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Post by Dredd77 on Apr 19, 2017 6:51:31 GMT -5
Good morning! Got the invite from Pixo to the Community Roundtable this morning, and it gave a little further insight into what feedback they're particularly interested in. How would you answer them? CC: shaolinrogue +DethHilt+
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Post by llama4president on Apr 19, 2017 8:09:54 GMT -5
- Incorporating beacons into league point distribution. How big of an impact should beacons bring?
Enough impact to entice players to do it actively every battle. let's say roughly every beacon capped should be equivalent to around 40-50k damage.
- Feeling good playing solo vs. promoting teamwork. Whatâs more important?
Both ways are important, but teamwork shouldn't be penalized too much compared to solo play.
- Rewards for ladder climbing. What would you expect to see in the future?
Rewards are quite fine right now, if they add the cumulative reward at end of season. if Not adding it, they should be definitely higher, and shouldn't be reset at the end of each month (to not entice tanking)
- Seasons. Should we increase their impact on the Leaguesâ flow?
The month final placement should be a cumulative reward of the previous leagues rewards + the current one.
- Separate non-competitive modes: are these required?
The game needs desperately a parallel game mode tied to the old MM, letting players with different game age in the game to play together.
- Activity points vs. League rating â what is more important to clans?
Activity points are searched way more by clans than league rating right now.
EDIT: Missed Main Question:
How do you and your peers feel about League system? Whatâs right and whatâs wrong? What would you change?
Current Elo system forces to a 50% winrate, which is frustrating and is negatively perceived by players. Current system doesn't let squadding with hangars with various ages, and mech categories aren't correctly balanced, causing mediums to be losiNightingale weight in the current MM. Currently there is no incentive to play mediums, and they feel just like an intermediate bot before buying heavies, soon to be sc「grape」 and be forgotten, except a limited handful of wsp/gold bots. Current system entices the players to tank down their stats to increase their gains and to face easier opposition.
I seriously think a mixed matchmaker which would count hangar power would help diversify games and fun.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Apr 19, 2017 8:18:00 GMT -5
- Incorporating beacons into league point distribution. How big of an impact should beacons bring?Enough impact to entice players to do it actively every battle. let's say roughly every beacon capped should be equivalent to around 40-50k damage. - Feeling good playing solo vs. promoting teamwork. What’s more important?
Both ways are important, but teamwork shouldn't be penalized too much compared to solo play.
- Rewards for ladder climbing. What would you expect to see in the future?
Rewards are quite fine right now, if they add the cumulative reward at end of season. if Not adding it, they should be definitely higher, and shouldn't be reset at the end of each month (to not entice tanking)
- Seasons. Should we increase their impact on the Leagues’ flow?The month final placement should be a cumulative reward of the previous leagues rewards + the current one.
- Separate non-competitive modes: are these required?The game needs desperately a parallel game mode tied to the old MM, letting players with different game age in the game to play together.
- Activity points vs. League rating — what is more important to clans?
Activity points are searched way more by clans than league rating right now.
I sincerely hope that you didn't think the ladder climbing answer through... A big blow to the "need" to tank may be had if the rewards per game were increased as you move up the ladder. Ag especially, but even Au in some regard. Perhaps the prizes for 1st, 2nd, 3rd, and most beacons goes up 1 for every league past Gold or Diamond.
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Post by Deleted on Apr 19, 2017 8:33:55 GMT -5
It's terrible unless you were/are a top tier player with a near maxed or maxed hangar. It simply does not work in anything below Master League. I would put some hangar score inside the matchmaking. To be fair it's not really fun when a 12/12 Trident Fury takes the 80% of the health of an 8/8 Galahad where a 8/8 Fury would only take off half the health. Incorporating an all-skill based matchmaking in a game where there are heavily varying stats between levels is obviously a stupid and a bad move.
Also, I'm not sure if you (Pixonic) knows this or not, but League points are easily obtained in Tanker's League because of the sheer number of low leveled players there who have level 1 Cossacks and Destriers. I would suggest you take off League impact in Tanker's League and make it just a kind of 'purgatory' for trying to tank and skipping maps (which I think is completely fair).
+1 for every 2 beacons captured and +1 point for every hostile beacon liberated and captured.
Teamwork is obviously key in this game and that is one of the factors that decide a winning team vs a losing team. Unless it's a 1v1, then teamwork > solo.
