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Post by SawedOff on Jan 25, 2017 18:44:43 GMT -5
Equality of outcome should never equal equality of opportunity. Davids66 has it right. You want to protect new players? Simple, restrict the level of people playing that match. Done. At this point if I win one of the crappy gunslinger bots it's going into storage, because my option is to spend money (aka time) upgrading it to be competitive.
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bearre
Destrier
Posts: 122
Karma: 78
Pilot name: Bearre
Platform: Android
Clan: None
League: Silver
Favorite robot: RDB Griffin
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Post by bearre on Jan 25, 2017 18:58:55 GMT -5
Ok as I see it match making should provide matches with fairly even equipment on both sides. I have suggested my thoughts on doing that previously.
Skill level in my opinion should not be a factor. First there is not that big of a learning curve here, most players learn the few maps and weapon/bot strengths and weaknesses quickly. Secondly this is a game,a contest if you will. Skill whether borne from experience or not should be rewarded not penalized. If you are winning matches against opponents with equal gear you deserve the victory and rewards and should not be forced to then compete against opponents with superior gear. A lev 30 clan officer should be able to jump into a low level bot with low level weapons and lead his new members without opening any "gates from hell".
In my view match making should give both sides equal tools but not try to handicap people for their experience or past successes.
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Post by Deleted on Jan 25, 2017 19:05:23 GMT -5
Ok as I see it match making should provide matches with fairly even equipment on both sides. I have suggested my thoughts on doing that previously. Skill level in my opinion should not be a factor. First there is not that big of a learning curve here, most players learn the few maps and weapon/bot strengths and weaknesses quickly. Secondly this is a game,a contest if you will. Skill whether borne from experience or not should be rewarded not penalized. If you are winning matches against opponents with equal gear you deserve the victory and rewards and should not be forced to then compete against opponents with superior gear. A lev 30 clan officer should be able to jump into a low level bot with low level weapons and lead his new members without opening any "gates from hell". In my view match making should give both sides equal tools but not try to handicap people for their experience or past successes. Agree with this 100%. Very well stated. The only change I would make is that all noobs under level 10? 15? should be sequestered with each other in the bouncy castle, and should not be released into the wild until given a chance to learn for a few days. Then they should be able to face off against any level of pilot with equal gear.
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Post by SawedOff on Jan 25, 2017 19:13:27 GMT -5
Ok as I see it match making should provide matches with fairly even equipment on both sides. I have suggested my thoughts on doing that previously. Skill level in my opinion should not be a factor. First there is not that big of a learning curve here, most players learn the few maps and weapon/bot strengths and weaknesses quickly. Secondly this is a game,a contest if you will. Skill whether borne from experience or not should be rewarded not penalized. If you are winning matches against opponents with equal gear you deserve the victory and rewards and should not be forced to then compete against opponents with superior gear. A lev 30 clan officer should be able to jump into a low level bot with low level weapons and lead his new members without opening any "gates from hell". In my view match making should give both sides equal tools but not try to handicap people for their experience or past successes. Agree with this 100%. Very well stated. The only change I would make is that all noobs under level 10? 15? should be sequestered with each other in the bouncy castle, and should not be released into the wild until given a chance to learn for a few days. Then they should be able to face off against any level of pilot with equal gear. exactly this
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Post by ł⸰§ĦȺĐ◎ŴƧŦḀɌ on Jan 25, 2017 19:14:02 GMT -5
Skill level in my opinion should not be a factor. I'm sorry, but this is utterly insane to me. Before the new MM dropped on Android, in what was "trash-gold" tiers, I'll admit most pilots knew how to play... "MOST". I still encountered plenty of clueless idiot pilots that didn't understand you have to capture the beacons, not just stare at them, and that a 300m rocket is not going to fly 1000m. Skill matters. Skill won't help you if you have level 5 bots going up against level 10 bots, to be sure. There is a P2W factor in this game, just not an overwhelming one. Conversely, if one pilot has been playing the game for a week, and the opponent has been playing the game for a year, assuming perfectly matched equipment, who do you think will win? The new guy? And you think that's "fair". Right.
