bct0073
Destrier
Posts: 28
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Pilot name: bct0073
Platform: Android
League: Silver
Favorite robot: Doc
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Post by bct0073 on Mar 2, 2017 12:13:47 GMT -5
So, I have seen a lot of people on the forum complain about the new league system who enjoy taking "supporting" roles in their War Robots play style (e.g., beacon cappers and defenders). While I agree with them to some degree (I myself usually play MR support), it has not been as bad as I expected it to be. I have found that I still do fairly decent damage on most maps, and therefore am not hit too bad (in term of league points) when my team looses. On most maps, my role is mostly supporting the center beacon where everyone already is anyways - win, win.
SF is an entirely different story though. In SF, I am the one who is not only trying to capture, but to keep the outlining beacons in the field and on the dam. This role is crucial for the win, but rarely leads to a lot of damage. This is even more true now with the bulk of the players trying to get high damage points among the buildings rather than trying to keep the outer beacons - after all, someone else will get and keep those pesky beacons right?
This new SF playing field has led me to either getting minimal points for the win (very low damage - but dang-it I earned that win for the team) or getting hit VERY hard in the event of a loss.
This has led me to sometimes do the thing that I have always despised others for doing - leaving the game when I see SF pop up. This is very sad, because SF used to be my favorite map before the League system. I still sometimes play it, but knowing that I have a good change of loosing the points from my last 5ish or so matches. I know that it is just a game, so why should I care - but those league points are oddly addicting. I want to see how long it takes to "level up".
So for me, SF is my casualty of the new League system....
*edit* - BTW, I still absolutely love the game, and like the generals of the league system. Are there changes that I would like to see to the league system? yes (benefit for beacon capture). But, I still love the game - I just wish that I wasn't a afraid to play on my favorite map.
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Post by VivaLaResistance on Mar 2, 2017 12:23:49 GMT -5
Yep, I've noticed the same thing on Springfield especially. When each spawns in the city parts, the bulk of the crew hangs out and fights instead of scrambling for beacons.
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Post by Dredd77 on Mar 2, 2017 12:34:16 GMT -5
Moderation: Moved to Rants
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Styro
Destrier
Posts: 86
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Platform: Android
Clan: GHOSTWARRIORs
League: Expert
Server Region: North America
Favorite robot: Rogatka
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Post by Styro on Mar 2, 2017 12:34:18 GMT -5
I was coming here to post the same thing. The game is based on beacons, but the league incentive is based on damage. That is a disconnect.
I have been in many games where if our team gets down, my teammates will just charge into battle trying to quickly do as much damage as possible before the match ends. If I spend that time actually trying to cap beacons then I am worse off. We are going to lose because my teammates are going kamikaze. So if I cap beacons we lose, I get negative points, and my teammates may get positive points.
The incentives need to be changed. There should at least be some value calculated for each beacon capture or something. Of course if it were me, I would base the ending rank entirely on beacon capping and give highest damage a 5 gold bonus instead of the other way around. It has always struck me as odd that the gold incentives are contrary to what is required to win the battle.
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Post by Scuzzbopper on Mar 2, 2017 13:37:38 GMT -5
I was coming here to post the same thing. The game is based on beacons, but the league incentive is based on damage. That is a disconnect. I have been in many games where if our team gets down, my teammates will just charge into battle trying to quickly do as much damage as possible before the match ends. If I spend that time actually trying to cap beacons then I am worse off. We are going to lose because my teammates are going kamikaze. So if I cap beacons we lose, I get negative points, and my teammates may get positive points. The incentives need to be changed. There should at least be some value calculated for each beacon capture or something. Of course if it were me, I would base the ending rank entirely on beacon capping and give highest damage a 5 gold bonus instead of the other way around. It has always struck me as odd that the gold incentives are contrary to what is required to win the battle. Another thought is that if you produce enough damage and hold 2 beacons and batter people on the more contested center beacon you will force your opponent to bot-out. Beacon capping seems to be getting a lot of attention because the meta has changed in regards to farming for gold. It seems to me that it is harder to grind those 10Au. Many players now go for straight up capping because it keeps you in the lower leagues longer before having to tank back down to less skilled/leveled competition. This offers a better success rate at farming. If you are into the damage-dealing meta then you march your heavies into the fray and cap as you go. If you bot-out reds then you win regardless of beacons. This however will get you up into higher league faster and ostensibly harder competition. Lamenting the loss of a favored bot build, map or play meta is part of how the process goes. Perhaps you need to think about your builds and experiment with adding a dedicated capper to your hanger for those times.
