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Post by notyetnotsosoon on Mar 17, 2017 19:47:10 GMT -5
I was going to make my own rant about this but this is a good place to do it- To everyone saying 'the new system is dumb bc I lost too many points when I played matches' I'm sad for you that u don't understand how it works but I'm happy for you in the sense that the 'problem' u think is there is actually not. Wins and losses average the same league point differential, which means as long as u remain the same effectiveness as a player, u remain in the same league, which makes perfect sense. 'I lost 3 squads in a row for a total of -45 points, then I played solo and won points. Therefore the new point system is flawed' <I'm sorry but this is so unfounded it makes me laugh and cry at the same time. If u went up against tough opponents multiple times it means peeps on your team have too high win%, or your squad itself is unbalanced. If u just keep playing it will balance out... DUH lol sry I hope no one thinks this is a personal attack. I'm just expressing myself in what I consider an appropriate internet forum tone. To everyone bickering about how the point system doesn't truly reflect the value u bring to your team strategically- it's not supposed to b that way- points should b a reflection of how much money you've given to pixonic. Otherwise the game could not continue existing, because instead of focusing on how to get points everyone would actually focus on strategy (rn some people focus on points and some focus on winning. If u eliminate the ability to prioritize either one or the other, it limits possible ways to play, WHICH ELIMINATES NEED FOR GREATER VARIETY OF GEAR which does not motivate sales). I'm not saying it wouldn't b more fun that way, I'm just saying the idea that the point system MUST reflect skill is not taking into account that players have to b motivated to spend money, not just win. I have no problem w the new point system, but I am disappointed that pix listened to all the whiners and made this change. Now the point system is based on what a bunch of losers THOUGHT was better for them but it's just bc they r too stupid to realize how well balanced it was in the first place. Capping beacons IS useless if u don't have the firepower to remove all reds from the respective beacon area. Yes yes bring on the hate and tell me I'm a jerk and flag my post lol - So the system prefers I remain an "effective player" when going solo and not with squad? Lolwut? Wouldn't it make more sense for the MM to take the averages of the squad (instead of max) before placing the squad in a match? - "...points should b a reflection of how much money you've given to pixonic" HAHAHAHA! At least someone's honest about it. Inb4 apologists saying "BUT But but...it's a free game!". But I agree tho, this is a P2W strategy marketed differently so kudos there. - Lol at your point about beacons. I mean...seriously? So according to your logic, they should just remove the beacon variable altogether and matches would only be won thru meching out/max. damage after 10mins. Your feeble attempts at trying to dispel legitimate players' complains are laughable. Nothing personal tho, just following your lead haha!
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Post by dms12008 on Mar 17, 2017 20:13:46 GMT -5
So the system prefers I remain an "effective player" when going solo and not with squad? Lolwut? Wouldn't it make more sense for the MM to take the averages of the squad (instead of max) before placing the squad in a match? - "...points should b a reflection of how much money you've given to pixonic" HAHAHAHA! At least someone's honest about it. Inb4 apologists saying "BUT But but...it's a free game!". But I agree tho, this is a P2W strategy marketed differently so kudos there. - Lol at your point about beacons. I mean...seriously? So according to your logic, they should just remove the beacon variable altogether and matches would only be won thru meching out/max. damage after 10mins. Your feeble attempts at trying to dispel legitimate players' complains are laughable. Nothing personal tho, just following your lead haha! Thanks for the thoughtful response, OK so about the idea that 'the squad power should b the average power of the squad' I know it seems at first that is intuitive but check it out- strongest squad member is a better reflection of squad power than overall average just like strongest robot in your lineup is better reflection of your power than overall average of your robots, the reason being that not all matches necessarily last the full 10 min- therefore most often it's the strongest bots that ever get a chance to make a difference in a match. In squads, i think the reason it has to count the strongest player more than the average has to do w the fact that ratings aren't entirely about skill, they are about weapon levels. Can I assume your squad is not entirely 12/12? Then even if u have a terrible player, you'll still get bumped to harder matches if they have 12/12 gear. It also has to weigh strongest player more bc of another reason I'll try to explain: imagine it was your way, squad strength based on average. U go into a match w 5 6/6 members and 1 12/12 member. The other squad therefore imagine if it was 6 members of all equal strength, whatever the average of your squad strength is(presumably it would come out to they would all b slightly stronger than 6/6). Then: u can take the 12/12 guy on a spawn raid mission and knock out a whole red's worth of mechs and start playing 6 on 5 pretty quickly. Make sense? Did I get something wrong? Regarding the thing about how u say by my logic beacons shouldn't matter at all- that's not what I'm saying, I'm just saying that leaders in damage for losing matches maybe should have gotten those +points regardless of having lost, bc damage may very well b a MORE important factor than beacons. But it's not the only factor. I wish they did rank teams at the end based on combination of beacon and damage. Here's what I think the issue is, and y I totally forgive pix for having it this way: by making beacons a gold issue and entirely unrelated to silver (altho they do give a measly 3k ag for a beacon cap I believe?) They create two separate markets of production that forces players to prioritize one or the other, creating the need for greater diversity of behavior therefore creating more purchases. And in the end they want u to chase gold like a demon at first and then realize u run out of silver before the end. But that's OK. I like how it's a free game that way. To the guy who said 'can we understand the math of the new system and still hate it?' That's cute but I still think in all your calculation and criticism you're missing the point that the structure of the game is not meant to benefit just you per se it's designed to bring in money. I want the focus of the devs to b on cool bots, weapons, landscapes etc not bickering over a fair way to rank people
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Post by mijapi300 on Mar 17, 2017 20:52:24 GMT -5
When you squad, you get stiffer competition in general, because the MM knows you're working together. To start, you'll be matched based on the highest member of your squad, not an average. Also, the larger the squad, the more it will increase the competition (upper range) of your opponents. A full squad will always face other full squads unless there aren't any available.