Silver multiplier of 1.1x for every League you climb up.
Yes, this system actually promotes tanking to the lower leagues and pushing back up when the league starts back up to exploit the gold rewards. I'd suggest weekly 'seasons' that give a large payout of AG and a monthly 'season' that gives a payout of AU.
War Robots forces you to play competitively every game. It is a no brainer that a non competitive mode is needed in this game in order to squad and have fun with lower ranked players and friends.
League Rating should be more important. There is no way that those chinese ditcher and tanker clans that are farming and building up League Points in Tanker's League should be rated higher than clans with better and more skilled players. [/quote]
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Post by Firebeard on Apr 19, 2017 8:36:40 GMT -5
Good morning! Got the invite from Pixo to the Community Roundtable this morning, and it gave a little further insight into what feedback they're particularly interested in. How would you answer them? CC: shaolinrogue +DethHilt+1): The current design is, OK. It's familiar to most and the layouts are well thought out. If I was to Add/Subtract: it would be to remove the "names and icons" above the Opponents heads. Forcing Players to hunt their opponents and add an element of immersion. Beacons are good. They add points of contention giving Teams focus while including a sense of urgency. Their inclusion into Points would force some to accelerate their "climb" at the expense of their Teammates. Please refer to point #3. 2): The League system is good, although the mechanics are somewhat head-scratchingly confusing on Point allocation and Win/Loss determinability. 3): Teamwork should be a prerequisite. League places you on a Team. Therefore, "going rogue" will harm your fellow Teammates and potentially cost you and your Team the Win. This I believe is a result of granting individual rewards - it allows for inter-team competitiveness. This is the antithesis of Teamwork. A global Award should be granted to the Team who Wins, regardless of Beacon count or Mecha destroyed. A small caveat could be a minimum of 50k damage output to receive "Team Award." 4): Given the price of Mecha and weapons, Gold-wise, the current pay-out is fine. Too much Gold and you may run the risk of destabilizing the game's economy. 5): Since Mecha are war machines and this is a tactical simulator, alternative game-modes could be added to further enhance the role of the various types of Mecha, giving Pilots other mission statements. ASSAULT/DEFEND: Opposition forces must hold a certain territory or number of Beacons for a set duration. Similar to what is currently in play now but the Opposition must Defend home territory rather than claim Beacons. OBJECTIVE: Home forces must achieve a goal. Mission parameters can vary but may include statements such as, assault Springfield with light Mecha or suppress opposition forces until reinforcements arrive (1 Pilot per 15 seconds) - Essentially, survive to tell the tale. For non-competitive play, a system that has worked in many other games which is still prolific would be the simple removal of Win/Loss in a Custom Lobby. It's a great way to test setups and familiarize yourself with a new Mecha or hardware and make friends. I cannot speak for Clans, as I do not yet belong to one but have plans to create one, soon. I would like to see "Clan packs" for purchase and from what I read, Clan Wars would be welcomed.
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Post by llama4president on Apr 19, 2017 8:36:48 GMT -5
I sincerely hope that you didn't think the ladder climbing answer through... A big blow to the "need" to tank may be had if the rewards per game were increased as you move up the ladder. Ag especially, but even Au in some regard. Perhaps the prizes for 1st, 2nd, 3rd, and most beacons goes up 1 for every league past Gold or Diamond. I think the question is referring to the AU reward u receive when u reach a new league, and my answer is a direct critic of the loophole that is right now inside their league climbing system. I think tho ur answer might be related too fro a drastic change on how it works, which wasn't the intent of my answer, and i find it "good" in concept, tho the rewards would scale too much by how u proposed it, creating an inflation of gold per battle. by the way i read ur post it seems u are inferring to a rewards increase by 1 for every league up (gold 3 , 2, 1 , diamond 3,2,1 etc), correct me if i'm wrong, but i would see it more balanced if it was with a different scaling, maybe +1 gold for every whole league, tho it feels to me it would still be too high. A simple way to control the gold inflation would be to put a Special daily task, in which the first 25-30 (X number) victory battles in Gold league give +2 gold every 2 battles, in diamond league +3 gold every 2 battles. something like: Gold: +2 every 2 victories Diamond: +3 every 2 victories Expert: +4 every 2 victories Master: +5 every 2 victories Champion: +6 every 2 victories Legend: +8 every 2 victories
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Post by hi5 on Apr 19, 2017 8:38:39 GMT -5
I'm certain plenty of others will address the specific questions. I'd like to keep my feedback focused on the 3 areas that are most important to me about the MM.