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Post by Trogon on Mar 2, 2017 13:51:39 GMT -5
As others have said elsewhere, I think this ignoring the beacons problem would be fixed if everybody lost Legendary Pilot on a loss, or at least got no gains.
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Post by hyderier on Mar 2, 2017 14:10:48 GMT -5
The key to enjoying new League system is two-fold:
1. You want to go to the highest league possible. Then you accept that it is a competition for max damage, and then run bots which get you that. Winning is good, but being first on losing side is much better than being last on winning side. You want the higher gold rewards of higher leagues to help you improve your hangar faster. You only play when you habe a good connection, and you don't fool around with unproven load-outs, any variety comes from things like choosing between xDB variants, or Thunder vs Zeus vs Trident Carnage.
2. You ignore the league system as far as hangar composition and tactics go. You play the game you want, with bots you want, and trust the league system to get you to a league level where you have good matches. As you upgrade your stuff, you naturally go up in leagues, hopefully. Or if leagues actually get tougher, the average playerbase is upgrading/improving faster than you, then you stay out or even drop lower, but you don't care either way.
I was all about the option 1 for a day or two. Then due to a series unfortunate battles (having to leave the game for RL situation, disconnect, just playing badly on losing side...) I took like a 50 league point drop in 5 games or so. Then I decided, 「fluffernutter」 this, and switched to the option 2 :-)
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Post by Deleted on Mar 2, 2017 14:18:28 GMT -5
2. You ignore the league system as far as hangar composition and tactics go. You play the game you want, with bots you want, and trust the league system to get you to a league level where you have good matches. As you upgrade your stuff, you naturally go up in leagues, hopefully. Or if leagues actually get tougher, the average playerbase is upgrading/improving faster than you, then you stay out or even drop lower, but you don't care either way. You nailed it. It's this, all day long. Losing 20 league points is not a big deal. People ranting about the league system are getting too concerned over their score. Some would even argue it is good for you to climb more slowly and lose points now and then. Just play the game, earn gold and silver, buy cool bots and weapons, and have fun.
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Post by Conflict's Student on Mar 2, 2017 14:57:44 GMT -5
Yes but part of the problem is increased poor play by random friendlies may prevent you from winning matches at all, because they are concentrating on those league points.
Ignoring league points helps individually, but when your teammates all stay in the city portion of SF because exchanging damage improves their chances of being #1 or #2 (win or lose) then you're in for a frustrating battle indeed - at least if you enjoy winning, not to mention the Au and Ag bonuses that come with winning.
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Post by hyderier on Mar 2, 2017 18:15:29 GMT -5
Yes but part of the problem is increased poor play by random friendlies may prevent you from winning matches at all, because they are concentrating on those league points. Ignoring league points helps individually, but when your teammates all stay in the city portion of SF because exchanging damage improves their chances of being #1 or #2 (win or lose) then you're in for a frustrating battle indeed - at least if you enjoy winning, not to mention the Au and Ag bonuses that come with winning. Yes, and that sucks if you go down because of it. Then again, sooner or later you should get to the point, where your higher-level RDB does consistently as much damage from across the river, as the damage-「loose lady」s lower level (P)DB does at close range. And then you will start gaining league points overall. I mean, think of it this way: since damage seems to be a very deciding factor in MM, it shouldn't take too long until the mid/long range player does equal damage as the knifers matched with him/her. Or is this wishful thinking, and weapon level numbers still matter enough so this won't work?
