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Post by Demosthenes on Mar 11, 2017 7:45:28 GMT -5
Good luck!
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Post by ou812gr8m8 on Mar 11, 2017 8:09:11 GMT -5
Good luck, Chilly.
Personally, I think leagues are utterly borked and am ignoring them.
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Post by GreenFace on Mar 12, 2017 0:50:34 GMT -5
What are you doing with those arsenals and medals in Private League, Bro?
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fcrf
Recruit
Posts: 2
Karma: 0
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Post by fcrf on Mar 12, 2017 4:29:52 GMT -5
I honestly am very passionate about this game; I really think it's well developed and therefore I am surprised that game developers didn't think well enough about leagues: it's cheating the game in it's own purposes (winning should count, as for every game, and therefore points should go accordingly). Too many times I have seen mates while loosing focusing only on hitting as hard as they coulld not even trying to recover the lost beacons, in the desperate attempt to end up in the first 2 in order to avoid loosing points. That even while the game was more than half still playable.... As a result I ended several times with 6/7 beacons captured and an average of -15/20 league points score for those games. This happens in diamond leagues (while I have noticed that from experts league upwards game logics are maintained). I am writing this as I think developers should focus in not alternating games logics. A system for which also beacon capturing for league scoring (as per when leagues are not in place) is considered should be set up for next leagues. I thought it could be a point for discussion, not because it's penalizing me, rather because I strongly believe it's creating a distortion in the players attitude. This is my humble opinion. Have fun everyone! That's exactly what I mean: I am the last one: 6 beacons and -20 as in the team who lost. It happens 8,9 times out of 10 battles lost to me. Should I then not try to win?.... have fun
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Post by GreenFace on Mar 12, 2017 10:37:57 GMT -5
I have a very very simple thought, and because the simplicity, I wonder why Pix didn't think it this way. I wanna know what you guys think.
How if we turn this game around? What I mean is if Pix change the game by rewarding beacon grabers (best 2 or 3) more than damage inflicters (1 player with highest damage inflicted). Yes, at first, we may think that this will be more like an athletic game (run run run around) than a combat game. But will we stand down and just running around when there are weapons on our hands? Of course not. We will defend every advantage we have instinctively, and will fight hard to get our advantage back when we loose it automatically. Pix don't have to do extra work to push players to do what they are meant to do, because their human nature would do the job already.
That simple change will then bring another positive side effects. The lighter, faster bots would see their rise. And in turn, lighter, faster robots would undeniably put the battles at much faster pace. The faster pace battles would then put the players' skill as being more decisive factor, because we would see much more strafing fire & maneuvers in skirmishes. And so on...
It's just my humble opinion. What do you guys think?
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Post by carnage on Mar 13, 2017 5:52:10 GMT -5
I think you guys should think a bit less about POINTS and LEAGUES.
You take beacons and were punished a few times, fine. That means your rating would drop, and your match-up would be easier later-on, allowing you to get back those lost points. See it that way.
Personally, when I play, only one thing matters to me : VICTORY. I try forgetting about the points system, I just focus on what to do for my team to be in a better position to win. With this attitude I am now in Diamond, in despite a much lower hangar than most of my opponents.
In the end, does it really matter which league you are in anyway ? Quite frankly I don’t see much insensitive to play in higher leagues. I personally hope to stabilize myself in Diamond (with my hangar, I cannot realistically hope for more), but I know I have zero chance to go higher than that for now and that’s fine, because the game is already hard enough for me now…
Bottom line, I'd say just play the game the way you want to play. And naturally, you will end up getting fair match-ups, relative to your level, AND style of play.
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Post by SATmaster728 on Mar 13, 2017 6:41:11 GMT -5
Good luck, Chilly. Personally, I think leagues are utterly borked and am ignoring them. what would your idea for a perfect mm be then?
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Post by ou812gr8m8 on Mar 13, 2017 7:13:17 GMT -5
Good luck, Chilly. Personally, I think leagues are utterly borked and am ignoring them. what would your idea for a perfect mm be then? I don't have an idea for a "perfect mm". I've played PvP games for long enough to know that players will attempt to exploit any system. However, the current system can and should be improved. I would... 1: Prevent tanking. (Perhaps there are good reasons for the positive match points balancing the negative points. Personally, I'd take a look at not awarding negative points which would kill tanking stone dead. Players would move up and down leagues based on their score, but with no way to actively reduce it. If Pix are wedded to the current point awards, perhaps set hard-caps on the level of bots in each league). 2: Reward beacon cappers for active, positive gameplay. As I've said before, cappers serve an important function of creating fights at strategic points on the map, thereby splitting up the "dps slug-fests" and making the game more interesting, as well as helping their team win. I believe Pix are considering both. I hope they roll out the changes very soon.