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bearre
Destrier
Posts: 122
Karma: 78
Pilot name: Bearre
Platform: Android
Clan: None
League: Silver
Favorite robot: RDB Griffin
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Post by bearre on Jan 25, 2017 19:31:50 GMT -5
Skill level in my opinion should not be a factor. I'm sorry, but this is utterly insane to me. Before the new MM dropped on Android, in what was "trash-gold" tiers, I'll admit most pilots knew how to play... "MOST". I still encountered plenty of clueless idiot pilots that didn't understand you have to capture the beacons, not just stare at them, and that a 300m rocket is not going to fly 1000m. Skill matters. Skill won't help you if you have level 5 bots going up against level 10 bots, to be sure. There is a P2W factor in this game, just not an overwhelming one. Conversely, if one pilot has been playing the game for a week, and the opponent has been playing the game for a year, assuming perfectly matched equipment, who do you think will win? The new guy? And you think that's "fair". Right. Yes it is. In any sporting competition or game, even monopoly you often don't win your first games. You learn from your mistakes and what more experienced players do and improve. In this case you are one of 6 members on a squad so hopefully you will be assisted by others and at low level will often have inexperienced competition. As you gain experience you will be more successful and that is to be expected, what is not is to be handicapped when you become proficient. Fair in my view is that all have equal tools. It does not mean giving the lesser skilled players any help. You learn and improve just like any other game you have played.
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Post by ł⸰§ĦȺĐ◎ŴƧŦḀɌ on Jan 25, 2017 19:38:38 GMT -5
I'd suggest you try playing Overwatch. They have a pure performance rating based competitive mode, and everybody has equal access to all characters. Blizzard is a million-pound gorilla compared to Pixonic. I mention this because even that gorilla of a company has the wisdom to make you play 10 un-ranked competitive matches to get your initial ranking score, so that new players are not pitted against top players. That is the closest game match to what you appear to desire.
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Post by Deleted on Jan 25, 2017 19:56:56 GMT -5
I'd suggest you try playing Overwatch. They have a pure performance rating based competitive mode, and everybody has equal access to all characters. Blizzard is a million-pound gorilla compared to Pixonic. I mention this because even that gorilla of a company has the wisdom to make you play 10 un-ranked competitive matches to get your initial ranking score, so that new players are not pitted against top players. That is the closest game match to what you appear to desire. If a top player wants to putz around in his hangar to load out level 4 mediums or level 6 heavys with level 6/7 weapons just so he can meet me on the pitch, I would be flattered. Then I would make him bleed oil... No wait, then I might lose, or maybe not, but I would likely learn from and enjoy the experience. I am not close to being a maxed out hangar, though i run the best stuff I have. But I don't need protection from other pilots, assuming they use similar gear to my own. I think we may agree to disagree on this issue. Cheers!
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bearre
Destrier
Posts: 122
Karma: 78
Pilot name: Bearre
Platform: Android
Clan: None
League: Silver
Favorite robot: RDB Griffin
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Post by bearre on Jan 25, 2017 19:58:08 GMT -5
I'm not saying that a tutorial is bad. A 10 - 20 game period heck even 50 in which new player play only each other is fine by me. However as a part of the main game match making I would even the gear but not factor skill level.
I would as in other games recommend a good clan to help in teaching folks the ropes. However I would not like to see skill level as part of the match making formula.
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bearre
Destrier
Posts: 122
Karma: 78
Pilot name: Bearre
Platform: Android
Clan: None
League: Silver
Favorite robot: RDB Griffin
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Post by bearre on Jan 25, 2017 21:04:27 GMT -5
I'd suggest you try playing Overwatch. They have a pure performance rating based competitive mode, and everybody has equal access to all characters. Blizzard is a million-pound gorilla compared to Pixonic. I mention this because even that gorilla of a company has the wisdom to make you play 10 un-ranked competitive matches to get your initial ranking score, so that new players are not pitted against top players. That is the closest game match to what you appear to desire. If a top player wants to putz around in his hangar to load out level 4 mediums or level 6 heavys with level 6/7 weapons just so he can meet me on the pitch, I would be flattered. Then I would make him bleed oil... No wait, then I might lose, or maybe not, but I would likely learn from and enjoy the experience. I am not close to being a maxed out hangar, though i run the best stuff I have. But I don't need protection from other pilots, assuming they use similar gear to my own. I think we may agree to disagree on this issue. Cheers! Exactly.
