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View Full Version : Equipment good/Horrible algorithm....



Evil Mastermind
12-19-2014, 09:46 AM
A couple of ways to repair your failed attempt:

Option 1: Algorithm goes back to original. Player A attacks Player B and win/loss based on 100% army stats. Immediately a second attack is triggered on same opponent and win/loss is determined by 60% army equipment and 40% soldier power. Points/BPs/cash/loot awarded for each of the successful attacks.

Option 2: Algorithm goes back to original. Implement a new attack button in the PVP and WD events. Current "attack" button will initiate an army stat vs army stat attack on opponent. This will yield all of same results as it always did with exception of 100-300 WD points. To PROMOTE your new items, have a second "attack" button called "soldier attack" which would initiate a soldier versus soldier attack. WD points and BP would be rewarded as higher amount for successfully winning this type of attack (300-500 WD points).

By altering the current failed game model you allow long term players to continue to feel "good" about all their hard work. Additionally, you reward players on a slightly greater scale when using the new equipment in battle. It's all about introducing new content without devaluing long term players years of supporting your game. The second option would also allow new players the ability to compete right away against longer term players.

Death Eagle
12-19-2014, 10:19 AM
Either option would be better than the current debacle.

redvenge99
12-19-2014, 10:31 AM
Something needs to be done. Did 3 battles then stopped after loosing to a player 8 times in a row with 330m defense to my 1.7b attack all cause he had a few more equiptment then me.. Wtf!!! That's like surviving a nuclear bomb because I wore a rain coat... Lol.. Rediculous

corey0025
12-19-2014, 10:37 AM
Think that's bad, I lost to someone with 550 mil defense to my 12b attack...not even gonna participate until this is fixed

NexusImperium
12-19-2014, 12:21 PM
I think the direction that Gree is taking this will ultimately be GOOD for the game. But it's going to be a tough adjustment period.

The fact of the matter is that there is very little strategy in this game other than choosing which events to participate in. From there it's just tap, tap, tap.

Let me propose an option 3:

Option 3:
Different stats are used in different situations. A player can choose strategically how they want to attack their target to maximize their benefit.

1) Attack Rival
In this case, it's army vs. army. Attacker's attack strength is determined by their attack skill / defender def skill. This number (a %) is multiplied by their army attack strength and compared against defender's army defense strength. The player with the bigger number wins.

The victor takes away victim IPH * 1% of the victim's money over vault with no limit. However, the victim is off the rival list for 1 hour for each time they were hit. The attacker receives a moderate amount of Battle Points and XP.

2) Revenge
Same as Attack Rival but the revenge attacker gets a 1% boost against the player for every time he was attacked, and gets to use this bonus in any attack method.

If the revenge is against a 'nemesis' (a player harassing another for a certain period of time), then the player gets a 'rage' boost that increases as the rivalry continues. How this works is this: If the player revenges and loses, roll a 20-sided (digital) die. If the number rolled is equal or greater than the player's rage boost (a number between 1-20), the player wins the battle (no matter what) and the loser cannot revenge the attack. The rage boost is known by the player before attacking. The rage boost decreases over time if the players don't attack each-other.

The victor takes away a lot of BP and IPH * 1% money over vault.

3) Raid Building
Army equipment vs. army equipment, + defense from defensive buildings. Attacker's atk / defender's def + building defense (a %) multiplied by army equipment, compared with defender's army equipment defense. The player with the bigger number wins.

With this I propose that the max level cap for defensive buildings be lifted to 99.

The payout/limit works the same as today, but the attacker receives NO BP and a lot of XP.

4) Assassinate Player
Player equipment vs. Player equipment + defense buildings. Attacker's atk / defender's def + building defense (a %), compared with defender's equipment. The numbers are modified by the different players' rank (favoring those with higher rank). The attacker has +10% for every rank over the defender, and -10% for every rank below. The player with the bigger number wins.

The victor takes away a lot of BP and a little XP.

5) World Domination
Same mechanic as army vs. army factoring in atk/def skills. However, total faction army attack/defense are factored in as a % modifier in the battle, and the defender gets a bonus if their wall is still up. The attacker and defender faction's armies are added together. Then attacker faction army / defender faction army (a %) is added as a multiplier to the attacker's individual army strength. If the defender's wall is up, this bonus is negated if the bonus is in favor of the attacker (for example, if the wall is up and the attacker has a 15% faction advantage, the advantage becomes 0%. If the defender has a 15% advantage, the advantage remains until the wall is down).

When the wall goes down, a faction can attack (and negate) another faction's various attack/defense bonuses (e.g. infantry attack/defense). The damage is repaired at the end of the 1-hour WD war.

The boost numbers are visible to both factions on the war status screen.

The victor's faction receives all BP and XP (a lot of BP and moderate XP are awarded each victory), which are then divided out among the faction members at the end of WD. The spoils go into the faction bank instead of individual attackers' vaults. A faction gets a (small) concrete bonus for destroying a wall.


Thoughts?

DEWIN NUTTIN
12-19-2014, 01:15 PM
The "new" fake attack options were tried without equipment using the attack/defense skill point model only.
It worked oddly similar to the GI Joe "dress 'em up" model of today.
It was so disliked and disparaged that Gree removed it.
The junk units aren't the ONLY thing being recycled.
Whatever is done now is suspect.
Even the most addicted see through this latest charade.
Nothing will save this thing today, nothing.

MW Flake
12-19-2014, 01:45 PM
Nah. Look at them all scurrying to get their little buildings that gree has blessed them with. Of all those complaining about how bad the changes made WD, look at how many of them SWORE they wouldn't even participate in a 7 day WD. Lots of talk and lip service in this place. But it's not all from Gree. Really, who's to blame ?

DEWIN NUTTIN
12-19-2014, 01:49 PM
Nah. Look at them all scurrying to get their little buildings that gree has blessed them with. Of all those complaining about how bad the changes made WD, look at how many of them SWORE they wouldn't even participate in a 7 day WD. Lots of talk and lip service in this place. But it's not all from Gree. Really, who's to blame ?

They can't help themselves. That monkey just won't let go. Monkey got that chokehold now, and monkey be one bad primate. LOL

Octavion
12-19-2014, 01:52 PM
Gree failed Epically. They have ruined the game.

Change it back before you loose more players.

Monteverdi
12-19-2014, 06:15 PM
I again had much better stats in all three categories, and lost repeatedly...wtf