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Post by Why? on Mar 13, 2017 7:22:57 GMT -5
This is a clubber, right? There will never be a dearth of cheaters if they have such payoffs. If you want to ask what kinda match it was, it was a match where I became lvl5 from lvl4.
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Post by SATmaster728 on Mar 13, 2017 8:04:32 GMT -5
what would your idea for a perfect mm be then? I don't have an idea for a "perfect mm". I've played PvP games for long enough to know that players will attempt to exploit any system. However, the current system can and should be improved. I would... 1: Prevent tanking. (Perhaps there are good reasons for the positive match points balancing the negative points. Personally, I'd take a look at not awarding negative points which would kill tanking stone dead. Players would move up and down leagues based on their score, but with no way to actively reduce it. If Pix are wedded to the current point awards, perhaps set hard-caps on the level of bots in each league). 2: Reward beacon cappers for active, positive gameplay. As I've said before, cappers serve an important function of creating fights at strategic points on the map, thereby splitting up the "dps slug-fests" and making the game more interesting, as well as helping their team win. I believe Pix are considering both. I hope they roll out the changes very soon. this is what i love about star wars galaxy of heroes. you cannot lose points just by trying, if you leave or if you lose. it is compiciated to explain, play it to see one of the best rank systems ever.
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Post by Why? on Mar 13, 2017 8:14:47 GMT -5
I have a few ideas on how to tackle a few issues with this MM. Though some of the ideas need to be looked at by a coder. 1. Like ou812gr8m8 says, do not award negative points. This would prevent someone trying to tank as it won't be possible anymore. 2. Make an average factor by factoring the Bot level and weapon level of all bot setups in a players active hangar, which I am referring to as 'Battle Potential". (Was it like this in the old MM? let me know please). Then institute law of diminishing returns on fighting opponents with a lower/much lower "Battle Potential". Which means that grading achievements on raw damage need to be stopped. Rather, award Ag and gold for damage based on another factor called "contribution points"(We will need that contribution points later on) Players who wrought damage against players with much lower Battle Potential will get progressively less Contribution Points as the gap between their Battle Potential increases. 3. In addition to that, award a hefty Ag/WSP bonus on winning let's say, every 10 matches. but the higher your league is, the better the reward is. 4. Figure out everyone's contribution to the match. There should be recognition for saving your teammate, assists, good artillery barrage etc. Here, I am going to use 3 types of contributions, based on class of weapons used. (Weapons are classed here by ranges. Close, Mid and Long) a. Long Range(600m+): Weapons of this class get a multiplier to their damage wrought represented by Contribution Points. The multiplier is incremental as the distance between the weapon and the target get larger. b. Mid Range(351-600m) & Close Range(0-350m): Reason for not differentiating between two classes because the proposed mechanic is the same. The Contribution Point here would be measured by factoring in your proximity to the target and the amount of HP left for the ally you are supporting. Greater proximity means higher multiplier, as well as lower the health of your ally is, the greater the multiplier. The no. of allies would also play a factor. 2 bots fighting 5 is more dangerous than 2vs 1. Now, since Mid-Range's job description is to stay at Mid-Range, their primary multiplier might be different than Close Range since they don't need to be penalised for not being as close as Close Range. Now as a representation, the Contribution Point of a bot using a Long Range weapon might be: CP= Damage dealt to Target A+B+C = Damage*class multiplier*(multiplier based on each 50m addition after 600m) [where a factor of 0.5 might be added after each 50m increment, like hitting at 600m would get 05, 650gets 1, 700 gets 1.5.]+ same for B + Same for C All these would be furthur modified by Kills and Beacons, each garnering their own multiplier to the equation to make up the CP. This Contribution Points would essentially replace Raw Damage as the factor for evaluation. I realise I might have made mistakes and sometimes didn't explain everything properly..If you have any questions, I would be happy to answer.
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Post by hi5 on Mar 13, 2017 8:22:31 GMT -5
I think you guys should think a bit less about POINTS and LEAGUES.
