need 30k of SP. This is, rank 5 or higher. Gives enough time for the beginner to adapt and learn. Rank 6: 50,000 - 99,999 SP Rank 7: 100,000 - 169,999 SP Rank 8: 170,000 299,999 SP #The game ends at 300,000 SP. This is, when the player reach rank 9. Rank 9: 300,000 - 469,999 SP Rank 10: 470,000 - 699,999 SP The requirement for unlock an upgrade can be found in the next excel document: http://1drv.ms/1RcTJZJ New upgrade organization: Note: For avoid confusion I've added an image of the unit, along with the cost. Rank 0 - 150 SP. Tier 1: Tier 2: Tier 3: Rank 1 - 950 SP. Upgrades Available: Tier 1: Tier 2: Tier 3: Rank 2 - 2,600 SP. Upgrades Available: Tier 1: Tier 2: Tier 3: Rank 3 - 12,900 SP. Upgrades Available: Tier 1: Tier 2: Tier 3: Rank 4 - 27,500 SP. Upgrades Available: Tier 1: Tier 2: Tier 3: Rank 5 - 41,000 SP. Upgrades Available: Tier 1:. Tier 2: Tier 3: Rank 6 - 50,800 SP. Upgrades Available: Tier 1: Tier 2: Tier 3: Rank 7 - 74, 100 SP. Upgrades Available: Tier 1: Tier 2: Tier 3: Rank 8 Upgrades Available: Tier 1: Tier 2: Tier 3: The premium version (with 10% SP discount) can be found online in this excel archive: http://1drv.ms/1RcTJZJ 2.2 Propaedeutic circle. I will start up by explaining the changes made from rank 0 to rank 4, which are the ones that affects the beginners. When you are going to learn something new, you usually start by the easy part. You don't want to go in-deep with the mechanics, just have a good time and some fun. The propaedeutic circle was made for those conditions. All the upgrades from rank 0 to rank 4 are simply to understand, and none of them represent any difficult to master. The range-skills and overproduction aren't still that efficient enough for secure you a expansion or the game. One of the most notorious changes is that there isn't any Stealth-related strategy from rank 0 to rank 4. This is because I've noticed the beginners players, specially from rank 0 to rank 2 doesn't wall their countries that often. Also, they doesn't use the sentry plane as they should. By giving a stealth-base strategy to a beginner the gap between those who knows how to use it and those who doesn't goes way too big. In other words, a rank 3 can every single country from a rank 0 without the rank 0 being able to counter, and this is not nice. All the units are available before rank 5, at a very affordable prize. Now you can experiment the Anti-Air and the Stealth without having to delay the other important upgrades. The helicopter, even though you get them free for liking aw page, at 700 cost you can get them easy even if you don't have Facebook or Twitter. The diversity is guarantee, and the user's option for game-play are maximized. It is also wort saying that the general's role on the game is rather slow, with only 3 updates available. 2.3 Intermediate circle. This circle correspond to rank 5 and 6. As soon as the user reach rank 5, he is given the chance to play the powerful MoS, or the might GW. If you don't like the stealth-type of strategies, then Sky Menace is also available for you. By giving theses strategies as soon as the player get to main room, his chances of beating a high rank grows higher. Sky Menace can be played at his maximum potential, with all ATS updates unlocked in the previous circle. For those who doesn't feel inclined for bigger world strategies, Faster infantries are also available at the cost of 9,450 SP (almost 1/3 his prize!). In rank 6 you can get the upgrades you need for make your forces even stronger. With all the infantries updates you are ready to play Europe! On the other hand, the marines updates will serve you well if you are looking for whole world games, or maybe playing scenarios. The best part is that a non-premium player could only get both Infantries and ATS upgrades at minimum rank 7 (over 100,000 SP) , but now they are able to get them at rank 6 for a little less than half the cost (around 40,000 SP). So, the limit for 3vs3 could finally be established at rank 6. Additionally, picking the updates wrong doesn't hurt so bad anymore - with the cheap cost is easy to change style. Players at rank 6 could start thinking about making their own clan (SP left between tiers secures so) or join a competitive clan. The general get some quite good bonus in this level. 2.4 Final circle. This circle have the upgrades that are usually left for the end by the players. Lucky upgrades, submarine upgrades and the Transport upgrades. The strong Blitzkrieg is available at rank 7, for entertain the players for a while. The strongest general upgrades are available at rank 8. Movement Range is the most expensive upgrade from the game (for a premium user), at the cost of 23,000 SP. 2.5 Facts about the R.T.U.S system NON PREMIUM: 300,000 For get all the standard upgrades. Rank 9 + 0 for all the upgrades. PREMIUM: 398,595 SP For get all the upgrades. Rank 9 + 98,595 for all the upgrades. 2.6 Clearing out some things. 3. After the game.