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Post by zman on Jan 25, 2017 21:10:42 GMT -5
Its protecting the lvl1/2 bots piloted by pilots lvls 1-5 from being matched with someone with a massive experience advantage. I didn't say it was a great way of protecting rookies, but it is real, and intentional by Pix. If you wanna protect level 1-5 newbies, you would match level 1-5 to "level 1-5" players! That's easy! So when I wanna play destriers (it's an example kids) then I play destriers with level 30 players! Im ok if MM match me level 30 players with same weapon strengths! That's all! Good day all! Easy! Sure! Can't believe it has t been thought of.... err what do you do when there aren't nearly enough lvl 30 players running level 1s to make a game in 10 seconds, 20s, or 30s? Just look slightly higher in the lvl30 pool? So now those lvl1s are facing 2s, 3s, 4s and 5s. Doesn't seem fair to me. Or reach down and down the levels toward the 20s, the 10s, the single digits? Well, then you've got lvl30s playing with fresh rookies. Problem not solved.
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brudeldischarge
Destrier
Club or be clubbed welcome to the new mm
Posts: 55
Karma: 16
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Post by brudeldischarge on Jan 25, 2017 21:17:10 GMT -5
If seal clubbing is the real problem then giver everyone lvl12 botz and weapons to start with....end of problem. Instead we are stuck with pay to win. Ironically more seal clubbing is going on more than ever it's just being done by all 12 hangers
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bearre
Destrier
Posts: 122
Karma: 78
Pilot name: Bearre
Platform: Android
Clan: None
League: Silver
Favorite robot: RDB Griffin
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Post by bearre on Jan 25, 2017 21:41:52 GMT -5
The issue with seal clubbers was not their pilot experience so much as the maxed out weapons they put on their level 4 bots to blast through the newbies who did not have the reasources to have level 12 amphids or level 12 mags.
If weapons could only be equal or lower than the bot then no matter your level, to compete in the level 1-3 tier you could at max have only a 3/3 machine.
As stated previously I would have no problem with a gold tier player gearing down to level 6 and fighting me with equal gear. He may win but it would be by using better techniques, (which I could learn from) not from having gear twice as powerful.
A beginning tutorial period where new players face each other is great. After that through I believe a match making system needs to ensure each squad has roughly equal bots and weapons and that is all it is required to do.
Let the team with the best team work, skill, and luck win. In a fair competition winning against an equally equipped opponent should not get you forced into matches with superiorly equiped bots,nor should losing get you easier opponents with lesser gear than you have.
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Post by Rippington Steele on Jan 26, 2017 15:14:14 GMT -5
IMHO
This game is fundamentally flawed in two primary ways that has cost large sections of its audience an undue amount of grief that it is unlikely to overcome.
But before that, the overarching problem with War Robots is that the general logic of the game's structure is wrecked from the get go. Pixonic did an amazing job putting this game together, but it is evident that the business philosophy of the firm is missing some key components, and this is where we see major shortcomings in the realm of customer satisfaction.
Simple things like changing the game's name from Walking War Robots to War Robots clearly demonstrate this lack of audience centered focus and organizational structure. They are very good on audience interaction, which is great. But their focus on audience appeal at the developmental phase is severely lacking. Recently we saw the renaming of the game's weapons cache--also an odd display of market activity, which discloses a lack of both research and foresight. Its great that Pixonic is making constant efforts to evolve and to optimize the gameplay, but any business will tell you that it is much better to get things right in the first place. Easier said than done in the programming world, but, mind you, lesser firms have done more. Some of the most crucial shortcomings, including the aforementioned name changes, and other things like not explaining tiers, constant nerfing and buffing, have little to do with the operational challenges of app development and more to do with impatience and lack of preparation. Now we are seeing the culmination of these fatal flaws in the new matchmaking system that threatens to alienate a majority of the game's audience with the promise that "it will get better in time". The 2.5 update was supposed to be the point in time when it got better, yet it seems only to have gotten drastically worse. But I digress.