You take beacons and were punished a few times, fine. That means your rating would drop, and your match-up would be easier later-on, allowing you to get back those lost points. See it that way.
Personally, when I play, only one thing matters to me : VICTORY. I try forgetting about the points system, I just focus on what to do for my team to be in a better position to win. With this attitude I am now in Diamond, in despite a much lower hangar than most of my opponents.
In the end, does it really matter which league you are in anyway ? Quite frankly I don’t see much insensitive to play in higher leagues. I personally hope to stabilize myself in Diamond (with my hangar, I cannot realistically hope for more), but I know I have zero chance to go higher than that for now and that’s fine, because the game is already hard enough for me now…
Bottom line, I'd say just play the game the way you want to play. And naturally, you will end up getting fair match-ups, relative to your level, AND style of play. This was me until about a week ago. I hate to lose, love to compete and actually think playing higher level hangers makes me better. I still feel this way but realized over performing by going for the win at all costs eventually brings you to a place of agonizingly slow growth. I was on the verge of advancing to Diamond 2 (iOS) with an 8/7 five slot hanger but my impact on the outcome became less and less - advancement more reliant upon chance (ditchers, team mates, map, spawn etc). Some will say I'm not good enough to advance - totally fair and probably right. BUT being in that position reduced my gold to daily tasks only and silver fluxuated depending on chance. I could stay in this place for weeks/months and slowly level my hanger, but it so limits my gold/silver potential (upgrades are more and more costly/slow) that I'd sacrifice getting better bots or trying new things (requires a narrow focus on winning using only my best hanger). Some will say "then use real money and support this free game" or "patience is a virtue". Totally fair to say and probably what Pix intended - and I can't really fault Pix as they work hard too. I have no issue grinding, but I've done this on enough other games to know grinding this way - in this game - is much slower than other games. And there may be better growth strategy that does not require cheating or tanking. what I've decided is to focus more on beacons than winning. I get better odds to get gold from matches this way as I could never compete for top damage. I tend to have big swings because cappers get hit hard on losses - but I'm not as focused on league placement anymore. The league moves faster than leveling and your growth starts to atrophy. I DO NOT try to limit my damage. I fight just as much but no longer worry about making a long end run because it would cost me damage potential and/or league points. I'm still in the same league but at the bottom and may get dropped down, but I've reconciled myself to that. I think I've been placed too high and continuing to overperform does not give me the best chance to steadily grow. If I focus on caps I CAN occasionally get 5 gold with a fast hanger. And if my league position drops then it gets me closer to a place where I might be able to also compete for damage. I do not envision myself going lower than the next league down. I don't want to fight players lesser than myself - I just don't want to consistently fight hangers 3-4 levels higher than me, and win just enough to keep me there but perform just poorly enough to get zero gold every time. Maybe I'm being greedy here. Or maybe I'm just being realistic and pursuing the most efficient way that I have found to compete and also grow. TLDR: over achieving in you league by tirelessly trying to win has a net-negative effect on overall growth. I'm now trying to find a place/strategy where I can win gold in at least 1 out of ten matches (primarily via caps). I do not have data to back me up, just sharing my experience and my new strategy incase it helps others.
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Post by carnage on Mar 13, 2017 8:40:26 GMT -5
hi5 Your post is certainly interesting and I feel directly related to it since we seem very close in terms of situation, league and hangar. Sure it's true I understand "over-achieving" is in some ways a bad way to progress. That was my problem with this MM all along, I was quite vocal at the time to say MM should have been hangar-based, and that a damaged-based MM was fundamentally flawed. Now all that said, it is their game, either I must deal with their decision or change game. I choose the former as I still believe in despite of this questionable system, my experience was still fairly fun. It could have been better, but hey, life goes on. In the end, I am a grinding for my 5th slot. When I'll get there my hangar will start to look good. We can still have fun without having the best hangar around and that is the bottom line. So I personally try to avoid thinking leagues, hangar and so on, and just appreciate what I currently have. It makes the grinding less painful seeing things that way but I certainly understand what you mean here, and in some ways, I'm following quite the same path as you.