The rewards for league advancement - too low IMO. They do not provide enough incentive to progress. I don't want to sound greedy as I'll take what I get, but it seems to me many see a greater value in strategizing ways to maximize gold production in other ways - ignoring the league advancement. Incentivizing advancement more (does not have to be just gold) may adjust this.
50% win rate - it feels like there is a mechanism to keep your win percentage around 50, with battle factors that slide high and low depending on previous matches. This takes away the incentive to spend money because it would only give me a temporary boost then the MM adjusts and it's gone. You rarely feel like you are improving because no matter what (until 12/12) you just get matched with higher level players. I get that should be a compliment, but humans crave the feeling of growth and progress (and yes superiority). Need to provide more of that to further incentivize progression, or people will find other ways to achieve that feeling.
Matching against similarly equipped players - this is the most frustrating. I understand it's part of getting better, but if you can match players against players closer to their gear range (not league) it may settle things. You can experiment more, try/buy new gear without a fear of "wasting" currency because you can no longer hang. If your skill increases you don't currently "feel" it, but you do feel that player 4 levels higher than you. Those who like certain bots can stay where they are, but not match with similar bots at lower levels as in the past. This also gives you a better sense of your own skill - how do you fair when things are "even"? There may be matching issues with trying to achieve this.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Apr 19, 2017 8:57:23 GMT -5
I sincerely hope that you didn't think the ladder climbing answer through... A big blow to the "need" to tank may be had if the rewards per game were increased as you move up the ladder. Ag especially, but even Au in some regard. Perhaps the prizes for 1st, 2nd, 3rd, and most beacons goes up 1 for every league past Gold or Diamond. I think the question is referring to the AU reward u receive when u reach a new league, and my answer is a direct critic of the loophole that is right now inside their league climbing system. I think tho ur answer might be related too fro a drastic change on how it works, which wasn't the intent of my answer, and i find it "good" in concept, tho the rewards would scale too much by how u proposed it, creating an inflation of gold per battle. by the way i read ur post it seems u are inferring to a rewards increase by 1 for every league up (gold 3 , 2, 1 , diamond 3,2,1 etc), correct me if i'm wrong, but i would see it more balanced if it was with a different scaling, maybe +1 gold for every whole league, tho it feels to me it would still be too high. A simple way to control the gold inflation would be to put a Special daily task, in which the first 25-30 (X number) victory battles in Gold league give +2 gold every 2 battles, in diamond league +3 gold every 2 battles. something like: Gold: +2 every 2 victories Diamond: +3 every 2 victories Expert: +4 every 2 victories Master: +5 every 2 victories Champion: +6 every 2 victories Legend: +8 every 2 victories It was just a thought, and while I knew what reward you meant, I just want them to be hammered with the need for increased/scaled payouts per game as we progress... the main incentive to tank would be removed. The incentive to rise and play more would increase for us non-tankers, too. If I am in Gold 1 I should make more than in Gold 3 for 500k damage. As far as the Au reward amount, I was just throwing numbers out there, but it WAS for the whole league that I meant. All of Gold would get the same bonus. All of Diamond would get the next one... etc. But your numbers are fine too... just SOMETHING!
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Post by GreenFace on Apr 19, 2017 9:03:17 GMT -5
I'm sure that there will be too much inputs to be considered by the representatives or Pixonic. So, I think I will offer a simple input: Ask them to learn more about other top online F2P with in-game purchases shooter games that involve ranks/class/etc (all platforms). Then implements the positives in War Robots. Don't rush to be "different than others". They can update and change things on the way, as long as the core game is balanced and enjoyable enough. That's all
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Post by shaolinrogue on Apr 19, 2017 10:24:45 GMT -5
- Incorporating beacons into league point distribution. How big of an impact should beacons bring?