This quote summarizes the situation at rank 9. The SP currently have very few uses, and this limits the option of an user. By giving new ways to use the SP, a player can have more varieties, and possibility stay in the game longer than usual. This whole point is to give usage to SP after reaching rank 9. 3.1 Strategy Builder. Allowing the user to make his own strategy, with some objects. Features: - Unlocked at Rank 9, at the cost of 20,000 SP. - Can be accessed from Upgrades tab. - The strategy image will be fully configurable, and you can put the name. - Only one free slot for one strategy. Second slot can be unlocked at rank 10 for 50,000 SP. - Rule #1: Max 3 boost elected. - Rule #2: Max one boost per unit. Objects Available: With those two rules I expect to prevent any "op" combo. Usually, when people play an strategy, they only use one or two units mainly. That's why the criteria I've used for construct the Rule #3 was to avoid possible overpowered combinations. As for the rule #2, it does avoid the unit stacking. On the objects it was my personal criteria to not include anything that boost one unit, and Nerf another unit. Here are the basic objects: ---LAND UNITS--- Militias: 1) +1 attack, -2 defense. 2) +1 defense, -1 attack 3) -20 cost, -1 attack, -1 defense. 4) +5 critical, -1 range. Infantries: 1) -30 cost, -1 attack, 2) +1 HP, -2 range. 3) +1 defense, -1 attack. 4) +5 critical, +5 cost. Marines: 1) -70 cost, -1 attack. 2) +2 hp, + 40 cost. 3) +3 defense, -10 cost, -4 attack. 4) +5 critical, -1 range. Tanks: 1) +1 attack, +30 cost. 2) -20 cost, -2 attack. 3) +1 range, -3 defense. 4) +5 critical, -1 range. ---SEA UNITS--- Destroyer: 1) +3 defense, -5 range. 2) +1 range, +1 attack, +30 cost. 3) +5 critical, +10 cost. 4) +10 view range, -2 defense. Submarines: 1) +1 capacity, -2 attack, -2 defense. 2) +2 HP, +50 cost. 3) +3 range, -1 capacity. 4) -50 cost, -2 attack, -2 range. Sea Transports: 1) +5 capacity, -3 range. 2) +1 range, +30 cost. 3) + 2 defense, -1 HP. 4) -1 range, +2 defense against air planes. ---AIR UNITS--- Bombers: 1) +1 range, +20 cost. 2) +1 attack, +1 defense, -3 range. 3) -2 attack, +2 defense. 4) +1 attack, -2 defense. Helicopters: 1) +2 attack, -3 range. 2) +2 range, +50 cost. 3) -50 cost, -1 attack. 4) +10 critical, -1 range, -1 attack. Stealth: 1) -100 cost, -3 range. 2) +5 defense, -2 attack, -5 range. 3) +5 critical, -1 attack. 4) +2 range, +30 cost. Air Transport: 1) -100 cost, -1 capacity. 2) +1 capacity, -2 range. 3) +3 range, +150 cost. 4) -1 defense, +3 defense against Air Planes. Now I know many players want to start pointing out "broken objects" as soon as they read them. While I do agree they require revision, I don't think they should'be changed due to a perception. They need to be tested, the combos, before conclude their truly power. I'll quote Acquiesce's words when I PM'ed him about this: Hard to say. Every boost is paired with a considerable nerf. If I were trying to make a strong strategy for eu I'd probably take the inf -cost boost and tank attack and hp boost. Then maybe the +capacity for sea transports. Thing is something like this you can only know through testing and trial and error. Nonetheless, we can change or remove an object if it get enough support (this is, for clear out some overpowered objects that are obviously strong). 3.2 SP combo. We could also allow the option of "pick your upgrades", as an extension of the "Disable upgrades" button. You are given a preset amount of SP, and you can pick the upgrades you will be using for that game. I am not sure how complicated would be to implement this feature. 3.3 Medals & Awards. The current medal system only gives you SP. This had created a new terminology, also know as "Medal Farm" due to their nice SP reward. Once I made an account and played one game. Even though I left, I still got many medals. They added 2,500 SP to me in 33 minutes. With the actual system you are able to get a medal for almost anything, because they were based in statics. My suggestion is to reduce the amount of SP you earn from a medal (half would be good). After that, we can implement some rewards that are incredibly hard to get, yet possesses a pretty good boost. This goes along with the strategy builder and represent an achievement, an unique award. I believe this would encourage the players to break records and face themselves. Ex: Marines are still stealth even when attacked by other troops, +% critical to all the units, etc. Sadly, most of those boost would be hard to implement. I'll wait till the game is more established before elaborating this idea. 3.4 Adding more uses to the Strategy Points. Additionally we could add many new ways to spend SP. One suggestion:
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20.06.2015 - 12:30
I dislike this idea, but i like how well this is put together!
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20.06.2015 - 12:52
Did you put what we discussed into this post... about creating your own combos bla bla? I guess support, didn't read this since already read what you sent me before.
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20.06.2015 - 13:37
Yes But you cannot choose the nerf.... is preset
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24.06.2015 - 08:06
Alot to read but from skimming over it i kinda liked the look of it alot
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24.06.2015 - 15:08
I don't like limiting what someone wants to get. If a low rank wants to play stealth let them. They'll just rank up fast. No harm no foul. Plus leaving it open is more fun to be able to choose.
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24.06.2015 - 21:31
He can. Stealth can be unlocked at rank 3 for 3,900 SP. What he can't is to pick MoS and spam endless stealth... This is because I don't think allowing players to use stealth strategies are a good idea (explained in the thread). Also, is not like someone would really pay those 20k Sp for the stealth in the current system... without knowing that with MoS you get them for free !
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24.06.2015 - 22:35
Is my objective to make the Upgrades simpler... And that's one of the points of the revamp. Now I'd like to know in which way the current system is simpler than this one. Specially when the upgrades are organized by cost and not by style (explained in the thread).
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24.06.2015 - 22:40
imho I just think the current system is simpler, plus I don't like the idea of putting rank requirements for upgrades but thats just me
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05.07.2015 - 08:15
BUMP. Me and my 565,250 SP could use the strategy builder, because is bored to play the same thing every damm time. On the other hand, beginners would get the upgrades they need faster, and nobody would even ignore stealth again as they are cheap. Why you guys don't support it? I'd like to know!
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05.07.2015 - 16:37
Try LB, DS, HW? You guys talk about bored of same strategies, yet i've never seen u guys getting out of your comfort sone and trying out like GW uk GW turkey, LB germany? MoS uk? MoS germany? GW italy? IF italy? LB france? DS france? like thefk. How can you be bored with so many strats? If Amok and Ivan stop changing every strategy every 3 months because some people can only spam spam spam spam and fking rape 1 perfectly fine strategy into some abusive rushyspam strategy.
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05.07.2015 - 16:50
I think u put in a lot of effort here Clovis, and I do like the idea, but let's just be real, amok and Ivan would have to totally change the whole makeup of the game. They're already busy with html, this would be a project for like... if they get bored lol
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05.07.2015 - 16:55
Balanced in what? 3v3? 1v1? worldgames? You can't simply play it once or twice in 3v3 vs some rushy person who knew your weakness or mistakes or w/e you cant make conclussions out of that. I hate it when people who know such small things about such things want to change it. (not only you, but also alot of others in this community)
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05.07.2015 - 17:02
You should stop assuming that when someone suggest a change is because he doesn't know anything about it. Anyway, feel free to make your own thread to discuss about it. This thread is just about my proposal.