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Post by hi5 on Mar 13, 2017 12:39:19 GMT -5
You are absolutely righ in that it is their game carnage - and that is what puzzles me. I rarely pay for in game purchases so I'm used to grinding. But this is one of the strangest incentivizers I've seen. IF I were to spend RM and get a premium bot or speed up some upgrades, I'd only feel the boost for a few games and then the system will throw higher leveled players to knock me back down. If this took days or weeks to happen I would feel validated for the spend. But when it's a few minutes or an hour I can't see anyone feeling satisfied with RM spend for that. Gunslinger bots are a different story - if they limit those to RM only and make more like them that's incentive to spend. It's really only until you have a 12/12 lineup that you are assured of equal footing, and (based on other posts here) it sounds like spending RM to get a hanger like that is in the hundreds of dollars. Some might, but not many. The real earning potential is to encourage lots of people to spend a little. Right now that only brings a few games of value then the rubber band MM wipes it away. I've already gotten more gold from matches today (15-20 au out of maybe 30 games) with this new approach than in the last week combined. Still in Diamond 3 but near the bottom. Still getting wiped occasionally by high hangers, but I usually get most caps and win 50% of the time (MM loves 50% win rates). I'll see how this goes for a while. I wish you luck and respect your drive to win at all costs.
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Post by hurtbot on Mar 13, 2017 16:53:50 GMT -5
This is the most egregious of the exploiters I have encountered. Bronze, really, with that hanger? Look at max damage and max kills. This is why this player is doing this. I am going to call out every one of you exploiters/cheaters when I can. You are killing the fun factor and this game. At the risk of slinging mud, this is not the first time I have encountered members from that clan who do this. Have any of you noticed certain clans who engage in exploits as a routine?
Thank you for the compliments on my post. I have thought about this for a long time and self-edited my foul language. Believe me, it was in there.
Oh, and every game has exploits. It is up to the developer to dismantle them just as they level weapons, bots and equipment. Pixonic has been ignoring this aspect for far too long. Time to get on the bus, boys. The net effect will be to shrink your player base to just the most experienced and ardent fans at the expense of attracting and keeping new people. Not to mention the decreased revenue. Word will get around and this game will be obsolete.
GreenFace - brilliant catch on that player. Let's out them all!
The Warwolves clan does this. I've seen multiple players from their clan doing this. RunGriffenRun is the name of one I encountered recently. He ditched after capping one beacon on my team in a crushing loss. He had a maxed out hanger with several other maxed out bots/weapons in reserve. He was in Diamond 2 league when I encountered him. I checked in on him over the next hour, and he dropped all the way down to Gold 2 before he switched bots and started playing again. He then upped his max damage score with three 1.1million+ point damage games, and was the top player in something like 12 straight games before I got sick of watching. I took screenshots and sent them to Pixonic, but didn't even get the courtesy of a response.
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Post by hurtbot on Mar 13, 2017 17:25:55 GMT -5
I have a very very simple thought, and because the simplicity, I wonder why Pix didn't think it this way. I wanna know what you guys think. How if we turn this game around? What I mean is if Pix change the game by rewarding beacon grabers (best 2 or 3) more than damage inflicters (1 player with highest damage inflicted). Yes, at first, we may think that this will be more like an athletic game (run run run around) than a combat game. But will we stand down and just running around when there are weapons on our hands? Of course not. We will defend every advantage we have instinctively, and will fight hard to get our advantage back when we loose it automatically. Pix don't have to do extra work to push players to do what they are meant to do, because their human nature would do the job already. That simple change will then bring another positive side effects. The lighter, faster bots would see their rise. And in turn, lighter, faster robots would undeniably put the battles at much faster pace. The faster pace battles would then put the players' skill as being more decisive factor, because we would see much more strafing fire & maneuvers in skirmishes. And so on... It's just my humble opinion. What do you guys think? As a software developer myself, I find it difficult to believe that Pixonic simply made a goof when they introduced the league system, when the problems are so glaring and solutions are so simple. Simply basing the league on hanger, and position within the league on in-game performance would solve the "seal-clubbing" problem immediately. Add a few tweaks to this, such as allowing players with lower level hangers to challenge higher leagues, and allowing people to switch to lower-level hangers and challenge lower leagues would effectively solve this particular issue. As far as damage-whoring goes, simply stop awarding any points to the losing team and spread out the burden of defeat more evenly. The fact that they didn't implement simple fixes such as this makes me think they aren't thinking in terms of playability, but rather are focused on exploiting human behavior to get the most money they can out of the people who are most susceptible to such stimuli. Since they are hardly the only developer to leverage their game in this way, it is obviously more profitable to exploit the people who will pay hundreds of dollars a month on such a game than it is to garner a large user base willing to pay a relatively small amount. Fear and frustration are powerful motivators, and both of these are introduced in abundance in the new league system. A certain percentage of people will respond to such stimuli by spending enormous amounts of money to even the odds they find themselves facing. The other commonly employed tactic is tapping into the gambling impulse, which Pixonic does not do as much as other developers, but it is obvious during their events in the form of the chests which award random prizes. Since the players with maxed out hangers are far less likely to spend any more money on the game, it makes sense in this context to leverage them to bilk more money out of the lower level players, and is far less work than creating content on which these players can spend their money.