This is a topic we haven't discussed in detail and it is important as it will help move the focus away from raw damage & back to strategy/winning. League points/Gold for 2nd 3rd/Better silver bonus for beacons capped? Would love to hear some thoughts & see some numbers from anyone who understands point based league system math... blastronaut ? - Feeling good playing solo vs. promoting teamwork. What’s more important? There needs to be content & rewards available for both. As we have seen from the Forum Merc Group, even being in a top clan doesn't mean there are always squad mates on when you manage to sneak an extra game or two in. I don't think teamwork needs to be promoted, everyone knows it's the best way to win, Pix needs to make that less cumbersome (Hanger changes in squad/ready check/better in game communication) but I don't feel any of this should be addressed before the core issues of Leagues & MM. IMO this can wait. - Rewards for ladder climbing. What would you expect to see in the future?
A level cap increase for players & equipment, perhaps extra slots. The exponential rise in requirements for silver/gold can be leveraged into the incentive to advance in leagues by making the only way to earn such vast resources efficiently high-level competition. Maybe you can club seals for a month before you can afford to upgrade that Taran to 14 but I'm sure most would rather play a few top league games instead. Player XP might only be available to you after a certain level by playing in a higher tier. Normally in a progression based game you eventually have to move on...to progress. - Seasons. Should we increase their impact on the Leagues’ flow?
Not my area, tell me what YOU think. - Separate non-competitive modes: are these required?
These are pretty much demanded by the vast majority of the forum community. I think we could all live with progression being tied to the League system (Resources) as long as Pixonic also provides the ability to play at multiple levels (Old MM) keeping the depth & variety in the game that made it so great in the first place. I personally would not care if there were 0 rewards outside League play as long as it's there. Alternate game modes would be cool down the road but a return to a bracketed hanger score based system (Even if it has to be a non-competitive mode) should be their top priority alongside improving the main MM for the League system. - Activity points vs. League rating — what is more important to clans?I will most likely differ this topic to Dredd. After everyone has weighed in I will attempt to summarize the community's perception/experience with the league system I will suggest to Pixonic that a minimum player level be set to shield new players from the Leaver Que & anyone above the cut-of level. I will also let them know that poll results show that we would rather wait up to a minute for fairer matches. I will try to encourage Pixonic to participate in the forums more & let us help them build the game we want to play!
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Post by Scuzzbopper on Apr 19, 2017 11:00:30 GMT -5
- Incorporating beacons into league point distribution. How big of an impact should beacons bring? I think the Silver reward for beacon capture should be increased and tied to league. So 1 beacon would be 50k silver base then multiplied a league value. Perhaps starring in Bronze a 1.5x, Silver a 2x, Gold 2.5 etc.
- Rewards for ladder climbing. What would you expect to see in the future? There should be more silver rewards as that becomes more important as weapon/bot levels increase. If this is controlled by league then it would offer a way to control the payouts as higher bot/weapon levels will gravitate to the higher leagues. Players who deliberately manipulate the system in order to get easier matches will still farm for gold but low silver would disincentives high bot/weapon level players from playing in those lower leagues.
- Seasons. Should we increase their impact on the Leagues’ flow? Yes. I like @darkangel12s idea in terms of Silver/Gold rewards.
- Separate non-competitive modes: are these required? Yes. There should be a way to have matches without Gold rewards and reduced Silver rewards for a more "arcade" style of play. These matches should be limited by bot/weapon levels, similar to the old MM but be strictly tied bot AND weapon level. Should transcend league restrictions in terms of cups and there should be no cup reward or impact on regular win/loss, bots killed, and other stats (or maybe another set of stats for this kind of play?) This will allow people to play weird bot load-outs and play for fun without worrying about how it impacts their numbers. It will give friends and family a chance to play together more casually.
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Post by Deleted on Apr 19, 2017 12:08:37 GMT -5
The theme of the roundtable is matchmaking. But these sample questions don't seem to be about matchmaking?
I cherry picked the questions that I have opinions on:
- Feeling good playing solo vs. promoting teamwork. What’s more important?
For me, get solo right. Its a mobile game. I like being able to play 1-2 games on my own as time allows. Its hard to do now as without a full squad, solo feels like suicide.
- Rewards for ladder climbing. What would you expect to see in the future?
AU and AG needs to be higher payouts as you climb higher. This would fix so much.
- Activity points vs. League rating — what is more important to clans?
Should be a blend, but please, this is such an irrelevant line of questioning compared to the MM imbalances and Quitters. Hoping our noble reps don't let Pix sidetrack them from the core problems we would like to see addressed.