I really enjoy this game (when it works), as do all of you, which is why we're all here in this community in the first place. I realize it is nearly impossible to satisfy everyone at the same time, and there will always, ALWAYS be complaints of some sort or another. But to the initial point, the reason I think that it will be difficult if not impossible for the game to ever achieve a consistent level of balance is ironically because of some of the features that make War Robots so appealing to begin with, Namely the variety. There are Heavy and Light robots that are slow and fast, with heavy and light weapons that are strong and weak, quick and slow to reload, long range and short range; you can have up to 5 hangar spots or you can stick with your initial one and duke it out. There are all variety of weapons that can be modularly exchanged from one robot to the next according to weapon size and robot loading configuration; you can choose any variety of weapons you desire to go on any variety of robots you can get your hands on, and you can power these up to be as strong as you can afford given the right amount of time and effort. This is all great for a campaign mode game where the upgrades and resources are earned at a pace consistent with the increased powers and difficulty of computer generated enemies and missions. But if you throw a matchmaker into this chaotic landscape of player driven choice and variety, and pit 2 million players with the free will to execute any set up they can imagine with varying power levels for each robot and every single weapon in each hanger with varying numbers of robots, you now have a recipe for disaster with gross dissatisfaction of the consumer, and constant complaints of exploitation (I'm talking to you seal clubbers), mismatching, and competitive imbalance. Oh, did I fail to mention that after one year they decide to have the clever addition of clans of 36+ players, allowing users to clique-up, communicate and develop strategies, only to be paired with and against random stand alone players. Way to go on BALANCE. It's like they never ever had a strategy meeting in their company history or when they did everyone with common sense was afraid to speak out against the leadership making these erratic [another name for donkey] decisions.
Now add in the fact that rather than running ads, Pix chooses to make the game free to play but pay to win by drastically overpowering premium weapons and robots. The game is essentially designed to be run, aim, and shoot. Some weapons shoot further than others but there are tradeoffs...shorter range weapons are more powerful. Not a good idea, but fine. Same thing with the robots. Some robots are faster than others, but the faster the robot, the lower the health, and available weaponry. Also not a good idea for establishing balance with modular robot builds, but fine. Now where the serious problems come in on top of these bad ideas is that there are weapons and robots, and then there are weapons, and robots. Enter the errors of logic. For example, Pixonic decides to make a powerful, light, close range weapon with no reload time. FAIL!!!!! Why would you do that? That makes no sense. There goes your balance out the window. And its all downhill from here. They have the Gepard set as a premium robot available for gold purchase, but the robot has no significant health deficit, and is disproportionately faster than most other robots in comparison. In an effort to increase sales potential Pix is inputting overpowered weapons into the game. Gepards become indestructible with magnums, so they attempt to add balance with more gold bots and eventually workshop bots, this time with shields. Clearly everyone was afraid to speak up in this meeting...because the Balance factor has been shot straight to hell at this point! Shields! Really? Shields?!!! But there's a catch, because the shields don't protect against "splash damage" which allows players to shoot and miss, while still injuring their opponent in exchange for longer reload times, except when there aren't longer reload times, as with the instant reloading Orkan, another gold purchase weapon.
Am I missing something here?
Why not just add a robot that can straight up fly while you're at it. And throw in some unstoppable grenades or possibly some nukes...yeah that's the ticket, nukes for gold! Everyone will pay!
All of that sounds really cool, and it would be really cool if you could fly and use nukes. But the problem with competitive games is that most things that are really cool as introductions or variations to the game are problematic because the very thing that makes them cool is the fact that they allow the user to achieve imbalanced advantages. Clearly I need not revisit my discussion of Aphids.
This game would do much better to have uniform weapons that have even tradeoffs, bots with even tradeoffs, and flat strength for robots and weapons.