I've been in a full squad with the highest person in our squad being Diamond II. The lowest opponent we got was Diamond I and the highest was Master several times. Nobody in my squad had a problem with it.
Bottom line - if you're going to squad, do it with people around the same level as you. And be ready to bring it. Squadding is for more competitive and strategic games. If you do it all willy nilly, you're gonna have a bad time. If you're just squadding for fun, who cares about winning. Don't blame the system because you're not coordinating your efforts as a squad very well, though.
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Post by notyetnotsosoon on Mar 17, 2017 20:58:21 GMT -5
So the system prefers I remain an "effective player" when going solo and not with squad? Lolwut? Wouldn't it make more sense for the MM to take the averages of the squad (instead of max) before placing the squad in a match? - "...points should b a reflection of how much money you've given to pixonic" HAHAHAHA! At least someone's honest about it. Inb4 apologists saying "BUT But but...it's a free game!". But I agree tho, this is a P2W strategy marketed differently so kudos there. - Lol at your point about beacons. I mean...seriously? So according to your logic, they should just remove the beacon variable altogether and matches would only be won thru meching out/max. damage after 10mins. Your feeble attempts at trying to dispel legitimate players' complains are laughable. Nothing personal tho, just following your lead haha! Thanks for the thoughtful response, OK so about the idea that 'the squad power should b the average power of the squad' I know it seems at first that is intuitive but check it out- strongest squad member is a better reflection of squad power than overall average just like strongest robot in your lineup is better reflection of your power than overall average of your robots, the reason being that not all matches necessarily last the full 10 min- therefore most often it's the strongest bots that ever get a chance to make a difference in a match. In squads, i think the reason it has to count the strongest player more than the average has to do w the fact that ratings aren't entirely about skill, they are about weapon levels. Can I assume your squad is not entirely 12/12? Then even if u have a terrible player, you'll still get bumped to harder matches if they have 12/12 gear. It also has to weigh strongest player more bc of another reason I'll try to explain: imagine it was your way, squad strength based on average. U go into a match w 5 6/6 members and 1 12/12 member. The other squad therefore imagine if it was 6 members of all equal strength, whatever the average of your squad strength is(presumably it would come out to they would all b slightly stronger than 6/6). Then: u can take the 12/12 guy on a spawn raid mission and knock out a whole red's worth of mechs and start playing 6 on 5 pretty quickly. Make sense? Did I get something wrong? Regarding the thing about how u say by my logic beacons shouldn't matter at all- that's not what I'm saying, I'm just saying that leaders in damage for losing matches maybe should have gotten those +points regardless of having lost, bc damage may very well b a MORE important factor than beacons. But it's not the only factor. I wish they did rank teams at the end based on combination of beacon and damage. Here's what I think the issue is, and y I totally forgive pix for having it this way: by making beacons a gold issue and entirely unrelated to silver (altho they do give a measly 3k ag for a beacon cap I believe?) They create two separate markets of production that forces players to prioritize one or the other, creating the need for greater diversity of behavior therefore creating more purchases. And in the end they want u to chase gold like a demon at first and then realize u run out of silver before the end. But that's OK. I like how it's a free game that way. To the guy who said 'can we understand the math of the new system and still hate it?' That's cute but I still think in all your calculation and criticism you're missing the point that the structure of the game is not meant to benefit just you per se it's designed to bring in money. I want the focus of the devs to b on cool bots, weapons, landscapes etc not bickering over a fair way to rank people No problemo. 1st para - So then matches wouldn't be fair to those who'd like to squad and thus discourages it? Nope, my hangars aren't 12/12. And I could debunk that analogy with countless other arguments but I'll just leave it at: I respectfully disagree. 2nd para - But why not factor in beacons along with damage too? Lastly - About purchases, yep...agreed. mijapi300 - Pretty much my sentiments about the current squad system. Hence it's inferiority to the old MM.
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Post by Deadalready on Mar 17, 2017 21:05:03 GMT -5
I've had time for two games today, 1/1 and I can definitely see that tactics *have* changed. It's still too early to decide whether I like the new system or not as I don't see how beacon capture is given any incentive over damage (still). Prediction is lots of inadvertent tanking as the price for failure outweighs success, especially if you're a capture hangar.