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bct0073
Destrier
Posts: 28
Karma: 26
Pilot name: bct0073
Platform: Android
League: Silver
Favorite robot: Doc
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Post by bct0073 on Mar 2, 2017 21:05:58 GMT -5
Yes but part of the problem is increased poor play by random friendlies may prevent you from winning matches at all, because they are concentrating on those league points. Ignoring league points helps individually, but when your teammates all stay in the city portion of SF because exchanging damage improves their chances of being #1 or #2 (win or lose) then you're in for a frustrating battle indeed - at least if you enjoy winning, not to mention the Au and Ag bonuses that come with winning. Yes, and that sucks if you go down because of it. Then again, sooner or later you should get to the point, where your higher-level RDB does consistently as much damage from across the river, as the damage-?hot stuff?s lower level (P)DB does at close range. And then you will start gaining league points overall. I mean, think of it this way: since damage seems to be a very deciding factor in MM, it shouldn't take too long until the mid/long range player does equal damage as the knifers matched with him/her. Or is this wishful thinking, and weapon level numbers still matter enough so this won't work? I think that the counter to this is argument is SF. on each of the other maps, most of the action is always within distance of midrange support. so your avg damage will be roughly the same on most maps. SF is different because your damage when defending the outer beacons will always be lower than your MR support on the other maps. so, you should stay in the same league as your pears (assuming same weapon upgrade time and increase in skill). SF will remain a big possible drop in league points because we are trying to support the TEAM win.
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Post by ShutUpAndSmokeMyWeed on Mar 2, 2017 22:13:26 GMT -5
They should totally give a +.25x score multiplier per beacon or something just to fix this issue in the short term. Anything would be better than plain damage.
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Post by SlowReflexes on Mar 2, 2017 22:24:50 GMT -5
They should totally give a +.25x score multiplier per beacon or something just to fix this issue in the short term. Anything would be better than plain damage. Please, no. Don't try to force league points on people who aren't playing to earn them. Allow hyderier's (1) *and* (2) to both be viable ways to play.
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Post by ShutUpAndSmokeMyWeed on Mar 2, 2017 22:48:53 GMT -5
They should totally give a +.25x score multiplier per beacon or something just to fix this issue in the short term. Anything would be better than plain damage. Please, no. Don't try to force league points on people who aren't playing to earn them. Allow hyderier's (1) *and* (2) to both be viable ways to play. I don't understand what you're trying to say here. Shouldn't playing to win and playing for league points be synonymous? What is hyderier? Edit: nevermind, just realized hyderier was a username. My point still stands though. You can still be a casual player perfectly fine with a beacon bonus.
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Post by SlowReflexes on Mar 2, 2017 22:54:11 GMT -5
Please, no. Don't try to force league points on people who aren't playing to earn them. Allow hyderier's (1) *and* (2) to both be viable ways to play. I don't understand what you're trying to say here. Shouldn't playing to win and playing for league points be synonymous? What is hyderier? Look up about 8 posts or so. No. You do that, you make tanking mandatory for pretty much everyone who isn't a hardcore gamer, who wants to keep playing *and* keep having fun.
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Post by ShutUpAndSmokeMyWeed on Mar 2, 2017 22:57:33 GMT -5
I don't understand what you're trying to say here. Shouldn't playing to win and playing for league points be synonymous? What is hyderier? Look up about 8 posts or so. No. You do that, you make tanking mandatory for pretty much everyone who isn't a hardcore gamer, who wants to keep playing *and* keep having fun. Why? Because only winning is fun? Please elaborate.
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Post by Cdr. Crimmins on Mar 2, 2017 23:09:25 GMT -5
2. You ignore the league system as far as hangar composition and tactics go. You play the game you want, with bots you want, and trust the league system to get you to a league level where you have good matches. As you upgrade your stuff, you naturally go up in leagues, hopefully. Or if leagues actually get tougher, the average playerbase is upgrading/improving faster than you, then you stay out or even drop lower, but you don't care either way. You will find that I have signed up for your newsletter.