Think about it. Having stronger weapons and bots doesn't do anything for one's gaming experience unless competitors have weaker weapons and bots. Why would anyone want to knowingly enter into a game of skill where the opposing player has such an advantage for no other reason than they've been playing longer and/or had more time to upgrade, or they've spent the money. That defeats the entire logic of playing a game. The point is for me to pilot my little robots, run around, aim and shoot other little robots in a way that is more attentive to details and more strategically sound than my opponent, not to shoot each other out until the person with the better upgrade remains. That is an exercise in futility. But in order to try to make money this is what Pixonic has done to their beautifully laid out gaming platform. A lot of people say "use new strategies to defeat difficult bots". Clearly that isn't the point nor is it practical when you don't get to see your opponents lineup when selecting your bots. The unbalanced, and problematic bots and weapons usually only have a handful of countermeasures that can be taken to defeat them. Some robots can never defeat others one on one notwithstanding pilot incompetence. For instance a 2 x Thunder Carnage will rarely loose to a Thunder/Taran Boa of equal strength in a head on assault. Plus the Carnage has special ability to dash. Its called imbalance. It undermines the point of the game. Ergo the fundamental flaw in the logic of the game. It's like saying, "Lets play chess, but I start with 3 queens and you have none." The point is to compete based on skill, develop skill and become more competitive. Not win on advantages out of anyones knowing control. Why should any of us ever lose a round because we are teamed with players that have less bots or because we have less bots ourselves. Everyone should have 5 bots. Weapons and bots should be balanced. End of story.
My suggestion to Pixonic about the new Matchmaking is to eliminate robot and weapon strength levels, cut all the pay to play weapons or nerf and buff all weapons and robots until they have a completely even tradeoff. And find some sponsors to put their names on the bots and maps, hang some banners and do some product placements and kill the pay to win arrangement.
Its so funny how people who pay for the game defend that position under the claim that they are glad to be helping the company, and because that's how the game is designed, therefore that makes it just in their eyes. Pay to play is never just. That is the opposite of justice. I kid you not I have read comments stating that, "if I spend money on this bot and these weapons, I deserve to wipe you out in one shot that's how Pixonic makes its money." That is the opposite of winning. Imagine going to the gym and saying if I pay the ref $5 I get a lower basketball hoop than you in our one on one game. Name a sport where the more you spend the better you perform. Oh Duh! Yeah because that's not how its supposed to work, and that's why competitive gamers will always begrudge companies that set up pay to win systems.
I don't actually expect any of these changes ever to take effect, nor would I prefer some of them to merely a more even matchmaker. But clearly the matchmaking can never be fair as long as there are so many disproportionately varying options for bots, weapons, and levels.
Just my thoughts.
-R.I.P.
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Post by Trogon on Jan 26, 2017 15:32:07 GMT -5
I think you could get the advantages of tiers without hard boundaries that produce clubbing and abuses. Add dynamic banding to the MM algorithm by taking the top bot or weapon level, whichever is highest, and limit the pool of possible matches to players within 2 levels, then using whatever other criteria the MM is currently using. In order to ensure there aren't prolonged waits for games, if enough players aren't found within 30 seconds, it could expand the search by 1 level every 10 seconds or something. It wouldn't be perfect, because lots of people don't have balanced hangars and not all weapons or bots of the same level are equal, but at least it would prevent level 1 vs 6 or 6 vs 12 most of the time.
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Post by Conflict's Student on Jan 26, 2017 15:44:47 GMT -5
I read the whole thing and I'm glad I did. I agree with your points about what makes War Robots enjoyable, and that it could be even more fun if it were a purely competitive game rather than using pay to win (P2W) as its business model. However P2W is Pixonic's business model, and they are fully committed to that model - there is no going back. Once you've accept money in exchange for giving one person's imaginary robots an advantage over other people's imaginary robots, you risk not only future revenue but also everything you have ever earned if you were to take that advantage away. No realistic amount of in-game advertising is going to offset that deficit. They have essentially no choice but to keep it pay to win. And that means constant introductions of new abilities to justify new spending by the small subset of players who would rather pay for an advantage than compete on a level playing field. The opportunity to grind is just an illusion offered to encourage lower-paying (or completely free) players to stay on the servers providing light entertainment for the paying elite, who will always be one step ahead. This isn't just true for Pixonic; it's true for every P2W game. As long as you're OK with that (e.g., I prefer uphill challenges so I'm more than happy duking it out at a known, slight handicap) then you can still enjoy the game despite its flaws (or limitations) - especially with the concept of an Elo-style matchmaker. It's like giving up a few strokes to a friend who may not be as good at golf as you are, but invites you to play at his fancy country club where you enjoy the surroundings he pays for - as well as the uncertainty of never knowing whether your additional skill will overcome his handicap score on any given day. As long as you're both having fun, why question the arrangement that makes it possible?