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SprintingGoat
Destrier
Posts: 78
Karma: 67
Platform: iOS
Clan: theU
League: Champion
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Post by SprintingGoat on Mar 17, 2017 22:36:02 GMT -5
I can only comment based on my experience so far... a dozen or so games... and i reckon the effect has been nothing but positive.
The new system has CLEARLY changed player behaviour... crew are trying to win first and foremost... the games i've had have been super competitive...
I'm not sure why there has been any negativity toward this change... it may not be perfect, but it is WAY BETTER than the previous iteration.
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grashoper
Destrier
Y U NO CATCH CENTR BEACON!!!!
Posts: 21
Karma: 6
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Post by grashoper on Mar 18, 2017 0:22:23 GMT -5
When the league system was introduced all the robots are playing mid or long range but after the tweak "Hello Boxing day"(everybody is knife fighting). ?
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Post by Pilot Moby_dic on Mar 18, 2017 1:06:59 GMT -5
How do you deal with a whole team that doesn't get one beacon - sucks to be top!!
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Post by colonelhamell on Mar 18, 2017 1:24:05 GMT -5
Nice...now as soon as I see the fight is futile I can leave with the cold comfort knowing that the rest of my team will lose less points then me.
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Post by flounder on Mar 19, 2017 10:05:39 GMT -5
How do you deal with a whole team that doesn't get one beacon - sucks to be top!! You obviously did a terrible job and should be punished.
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Post by googleme on Mar 19, 2017 11:42:32 GMT -5
Nice...now as soon as I see the fight is futile I can leave with the cold comfort knowing that the rest of my team will lose less points then mey. Yes, that is what is going to happen. Players will not play until the end if they are going loose. Only a few points difference between loosing good and badly. Better to move on to a match where you can win. We will see player ditching early form lopsided matches. No reason to fight to the end.
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Post by llama4president on Mar 19, 2017 17:46:41 GMT -5
I think something is really wrong with the new system.
Arrived 4th in the losing team and lost -7 points. if i was 1st in the losing team i did get -12.
i don't even understand where is the logic in that.
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Post by blastronaut on Mar 19, 2017 18:11:09 GMT -5
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Post by llama4president on Mar 19, 2017 18:14:32 GMT -5
obviously i got the -7 in the new system, or i wouldn't have wrote about it now...
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Post by llama4president on Mar 19, 2017 19:46:23 GMT -5
just finished another battle, a loss, and i got -6 pts by being 2nd.
yeah. the new reward points are working sooo nice.(sarcasm)
edit:
lost another one, -7pts by being 3rd.
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Post by blastronaut on Mar 19, 2017 21:17:55 GMT -5
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Post by SGT D00M! on Mar 19, 2017 21:21:47 GMT -5
obviously i got the -7 in the new system, or i wouldn't have wrote about it now... Were you squading? There seems to be some incentives pointswise for that.
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Post by llama4president on Mar 19, 2017 21:27:22 GMT -5
i was alone. in my team there were no squads, in enemy team there were squads (2 to 4 members) it seems that when you lose in battles where you are put against squads the penalty is lower.
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Post by llama4president on Mar 19, 2017 21:28:46 GMT -5
blastronaut lol yeah i wish i could do that, but my rate has gone down from 63% to 46% it's hard as a new player to fight vs ppl with weapons lvl 9-12 in bronze. most of my weapons are lvl 5 some are 6
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Post by Shahmatt on Mar 19, 2017 22:02:34 GMT -5
So now it seems, if you win, everyone gets rewarded near equally in league points, and if you lose, everyone gets punished near equally.
Because the league points are very similar between the first and last player I guess this alone will no longer serve to incentivize.
Gold will be what players care about. And gold is got through rankings, and ranking method remains the same.
I think all winning players should win a minimum of 1 gold, so that even those players who prefer to play support bots get something for their effort.
I think, and I've posted this on another thread, rankings should be through points. Points should be awarded in reward for damage, kills, beacon liberation beacon capture. I think this method will rank players more in accordance to what is valuable in the game.
The proportion of points to be awarded can be adjusted to reflect the effort, but my suggestion (revised from the other thread is) is: 0.5 per 50k damage, 0.2 per kill, 1 per beacon liberation, 0.2 per beacon capture.
So say a player scores 6 kills, delivers 370k damage, liberates 2 beacons and capture 3. The points system will yield a total of: 3.5 + 1.2 + 2 + 0.6 = 5.5, and this will be used to rank.
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Post by moody on Mar 19, 2017 22:13:36 GMT -5
blastronaut lol yeah i wish i could do that, but my rate has gone down from 63% to 46% it's hard as a new player to fight vs ppl with weapons lvl 9-12 in bronze. most of my weapons are lvl 5 some are 6 I think there are special rules for bronze players to keep them from dropping too much? Mentioned in notes but not specified.
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