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Post by GreenFace on Mar 14, 2017 8:34:26 GMT -5
As a software developer myself, I find it difficult to believe that Pixonic simply made a goof when they introduced the league system, when the problems are so glaring and solutions are so simple. Simply basing the league on hanger, and position within the league on in-game performance would solve the "seal-clubbing" problem immediately. Add a few tweaks to this, such as allowing players with lower level hangers to challenge higher leagues, and allowing people to switch to lower-level hangers and challenge lower leagues would effectively solve this particular issue. As far as damage-whoring goes, simply stop awarding any points to the losing team and spread out the burden of defeat more evenly. The fact that they didn't implement simple fixes such as this makes me think they aren't thinking in terms of playability, but rather are focused on exploiting human behavior to get the most money they can out of the people who are most susceptible to such stimuli. Since they are hardly the only developer to leverage their game in this way, it is obviously more profitable to exploit the people who will pay hundreds of dollars a month on such a game than it is to garner a large user base willing to pay a relatively small amount. Fear and frustration are powerful motivators, and both of these are introduced in abundance in the new league system. A certain percentage of people will respond to such stimuli by spending enormous amounts of money to even the odds they find themselves facing. The other commonly employed tactic is tapping into the gambling impulse, which Pixonic does not do as much as other developers, but it is obvious during their events in the form of the chests which award random prizes. Since the players with maxed out hangers are far less likely to spend any more money on the game, it makes sense in this context to leverage them to bilk more money out of the lower level players, and is far less work than creating content on which these players can spend their money. I thought about what you said also. Maybe because I'm just a simple man, I'm being naive to think that it is safer to make a product more enjoyable to broader spectrums of would-be-customer, so there will be more people want to spend for the product. In the world of many "free" product these days, it's much easier for customers to just switch their attention and spending power to another more enjoyable product, than to stick with their less enjoyable one and spend more to make it more enjoyable.
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Post by hurtbot on Mar 14, 2017 8:50:02 GMT -5
As a software developer myself, I find it difficult to believe that Pixonic simply made a goof when they introduced the league system, when the problems are so glaring and solutions are so simple. Simply basing the league on hanger, and position within the league on in-game performance would solve the "seal-clubbing" problem immediately. Add a few tweaks to this, such as allowing players with lower level hangers to challenge higher leagues, and allowing people to switch to lower-level hangers and challenge lower leagues would effectively solve this particular issue. As far as damage-whoring goes, simply stop awarding any points to the losing team and spread out the burden of defeat more evenly. The fact that they didn't implement simple fixes such as this makes me think they aren't thinking in terms of playability, but rather are focused on exploiting human behavior to get the most money they can out of the people who are most susceptible to such stimuli. Since they are hardly the only developer to leverage their game in this way, it is obviously more profitable to exploit the people who will pay hundreds of dollars a month on such a game than it is to garner a large user base willing to pay a relatively small amount. Fear and frustration are powerful motivators, and both of these are introduced in abundance in the new league system. A certain percentage of people will respond to such stimuli by spending enormous amounts of money to even the odds they find themselves facing. The other commonly employed tactic is tapping into the gambling impulse, which Pixonic does not do as much as other developers, but it is obvious during their events in the form of the chests which award random prizes. Since the players with maxed out hangers are far less likely to spend any more money on the game, it makes sense in this context to leverage them to bilk more money out of the lower level players, and is far less work than creating content on which these players can spend their money. I thought about what you said also. Maybe because I'm just a simple man, I'm being naive to think that it is safer to make a product more enjoyable to broader spectrums of would-be-customer, so there will be more people want to spend for the product. In the world of many "free" product these days, it's much easier for customers to just switch their attention and spending power to another more enjoyable product, than to stick with their less enjoyable one and spend more to make it more enjoyable. I wouldn't say it's naive... you make a solid point from a business perspective, and you are dead on about how most people would react to this. However, the bottom line is always the determining factor when it comes to things like this and they wouldn't be executing things the way they are if they weren't making a ton of money doing it. The people they make the most money from are undoubtedly people with mental illnesses that have compulsions that don't make sense to you or I. These illnesses go largely undiagnosed and untreated for a variety of reasons and there are millions upon millions of these folks wandering around.