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Post by Dredd77 on Jan 26, 2017 15:58:56 GMT -5
Pay to play is never just. That is the opposite of justice. If everyone felt as you do, games would not exist. There is a cost to every game. Some games you pay an up-front cost, and need not pay again. Other games are on a subscription model, where if you enjoy the content you play a flat fee every month. The F2P model has some strengths, and some flaws. But it does allow a great many people to be able to enjoy the game at zero out of pocket cost. Going one step further, War Robots eschews a lot of the crass commercialism you see in other games that nakedly tries to hook you. There is no "energy bar" in War Robots, where you can only play for a little while- but pay to play some more. No ads. And the premium currency is attainable at a reasonable rate, instead of being RM-only. WSP are available on the same basis to everyone, the only factor being time (and yes, if you want to spend a ton of Gold to get more WSP you can, but the rate of exchange actually gets worse with every transaction). Pixonic is not running a charity. I simply cannot see this as an issue of "justice."
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Post by critter667 on Jan 26, 2017 16:06:26 GMT -5
But I don't agree that War Robots is pay to win. There is no item that can only be purchased with money. Yes, the various currencies can be bought with money but they also accrue as you play. Really, that is pay to improve progression. A player starting today has 2 choices, pay to progress rapidly or be patient. In 2 years,the hangars of both options will be about the same. One just gets there faster than the other.
Pay to win... That would be like buying gold ammo that can only be purchased using cash which adds 100% damage. That is true pay to win. You are giving money to gain an advantage that can never be had by those who don't play.
As for how this ties into a business model, the pay to win camp usually employs a consumable item, creating a constant flow of cash. The pay to progress faster... Well... They honestly need to create a system that subtly encourages people to pay, but does not alienate the majority of the game's population. That is far. I think PIX is trying though. The new MM is a step forward. Yes it is hard in some regards and there maybe incentives to level up more. Yet PIX is still trying to keep the game run and accessible so as to not to drive off the general population either. They need us to play so that there is competition in the game.
This is also why you may see more improvements that increase the quality of the game but also encourage increased progression.
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Post by Rippington Steele on Jan 26, 2017 16:07:26 GMT -5
Pay to play is never just. That is the opposite of justice. If everyone felt as you do, games would not exist. There is a cost to every game. Some games you pay an up-front cost, and need not pay again. Other games are on a subscription model, where if you enjoy the content you play a flat fee every month. The F2P model has some strengths, and some flaws. But it does allow a great many people to be able to enjoy the game at zero out of pocket cost. Going one step further, War Robots eschews a lot of the crass commercialism you see in other games that nakedly tries to hook you. There is no "energy bar" in War Robots, where you can only play for a little while- but pay to play some more. No ads. And the premium currency is attainable at a reasonable rate, instead of being RM-only. WSP are available on the same basis to everyone, the only factor being time (and yes, if you want to spend a ton of Gold to get more WSP you can, but the rate of exchange actually gets worse with every transaction). Pixonic is not running a charity. I simply cannot see this as an issue of "justice." Sorry I meant pay to win...not pay to play... My mistake. The point I was making is that you can have pay to play without making it so blatant that if you pay you have these huge advantages.
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Deleted
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Post by Deleted on Jan 26, 2017 16:15:44 GMT -5
sometimes I feel like a dead raccoon on the expressway that just been run over 50 times in row by 18 wheelers, with some of this discussion.
Boy, I am I going to regret posting this.
Chalk it up to another senior moment and I'm havin' one of those days.