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Post by SlowReflexes on Mar 2, 2017 23:14:01 GMT -5
Look up about 8 posts or so. No. You do that, you make tanking mandatory for pretty much everyone who isn't a hardcore gamer, who wants to keep playing *and* keep having fun. Why? Because only winning is fun? Please elaborate. No, because being able to do a lot of damage is an excellent filter for tactical skill crossed with equipment level. And those two factors pretty well determine who will *not* be hopelessly in over their head in a higher tier. Which suggests to me that the current selection criteria for gaining league points (damage primary, winning secondary) are proper, effective and correct. To be honest, if someone isn't able to consistently do enough damage (combined with enough winning) to move up a tier, they're really really best off not doing so. Just because there are people with more ego than stats who aren't moving up but think they deserve to who want charity league points, doesn't mean it's a good idea to start handing them out. And yes, making it easier to gain league points and move up in leagues without being able, in terms of skills and equipment, to fight will over time cause more casual gamers to get into a league that is really too much for them, get demoralized, and quit. I know you put a lot of stock in the concept of everyone always be in continuous movement toward Top at all times, but making it easier to do so can be a very bad idea simply because not everyone *should* do so. Not everyone is ready or able.
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Post by ShutUpAndSmokeMyWeed on Mar 2, 2017 23:33:17 GMT -5
Why? Because only winning is fun? Please elaborate. No, because being able to do a lot of damage is an excellent filter for tactical skill crossed with equipment level. And those two factors pretty well determine who will *not* be hopelessly in over their head in a higher tier. Which suggests to me that the current selection criteria for gaining league points (damage primary, winning secondary) are proper, effective and correct. To be honest, if someone isn't able to consistently do enough damage (combined with enough winning) to move up a tier, they're really really best off not doing so. Just because there are people with more ego than stats who aren't moving up but think they deserve to who want charity league points, doesn't mean it's a good idea to start handing them out. And yes, making it easier to gain league points and move up in leagues without being able, in terms of skills and equipment, to fight will over time cause more casual gamers to get into a league that is really too much for them, get demoralized, and quit. I know you put a lot of stock in the concept of everyone always be in continuous movement toward Top at all times, but making it easier to do so can be a very bad idea simply because not everyone *should* do so. Not everyone is ready or able. I would appreciate it if you could just forget the fact that I'm in top tier and focus on the arguments. I disagree with your last sentence and don't recall ever saying that everyone should be in top tier (or if I have then I must have changed my mind since then). I can see lots of posts from people who dominate on beacons but are unable to move up since they don't output a lot of damage. Why do you define "over your head" exclusively in terms of fighting? This is just as much a territory control game as a combat game. I really don't think this has much to do with ego either. Although this might be a time for many pilots to come to terms with their illusory superiority, they'll get used to it over time. No one is able to "give away" league points. The entire rating system is necessarily zero-sum.
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Post by SlowReflexes on Mar 2, 2017 23:38:45 GMT -5
Capping beacons already gets you league points - the more you win the more league points you get.
Uh, you're *suggesting* giving away league points, and I'm disagreeing.
These 'I'm not getting the league points I deserve' threads are absolutely totally about ego.
If you want to climb in leagues, there are already absolutely clear criteria for doing so.
I am saying, explicitly so there is no misunderstanding, if you start handing out extra league points to satisfy bruised capper egos, you will actively screw more casual gamers, make their experience worse and their duration short. You would effectively be *clubbing* them. Remember that?
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Post by ShutUpAndSmokeMyWeed on Mar 2, 2017 23:42:23 GMT -5
Capping beacons already gets you league points - the more you win the more league points you get. Uh, you're *suggesting* giving away league points, and I'm disagreeing. These 'I'm not getting the league points I deserve' threads are absolutely totally about ego. Where did I suggest giving away league points?? I only suggested factoring beacons into a more complete "battle score" which might be damage * (1 + 0.25 * beacons) for the time being. This would increase the league scores of beacon cappers (at the cost of beacon averters), but damage would still be the primary component. If you want to climb in leagues, there are already absolutely clear criteria for doing so. I am saying, explicitly so there is no misunderstanding, if you start handing out extra league points to satisfy bruised capper egos, you will actively screw more casual gamers, make their experience worse and their duration short. You would effectively be *clubbing* them. Remember that? I agree with you but that is absolutely not what I am suggesting. I don't even understand why you're judging my intent so harshly - all I wanted was to bring league score more in line with ability to influence the outcome of a match. None of this ego stuff has anything to do with my reasoning. I think apart from what league score should measure, we're well in agreement. I think there's no inherent reason doing damage should be a more legitimate, or casual, way to play than capturing beacons. Which is more fun, well, that's up to the player.