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05.07.2015 - 17:05
I just disagreed with what you said, about the part of boring and that there were more strats needed. As this is a public forum, I can disagree with you on that part. Just as how you disagree with other comments in here.
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05.07.2015 - 19:14
No support. This is an elaborate, difficult to understand and frankly unnecessary solution for a simple problem which requires a simple answer.
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05.07.2015 - 20:21
Not a simple problem (specially since this solves many, many problems), but I would like to hear the simple answer.
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05.07.2015 - 20:34
Personally, the solution I prefer (some may disagree) is boosting some of the weaker upgrades to make all of them relatively comparable, then making upgrade cost dependent on the number of upgrades a player already has on some kind of exponential or power function. So the last few become really, really expensive.
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05.07.2015 - 21:16
I can see it being exploited, for example, by getting the most useful upgrades and leaving the most useless ones for the end... There's just no way you can make certain upgrades wort the same as other upgrades. I am talking about the "useless upgrades" such as Lift the Frog, Helicopters, Stealth, etc. Additionally if there's no Tier system then you won't have a limit in the number of upgrades you can get. This means you will get the upgrades you consider "Useful" earlier, maybe at rank 7. After that, you have nothing to do with SP except getting the upgrades you consider "Useless". Many rank 9 had leave the game with the current system.... just because they already got all the useful upgrades. I've met many of them. Others will just go inactive. If you could make strategies wort the same, then sure your idea would work, at least, till rank 9 or the rank in which they will get all the upgrades. Just like in the current system.
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05.07.2015 - 21:58
An excellent point. What you could also do is increase the number of upgrades, so it becomes functionally impossible to get all of them. But this needs to be done in a way that does not confer an advantage to the experienced players. A potential solution is using "doctrines." Doctrines will represent a style of play, with several strategies and upgrades related to them. For example (this is a rough draft), Superior Mobility Doctrine: Strategies: Blitzkreig, Relentless Attack, (Lucky Bastard?) Static Defense Doctrine: Strategies: Perfect Defense, Iron Fist Indirect Approach Doctrine: Strategies: Naval Commander, Sky Menace, (Hybrid Warfare?) Infiltration Doctrine: Strategies: Guerilla Warfare, Master of Stealth Each doctrine will then have a separate list of upgrades, as detailed and complete as the current list of upgrades, but upgrades only apply when playing a strategy within that doctrine. If upgrade cost is the square of the total number of upgrades already purchased plus one multiplied by some base cost, which is what I propose, then since you can have four times as many meaningful upgrades without granting four times the benefit to experienced players, it becomes possible to keep players entertained with upgrades well into extremely high ranks without unbalancing the game. This will of course be coupled with being able to use SP to unlock some (forum and cosmetic) customization options and possibly being able to buy certain premium options with SP (for example, if premium subscription allows hosting scenarios, non-premiums could also host scenarios by paying an SP cost per game). Thoughts?
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05.07.2015 - 22:13
http://atwar-game.com/forum/topic.php?topic_id=4792 Desu grave me this link when I was elaborating the thread. I would support any proposal that limit the number of actives upgrades in game as it gives the variety of gameplays , but it seems like people doesn't want it, sadly. In my proposal the tier serves to divide strategies into offensive, defensive and support respectively, but this is merely to organize the strategies. But that thread is past now, and the community probably changed. Let's see what other person thinks about it...
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07.07.2015 - 20:43
*Reads it in quote form* Great ideas my friend. True these upgrades cost so much. The game is set so that the higher level players dominate the playing field and give you respect for defeating them. That is the true spirit of this game. You have my full support though. ----
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19.07.2015 - 19:49
Is this Yu gioh Yo?
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