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Post by sonofsam on Apr 19, 2017 13:44:29 GMT -5
Topic of the first meeting: all things matchmaking
How do you and your peers feel about League system? What’s right and what’s wrong? What would you change?
I feel that overall this system is just that a system. All systems will have perks and all will have flaws. Ask anybody what system they would implement and they will give you an answer that is beneficial to them. The reality is none is really better than the other because whatever system is used most people will find the optimum meta for that system and use it. The only real change I would make to the current system is to tighten the search parameters, even at the cost of time, so that you don't ever get put into a match with people more than +/- one league from you. Other than that tighten the way people are put into the "tanker" que and make or permanent (may let you out once in case you were there unfairly but second trip is permanent)because it isn't fair for those that don't cheat the system to face people who acquired big toys by cheating the system. It still needs tweaking because yesterday I still saw a squad of 2 "clan tanking" I know they were doing it because it was the same 2 guys on my team once and on the reds twice and I know both guys running in a squad didn't just happen to be the only two people to DC in 3 separate matches.
Incorporating beacons into league point distribution. How big of an impact should beacons bring?
The biggest problem people have with capping beacons is that the MM rewards damage only and spending a minute (dam/farm beacon at Springfield) running across the map and another 15-30 seconds getting to the action from those beacons hurts damage. I read the thread and saw someone above suggest a beacon being roughly equal to 50k damage and that seems about fair. It may be a little high on maps like DC or a bit low on Springfield but overall I feel its close.
The only downside I see is how do you display it? Do you add another column to the result screen so that it looks like
Damage-250k beacons-2 total-350k Then sort by total
Do you just change the word damage to points so above would be
Points-350k beacons-2
Feeling good playing solo vs. promoting teamwork. What’s more important?
I really don't understand what this question is asking. "Feeling good solo" does this mean feeling good about my stats or feeling good playing in randoms?
For the most part "teamwork" doesn't exist outside of clans and when I run with randoms I simply take the role that is needed at the moment.
Me playing the role needed with randoms (playing to win) is that me "feeling good solo" or the game "promoting teamwork"?
Rewards for ladder climbing. What would you expect to see in the future?
Early on gold is important to acquire toys but then silver becomes important to level them. Generally, the higher the league the higher level bots that are there. I would suggest making higher silver payouts in higher tiers. This helps the people continue to upgrade instead of hitting a wall somewhere around level 10-11 and artificially inflating some leagues just because people hit a wall and cannot recover the cost of an upgrade while it is happening.
Seasons. Should we increase their impact on the Leagues’ flow?
I don't think I've ever herd a single complaint about the seasons. Keep in mind we are really just now in season 2 (the first one crashed and no real data was collected). Im from the camp of if nobody thinks it's broken don't fix it. And I see this as a measure of everything else being right. If people don't have anything else to complain about then I think the game is solid.
Separate non-competitive modes: are these required?
I don't know if this would work or not because "noncompetitive" usually means "no rewards" or at least "reduced rewards".
The biggest problem with the game is people wanting to find a way for easy rewards. Sure I would like to run a couple games here and there in light bots but the people who are screwing up the game now will still stay and screw it up then because they want rewards not fun content.
The biggest thing " noncompetitive " modes could offer is variety. Maybe I want to play a real game of capture the flag or run a game in light fast bots. It could be fun but not Required.
Activity points vs. League rating — what is more important to clans?
It really doesn't matter which you use because both are garbage. Clans want bragging rights. How do you get that? By beating other clans. Make a competitive mode where silver is distributed as normal and everyone on the winning team gets one gold. Now set 3 leagues (gold 2 and under) (gold3 to diamond 3) and unlimited keep track of clan placement by win/loss in this regard reset monthly. To enter the "clan battle" que you must have 4+ clan members online and the remaining spots are randomly filled using squads of 2 or a solo.
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Post by Ⅎ₹ѺC₭₩ELDEℲ₹ on Apr 19, 2017 14:21:12 GMT -5
Wrong post again...
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Post by Why? on Apr 19, 2017 15:44:07 GMT -5
Did they themselves just gave the questions they want to be questioned about?