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Post by SlowReflexes on Mar 3, 2017 0:09:58 GMT -5
Capping beacons already gets you league points - the more you win the more league points you get. Uh, you're *suggesting* giving away league points, and I'm disagreeing. These 'I'm not getting the league points I deserve' threads are absolutely totally about ego. Where did I suggest giving away league points?? I only suggested factoring beacons into a more complete "battle score" which might be damage * (1 + 0.25 * beacons) for the time being. This would increase the league scores of beacon cappers (at the cost of beacon averters), but damage would still be the primary component. If you want to climb in leagues, there are already absolutely clear criteria for doing so. I am saying, explicitly so there is no misunderstanding, if you start handing out extra league points to satisfy bruised capper egos, you will actively screw more casual gamers, make their experience worse and their duration short. You would effectively be *clubbing* them. Remember that? I agree with you but that is absolutely not what I am suggesting. I don't even understand why you're judging my intent so harshly - all I wanted was to bring league score more in line with ability to influence the outcome of a match. None of this ego stuff has anything to do with my reasoning. I think apart from what league score should measure, we're well in agreement. I think there's no inherent reason doing damage should be a more legitimate, or casual, way to play than capturing beacons. Which is more fun, well, that's up to the player. Hmmm. OK so the final points per placement would be the same, the only change would be factoring beacons as well as damage into placement. That's much more reasonable. Your very first post where you had some kind of equation, it kind of looked like you were suggesting adding an additional .25 league point per beacon or something. Which would be absolutely nuts. Glad you didn't say that, I'm relieved. The league point awards are already tilted toward winning, so any way you can influence a game to be more likely to win will increase your expected league point haul. Some minor factoring in of beacons might be a good thing to provide incentive for more clueful play in general, though I suspect your proposal goes too far. (4 beacons enough to double your damage equivalent? Seems too much.) But I'm still strong on remembering that every attempt at rebalancing will not just affect strong players, like people who post here. Think things through, remember not everyone is like us, and avoid unintended consequences. And seeing as how this is fundamentally a mech combat game, I am still pretty firmly of the opinion that damage is (because of what is required to *do* it) the best proxy for readiness to move up, balanced, as now, by the requirement to also be able to win.
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Post by hyderier on Mar 3, 2017 3:56:52 GMT -5
Capping beacons already gets you league points - the more you win the more league points you get. Not really. If you are bottom 2 on damage nearly always, you need win percentage of something like almost 90% win rate (did math in my head, could be off...) to gain league points. If you are top 2 on damage nearly always, you need 0% win ratio to gain league points. Conclusion: if you care about league points, go for consistent top damage. If you want to win too, destroy the reds. Beacons are only necessary to get time to destroy the reds. 2nd best outcome is if you run out of blue bar just as you mech out, so rest of your team does not have time to get more damage after you're out. Solution to the dilemma: pretend the league points don't exist, if you don't want to play for damage, damage, damage. There's still gold and silver to be gained, just like before, still as valid goals as ever.
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Post by ou812gr8m8 on Mar 3, 2017 4:30:56 GMT -5
A bit of "devil's advocate"...
Isn't "multiply damage by beacons capped" a false solution?
I understand it could work as a bandaid fix, but beacon cappers do less damage by definition.
To use an extreme example, your fix wouldn't help a 5x Cossack/ECU who caps 10 beacons at all.
I think more love needs to be shown to cappers... not only because capping helps a team WIN, but also because it splits up the fights and makes the game more interesting than the "slug fest in the middle".
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Post by VivaLaResistance on Mar 3, 2017 8:55:02 GMT -5
I see the dilemma here as being us and the way we look at the league system. First of all, it isn't necessarily a show of skill, that's why people are left feeling like they "don't get the credit they deserve". People tend to have this sense of entitlement. That arrogance which makes them believe for whatever reason that they are owed something, like the "credit they deserve" for beacon capping.
Someone who has never played the game could probably do more damage than me in a match if you gave them a TT hangar and told them to go kill 「dookie」, that's just the nature of the game. Now of course with skill and experience a person can make much more efficient use of their bots and do more damage despite having less.