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Post by hurtbot on Mar 14, 2017 10:06:28 GMT -5
This is the most egregious of the exploiters I have encountered. Bronze, really, with that hanger? Look at max damage and max kills. This is why this player is doing this. I am going to call out every one of you exploiters/cheaters when I can. You are killing the fun factor and this game. At the risk of slinging mud, this is not the first time I have encountered members from that clan who do this. Have any of you noticed certain clans who engage in exploits as a routine?
Thank you for the compliments on my post. I have thought about this for a long time and self-edited my foul language. Believe me, it was in there.
Oh, and every game has exploits. It is up to the developer to dismantle them just as they level weapons, bots and equipment. Pixonic has been ignoring this aspect for far too long. Time to get on the bus, boys. The net effect will be to shrink your player base to just the most experienced and ardent fans at the expense of attracting and keeping new people. Not to mention the decreased revenue. Word will get around and this game will be obsolete.
GreenFace - brilliant catch on that player. Let's out them all!
The Warwolves clan does this. I've seen multiple players from their clan doing this. RunGriffenRun is the name of one I encountered recently. He ditched after capping one beacon on my team in a crushing loss. He had a maxed out hanger with several other maxed out bots/weapons in reserve. He was in Diamond 2 league when I encountered him. I checked in on him over the next hour, and he dropped all the way down to Gold 2 before he switched bots and started playing again. He then upped his max damage score with three 1.1million+ point damage games, and was the top player in something like 12 straight games before I got sick of watching. I took screenshots and sent them to Pixonic, but didn't even get the courtesy of a response. Another one from Warwolves... " Tool bag" ...an apt name.
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Post by hurtbot on Mar 14, 2017 21:23:19 GMT -5
The Warwolves clan does this. I've seen multiple players from their clan doing this. RunGriffenRun is the name of one I encountered recently. He ditched after capping one beacon on my team in a crushing loss. He had a maxed out hanger with several other maxed out bots/weapons in reserve. He was in Diamond 2 league when I encountered him. I checked in on him over the next hour, and he dropped all the way down to Gold 2 before he switched bots and started playing again. He then upped his max damage score with three 1.1million+ point damage games, and was the top player in something like 12 straight games before I got sick of watching. I took screenshots and sent them to Pixonic, but didn't even get the courtesy of a response. Another one from Warwolves... " Tool bag" ...an apt name. Seems like this might be a bit off-topic... Can we create a thread just for this? Edit: Seems there already is one: war-robots-forum.freeforums.net/post/50761/thread
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icarus
Recruit
Posts: 3
Karma: 0
Pilot name: Pilot Brom
Platform: Android
Clan: Steel Fists
League: Silver
Server Region: North America
Favorite robot: Stalker
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Post by icarus on Mar 15, 2017 21:23:37 GMT -5
It physically pains me that I lose 20 points because no one else is grabbing beacons.
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Post by GreenFace on Mar 16, 2017 6:16:31 GMT -5
It physically pains me that I lose 20 points because no one else is grabbing beacons. That's what War Robots world becomes, bro. No one cares about you and the team anymore, as long as they are still cultivating league points . League point is always a top priority... Winning/loosing/beacons? For only better winning percentage, some uncertain additional points, and 5 golds for 1 person only? Naaah... it's just a bonus
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Post by ChillyTempurrrrr on Mar 16, 2017 19:28:32 GMT -5
It physically pains me that I lose 20 points because no one else is grabbing beacons. i feel for you. losing 20 points is rough ive done it once and it took me 3 games to recover
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Post by hurtbot on Mar 21, 2017 21:50:22 GMT -5
I just stumbled on this and I haven't seen a link to it anywhere around, so I thought I'd post it. Q&A with Pixonic Devs: warrobots/first-ama-roundup-e66b7a0fd7ed#.3j45gydnn" rel="nofollow" target="_blank">medium.com/ warrobots/first-ama-roundup-e66b7a0fd7ed#.3j45gydnn
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