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Post by shaolinrogue on Apr 19, 2017 16:45:12 GMT -5
Did they themselves just gave the questions they want to be questioned about? Yes they did, they are talking points & it's common practice to focus a meeting on particular subjects. I think we can frame most of what we want to know/ask for in the context of these questions & I feel it's best to do so in order for Pixonic to feel we are trying to collaborate rather than showing up to demand answers. They did also mention this, which I was encouraged to see: "If everyone will bring radically different ideas to the table, that’s alright. Or, rather, amazing. We are up to consider as many opinions as possible. We believe that if discussion sparks, the meeting will be much more productive than if we just agreed on everything and went on. So if you are in, do not be afraid to speak away! " "The roundtable is supposed to be a new line of communication between players and developers, just with more direct contact. No more, no less. If it works out alright, we might consider doing more of these in the future. " I will be taking the "Feed-Back Sandwich" Approach' BREAD (everyone loves bread) - Here is what you're doing right! MIDDLE - This is what you are doing wrong! - This is how I would mix my ideas with your ideas, & what's in it for both of us, but mostly you! Does this sound like what you already have in mind? If so great! If not, could we blend this into what your strategy? BREAD (Start & finish with positivity, makes people more responsive) - Here is some other stuff you're doing right & we are looking forward to the future of the game! Keep up the good work! I'll spare you my lifelong resume, let's just say I have lots of experience manipulating managing/coaching students/co-workers & even bosses. The "Feedback Sandwich", not only warms up the other person's Ego making your criticism more palatable it also has a "lets do this together!" tone that goes a lot farther than "You need to fix this". It's human nature to want to collaborate with those you feel "are on the same team" & are on the same page. A positive constructive approach leads to positive productive outcomes. What impressed me most about this community when I first found the forum was that it seemed to me that criticism without justification/suggestions is not given much credence. Thoughtful, respectful debate is what I feel this forum represents & that is how I would want us to be perceived by Pixonic. I know of at least one other attendee who will be taking the "You should do what I say or the game is doomed" approach & I really don't think that will lead to future collaboration.
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Post by shaolinrogue on Apr 19, 2017 16:57:48 GMT -5
The theme of the roundtable is matchmaking. But these sample questions don't seem to be about matchmaking? I cherry picked the questions that I have opinions on: - Feeling good playing solo vs. promoting teamwork. What’s more important?For me, get solo right. Its a mobile game. I like being able to play 1-2 games on my own as time allows. Its hard to do now as without a full squad, solo feels like suicide. - Rewards for ladder climbing. What would you expect to see in the future?AU and AG needs to be higher payouts as you climb higher. This would fix so much. - Activity points vs. League rating — what is more important to clans?Should be a blend, but please, this is such an irrelevant line of questioning compared to the MM imbalances and Quitters. Hoping our noble reps don't let Pix sidetrack them from the core problems we would like to see addressed. While I intend to be prepared to comment politely with relevant feedback on these talking points if Pix brings them up, I will be tying all answers back to the core issues of MM/Leagues/Lack of diversity. I plan to strategize with Dredd77 before the meeting so we can use our individual times with the "conch" To make sure all IMPORTANT issues are brought to Pixonics attention in a thoughtful way with just enough overlap to reinforce each other's opinions. From their recent participation, it seems as though the people PIxonic is mostly likely to co-operate with, stewpendous , acethunder , blitheran , will be making similar suggestions to Pix & hopefully they will be swayed by the common thread amongst attendees.
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Post by Deleted on Apr 19, 2017 17:31:29 GMT -5
Good thoughts here, agree heavily with scaled ag-rewards especially. Main complaint from me would be to please, PLEASE, keep diamond and experts out of matches with champion players. Way too many solo games are ruined by having teammates that are completely uncompetitive. Edit: I'd rather wait longer for a decent match than what we have now.
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Post by ogpondskum on Apr 19, 2017 18:12:24 GMT -5
How do you and your peers feel about League system? What’s right and what’s wrong? What would you change? I don't mind the league system but the tanking and sandbagging damage of level 12 bots is not fun. League play should have a bot requirement. Example: 12/12 bots should not be allowed in Silver or Gold.
- Incorporating beacons into league point distribution. How big of an impact should beacons bring?
I think beacons have to be incorporated into the league point distribution. As someone else suggested, add weight to 2+ captures and then beacon liberation. This will encourage players to capture the beacon and allow light bots to participate a beacon runners and advance without having as much damage.