So making damage the key to matchmaking is mostly a regulator, not a measure of skill. The damage is a regulator to keep people where they need to be. A lower skill player with TT hangar deserves a higher league simply due to the capability his hangar has to deal damage regardless of skill. If he runs blindly towards the enemy and mechs out every match, but in doing so racks up 750k consistently, then by all means he deserves to match with someone working their 「bum-bum」 off to get that equal damage.
That is exactly what Pixonic wants, they created a better motivator for people to upgrade, you essentially need to either pay or work your 「bum-bum」 off to get to League of Legends.
Now about the beacons. You think capping is deserving of more league points, for what? As I explained, and let me know if you didn't grasp the concept, the league system isn't a measure of skill but instead it is a regulator of damage. You still get gold rewards and in fact, from my recent light bots hangar test, farming for gold is actually almost as easy as it was before. You're just going against people more on your own level now.
Stop looking at Leagues as a skill measurement and you will stop feeling like beacon caps aren't gaining the recognition they deserve. If they wanted to do that they would have made it run off of win percentage purely instead of damage.
(I do agree that this has created battles where the majority heads blindly towards each other seeking to fulfill a damage mission objective, which is a problem)
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Post by ou812gr8m8 on Mar 3, 2017 9:18:59 GMT -5
(I do agree that this has created battles where the majority heads blindly towards each other seeking to fulfill a damage mission objective, which is a problem) ... and your solution would be...?
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Post by VivaLaResistance on Mar 3, 2017 9:25:53 GMT -5
Didn't offer a solution to that but before the League system and with the new MM I did say that people will complain no matter what. Which is true and that's fine. That being said, the solution is such an abstract equation even Einstein himself would have never reached a definitive answer. I was just pointing out the thought process and reason behind it from a different perspective.
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crave1ne
GI. Patton
Posts: 149
Karma: 56
Pilot name: crave1ne
Platform: Android
Clan: ŴIҜITT€ŇŞ [ധ¡к¡]
League: Gold
Server Region: North America
Favorite robot: Carnage
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Post by crave1ne on Mar 3, 2017 9:27:32 GMT -5
The key to enjoying new League system is two-fold: 1. You want to go to the highest league possible. Then you accept that it is a competition for max damage, and then run bots which get you that. Winning is good, but being first on losing side is much better than being last on winning side. You want the higher gold rewards of higher leagues to help you improve your hangar faster. You only play when you habe a good connection, and you don't fool around with unproven load-outs, any variety comes from things like choosing between xDB variants, or Thunder vs Zeus vs Trident Carnage. 2. You ignore the league system as far as hangar composition and tactics go. You play the game you want, with bots you want, and trust the league system to get you to a league level where you have good matches. As you upgrade your stuff, you naturally go up in leagues, hopefully. Or if leagues actually get tougher, the average playerbase is upgrading/improving faster than you, then you stay out or even drop lower, but you don't care either way. I was all about the option 1 for a day or two. Then due to a series unfortunate battles (having to leave the game for RL situation, disconnect, just playing badly on losing side...) I took like a 50 league point drop in 5 games or so. Then I decided, ?firetruck? this, and switched to the option 2 :-) THANK YOU, THANK YOU, THANK YOU! I need to keep this in mind. I'm in Silver 3, I climbed my way up to silver 2 and held that spot for two games. Ever since, i have dropped back down to silver 3 then climbed back up to the 5 battle challenge. Only to lose 10-20 points on either the last or second to last game. I get addicted to the idea of climbing the ladder and seeing those points rise. I forget that I really do love this game. I had to give up my 4/6 hangar after playing it at those levels for two weeks before the 2.5 update. That update forced me to start using heavies. I LOVED my Boa's, and once I had to use Griffin's i started to not like the game. Of course all of that has changed now. I fully enjoy the bots I have right now. And looking forward to the new ones I shall acquire. Thank you for this post, I seemed to have forgotten #2.