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Post by Rippington Steele on Jan 26, 2017 16:57:19 GMT -5
I read the whole thing and I'm glad I did. I agree with your points about what makes War Robots enjoyable, and that it could be even more fun if it were a purely competitive game rather than using pay to win (P2W) as its business model. However P2W is Pixonic's business model, and they are fully committed to that model - there is no going back. Once you've accept money in exchange for giving one person's imaginary robots an advantage over other people's imaginary robots, you risk not only future revenue but also everything you have ever earned if you were to take that advantage away. No realistic amount of in-game advertising is going to offset that deficit. They have essentially no choice but to keep it pay to win. And that means constant introductions of new abilities to justify new spending by the small subset of players who would rather pay for an advantage than compete on a level playing field. The opportunity to grind is just an illusion offered to encourage lower-paying (or completely free) players to stay on the servers providing light entertainment for the paying elite, who will always be one step ahead. This isn't just true for Pixonic; it's true for every P2W game. As long as you're OK with that (e.g., I prefer uphill challenges so I'm more than happy duking it out at a known, slight handicap) then you can still enjoy the game despite its flaws (or limitations) - especially with the concept of an Elo-style matchmaker. It's like giving up a few strokes to a friend who may not be as good at golf as you are, but invites you to play at his fancy country club where you enjoy the surroundings he pays for - as well as the uncertainty of never knowing whether your additional skill will overcome his handicap score on any given day. As long as you're both having fun, why question the arrangement that makes it possible? Excellent points. I thought about golf as I was writing this. Funny thing I have never understood golf handicaps, ever at all. Think about this. A golf handicap is only a handicap in name. It has no material or qualitative influences on the game or its outcome. You don't actually get stronger clubs, a farther flying ball, or an easier course. You just get to say I subtract X number of strokes from my final score. It doesn't actually mean anything. Honestly, I am thoroughly convinced that the golf handicap was invented for the sake of simplicity when gambling. Posted by critter66725 minutes ago But I don't agree that War Robots is pay to win.
Points all well taken as well. My concern is not so much with the payment or item acquisition strategies, but more so about the fact that the robot and weapon strength system that exist in order to enable "Pay to Progress", as you so artfully put it, complicates the matchmaking system in insurmountable ways. e.g. short hangers, uneven hangers, random advantages and disadvantages of strength that diminishes the validity of the skilled competition of the game, which could otherwise be easily avoided. But also, let us consider that if you argue that there is a 2 year differential in the time frames for loaded hanger acquisition then one might as well effectively declare the game pay to win because the player who pays will be winning a lot more than the other player in that intermediate time frame and if they play the exact same amount of games the entire time, then the paid player would have accumulated a much higher number of total wins and lifetime win average for the foreseeable future, essentially amounting to the fact that they paid to win one way or another. The WSP were just an addition to offset the PTW imbalances, and they have helped in some ways but again. Why have inferior robot and weapon options at all? Nobody goes to a soccer field with their friends and says lets play but I'll play barefoot if they want to win. Why have advantageous and disadvantageous options? Why have weapons, robots, and setups that are only effective on half of the boards? That only exacerbates the problem of the levels and hanger spots. Like I said I don't really expect all these changes, those were just my rambling thoughts. I readily stand corrected on any points I may have made that were inaccurate, uninsightful, or contrary to practicality.
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bearre
Destrier
Posts: 122
Karma: 78
Pilot name: Bearre
Platform: Android
Clan: None
League: Silver
Favorite robot: RDB Griffin
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Post by bearre on Jan 26, 2017 17:49:19 GMT -5
I do not see War Robots as pay to win atm. A person can build a competative hanger without buying it. That said the payment model does offer balance challenges.
In a purchased game such as the new battle tech game coming out this spring for example, the company makes its money by selling the game and then the mechs and weapons are designed to be balanced by weight.There are no unbalanced advantageous items you can purchase to get an edge.
In a free to play model where the company sells premium gear in the cash shop;said gear needs to be advantageous to be desired and then creates balancing and power creep issues over time.
The F2P model is much more difficult to keep balanced and thus a reason you need a mm system that is exceptional.
There are many games in this genre where you upgrade vehicles and weapons; be it spacecraft,ships,tanks,etc. Some of these games I am sure have a mm system that has worked well and not been exploited. Can some of the more traveled gamers here give some examples of games that seem to have gotten it done well and relate what they did that was so good?
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