- Feeling good playing solo vs. promoting teamwork. What’s more important?
Teamwork is good but solo players should not be matched against an entire, or even half a squad. Most squads communicate with each other and solo players do not have that ability. I'll be if PIX looked at the stats they'd see full squads will slaughter most solo teams.
- Rewards for ladder climbing. What would you expect to see in the future?
I say give gold for climbing and Silver bonuses for the higher you climb. This can help players upgrade to upgrade and climb the ladder.
- Seasons. Should we increase their impact on the Leagues’ flow?
I don't have an opinion on this one.
- Separate non-competitive modes: are these required?
Open play without complex match making would be fun as long as you know what you are getting into.
- Activity points vs. League rating — what is more important to clans? N/A
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Post by ΜØØSE on Apr 19, 2017 18:30:09 GMT -5
How do you and your peers feel about League system? What’s right and what’s wrong? What would you change?
My thoughts are all below in green.
- Incorporating beacons into league point distribution. How big of an impact should beacons bring?
It's fine the way it is. This is War Robots. War is about territory. The matches are decided by holding beacons (territory). Sometimes they are decided by eliminating your opponent's ability to take territory (destroying all their robots) but it's still about territory. Having the match outcomes based on this is a good fundamental. Rewarding damage is still important, however. Players avoiding conflict should not be rewarded.
- Feeling good playing solo vs. promoting teamwork. What’s more important?
- There always needs to be a solo option, otherwise a lot of players will be marginalized. However, advantages to teaming up are appropriate and fun. It just shouldn't be THE differentiator in most matches.
- What needs to be improved is the way squads are put together. There is no way to know if your clan mates are in a match or a squad already. Do I wait? Do I start another squad? Are others waiting to get in a squad? Or did they give up and start playing solo? There is no way to know. There needs to be status indicators on the squad screen.This is probably the biggest hurdle to team play.
- Rewards for ladder climbing. What would you expect to see in the future?
- Setting up league rewards based on the status at the end of a season or crossing a league threshold is asking for abuse. It's happening widespread now and the tanking is a great source of misery. Rather, if rewards were given out at the end of a season for DAILY AVERAGE CUPS RATING FOR THE PERIOD, you will have much more stable ladder climbing and MM. Every day, every match contributes something to their payout.
- Seasons. Should we increase their impact on the Leagues’ flow?
- Yes, but only if reward criteria is adjusted. (See above) Otherwise you are increasing rewards for tanking.
- Separate non-competitive modes: are these required?
- If there are no rewards for these type of matches, they would be a fun way to let players try out experimental loadouts without competitive consequence. It would also have the added benefit of stabilizing competitive matches.
- Activity points vs. League rating — what is more important to clans?
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Post by ᴛʜᴇ ʙɪɢ ᴅʀᴏᴘ on Apr 19, 2017 18:55:07 GMT -5
My Personal Feelings: 1) BEACONS should be as important as the winning conditions that appear at the beginning of a match make them appear. 2) There is a distinct difference between CLANS and TEAMWORK. When you first begin to play War Robots you are not allowed to be in a clan, but you are part of a team from your first match! Nothing a fancy-dancy two minute tutorial video couldnt fix. 3) Better AG payouts or dimininished cost/time associated with upgrades. Upgrades are intimidating and seemingly unattainable. 4) Thecseasons as in Summer, Spring, Winter & Fall? I dont understand whats being asked here and in my understood context, why it matters. 5) YES. CLAN vs. CLAN 6/6 = Like the current 8/8 Test Server... A game mode for 6/6 should exist OUTSIDE the current league system. Any mek or weapon thats used appears at level 6... No league points awarded, winning percentage, activity or experience points accumulated... Games could feature 3v3, 4v4, 5v5 or 6v6 based on player availability... LOWER AG rewards. No AG Squad Bonus... Regular AU rewards (no squad Bonus) LEAGUE = MM pkay as it cirrently appears with added AG reward percentage as an incentive to participate in leages with the addition of CvC and 6/6 modes, the LEAVERS CUE would be eliminated. 6) CLANS need to be looked at. In the same way PILOT OF THE HOUR was eliminated gecause of people manipulating that system to gain noteriety, the CLAN RANKINGS need a LEAGUE structure that collects activity that can ge jeadired hased and then ranked, on clan activity. CLAN ACTIVITY gets calculated and then divided by the number ofca clans total pilots... Ratings are then divided into four categories: PILOT -> MEKKER -> WARRO -> ELITE ... War Robots players reaching BRONZE league should be allowed to join clans, not per level. thanks for the opportunity to be heard DREDD
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Post by Deleted on Apr 19, 2017 21:14:59 GMT -5
How do you and your peers feel about League system? What’s right and what’s wrong? What would you change?