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crave1ne
GI. Patton
Posts: 149
Karma: 56
Pilot name: crave1ne
Platform: Android
Clan: ŴIҜITT€ŇŞ [ധ¡к¡]
League: Gold
Server Region: North America
Favorite robot: Carnage
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Post by crave1ne on Mar 3, 2017 9:32:14 GMT -5
I see the dilemma here as being us and the way we look at the league system. First of all, it isn't necessarily a show of skill, that's why people are left feeling like they "don't get the credit they deserve". People tend to have this sense of entitlement. That arrogance which makes them believe for whatever reason that they are owed something, like the "credit they deserve" for beacon capping. Someone who has never played the game could probably do more damage than me in a match if you gave them a TT hangar and told them to go kill ?poo-poo?, that's just the nature of the game. Now of course with skill and experience a person can make much more efficient use of their bots and do more damage despite having less. So making damage the key to matchmaking is mostly a regulator, not a measure of skill. The damage is a regulator to keep people where they need to be. A lower skill player with TT hangar deserves a higher league simply due to the capability his hangar has to deal damage regardless of skill. If he runs blindly towards the enemy and mechs out every match, but in doing so racks up 750k consistently, then by all means he deserves to match with someone working their ?bum-bum? off to get that equal damage. That is exactly what Pixonic wants, they created a better motivator for people to upgrade, you essentially need to either pay or work your ?bum-bum? off to get to League of Legends. Now about the beacons. You think capping is deserving of more league points, for what? As I explained, and let me know if you didn't grasp the concept, the league system isn't a measure of skill but instead it is a regulator of damage. You still get gold rewards and in fact, from my recent light bots hangar test, farming for gold is actually almost as easy as it was before. You're just going against people more on your own level now. Stop looking at Leagues as a skill measurement and you will stop feeling like beacon caps aren't gaining the recognition they deserve. If they wanted to do that they would have made it run off of win percentage purely instead of damage. (I do agree that this has created battles where the majority heads blindly towards each other seeking to fulfill a damage mission objective, which is a problem) I honestly think this is the best well thought out post about the new league system. I never once thought about it this way. And your right. This is exactly what Pixonic went for. You had lvl 1 geps with lvl 8 and up weapons clubbing. And yes, you can still club with this new league system. But your 「bum-bum」 will be handed to you quickly once you move up. Some VERY useful insight in this post...
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Post by Deleted on Mar 3, 2017 9:49:59 GMT -5
I see the dilemma here as being us and the way we look at the league system. First of all, it isn't necessarily a show of skill, that's why people are left feeling like they "don't get the credit they deserve". People tend to have this sense of entitlement. That arrogance which makes them believe for whatever reason that they are owed something, like the "credit they deserve" for beacon capping. Someone who has never played the game could probably do more damage than me in a match if you gave them a TT hangar and told them to go kill ?poo-poo?, that's just the nature of the game. Now of course with skill and experience a person can make much more efficient use of their bots and do more damage despite having less. So making damage the key to matchmaking is mostly a regulator, not a measure of skill. The damage is a regulator to keep people where they need to be. A lower skill player with TT hangar deserves a higher league simply due to the capability his hangar has to deal damage regardless of skill. If he runs blindly towards the enemy and mechs out every match, but in doing so racks up 750k consistently, then by all means he deserves to match with someone working their ?bum-bum? off to get that equal damage. That is exactly what Pixonic wants, they created a better motivator for people to upgrade, you essentially need to either pay or work your ?bum-bum? off to get to League of Legends. Now about the beacons. You think capping is deserving of more league points, for what? As I explained, and let me know if you didn't grasp the concept, the league system isn't a measure of skill but instead it is a regulator of damage. You still get gold rewards and in fact, from my recent light bots hangar test, farming for gold is actually almost as easy as it was before. You're just going against people more on your own level now. Stop looking at Leagues as a skill measurement and you will stop feeling like beacon caps aren't gaining the recognition they deserve. If they wanted to do that they would have made it run off of win percentage purely instead of damage. (I do agree that this has created battles where the majority heads blindly towards each other seeking to fulfill a damage mission objective, which is a problem) I honestly think this is the best well thought out post about the new league system. I never once thought about it this way. And your right. This is exactly what Pixonic went for. You had lvl 1 geps with lvl 8 and up weapons clubbing. And yes, you can still club with this new league system. But your ?bum-bum? will be handed to you quickly once you move up. Some VERY useful insight in this post... Except the league system has nothing to do with that. That's the MM and that effect took place before the leagues were implemented when damage became the go to metric. The league system simply and myopically rewards top damage.
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