It's not fit for purpose. There's far too much swing on what people are teamed with and fighting against. What is the point of being in a league when most matches are made up from people in other leagues. I don't recall the last time I fought only people from my league.
For your convenience, here are few specifics questions you might use to prepare:
- Incorporating beacons into league point distribution. How big of an impact should beacons bring? It would be nice for the beacon cappers to get some recognition, but the priority should be fixing the MM.
- Feeling good playing solo vs. promoting teamwork. What’s more important? For me, solo, for others who like clans etc then I'd guess teamwork. In game communication would assist this greatly. - Rewards for ladder climbing. What would you expect to see in the future? The rewards would have exceed what's available through tanking. Else tanking will continue to plague the game. - Seasons. Should we increase their impact on the Leagues’ flow? Seasons, so far, appear to be irrelevant. - Separate non-competitive modes: are these required? With the current league system, I feel this is vital. Interest in playing, from what I've read, is down. People just clearing their dalies then finding something better to do with their time, while hoping the game gets better.
- Activity points vs. League rating — what is more important to clans? Activity. Seeing a clan with declining medals / numbers is disheartening and leads to others playing less.
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Post by Deleted on Apr 19, 2017 22:09:10 GMT -5
Good morning! Got the invite from Pixo to the Community Roundtable this morning, and it gave a little further insight into what feedback they're particularly interested in.
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Post by Deleted on Apr 19, 2017 22:17:13 GMT -5
Did they themselves just gave the questions they want to be questioned about? Its often SOP, but especially with PIX, did you really expect different?
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Post by 0ppressor on Apr 19, 2017 22:39:56 GMT -5
- Feeling good playing solo vs. promoting teamwork. What’s more important?
Solo is more important. This is a mobile device app game, not a full fledged computer game. Noticably missing from the game is ANY way to truly communicate with other players.
My days of hours upon hours on Teamspeak and Ventrilo for raids, battles and god knows what else are long behind me.
I play because it's the closest and best game I can get to relive Robotjox and many other fond giant robot memories quickly, ~10 minutes max at a time, when I actually have time now that I am a Father of two, have a job, a dog, a cat, a yard to take car of, a house to take care of, the wife to deal with...
I am not going back to shooting the spit while gate camping Amamake, or logging on early to start crafting raid supplies in Ogrimmar before hours long gaming sessions.
Again The lack of voice comms (or any comms) coupled with the fact that this is a mobile device game/app has permanently cemented it's roll as a fast paced, semi team based, giant robot action shooter.
Trying to make this game into something it never was will only detract from it.
Those that truly want to be on teams and in clans already have the means to do so, let them continue to hash it out amongst themselves.
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Post by Shahmatt on Apr 19, 2017 23:06:07 GMT -5
How do you and your peers feel about League system? What’s right and what’s wrong? What would you change?
For your convenience, here are few specifics questions you might use to prepare:
- Incorporating beacons into league point distribution. How big of an impact should beacons bring?
Similar to what others have suggested, I think beacons contribution should be normalized to an equivalent damage contribution, but to simplify this I suggest a normalization to a point system which could be as follows:
1 kill = 10 points 50k damage = 10 points 1 hostile beacon liberated = 20 points 1 beacon captured = 10 points
The players getting a final score which is used for ranking, league points and gold award. Separate damage based gold award and beacon based gold award can be done away with.
- Feeling good playing solo vs. promoting teamwork. What’s more important?
Teamwork
- Rewards for ladder climbing. What would you expect to see in the future?
I'd like to see token permanent badges displayed on a profile for having reached certain league points in the past, e.g - Major General, General, Sergent etc. This would have the advantage of displaying the skill of a player even if that player had tanked down to a lower league or was simply testing a lower hangar as an experiment.
- Separate non-competitive modes: are these required?
Maybe. If there is enough demand, but not at the expense of laggier normal competition servers.
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