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View Full Version : WHY is Leveling a PENALTY????



-C-
03-16-2014, 08:40 AM
Hey guys, just saw this.

So...this was supposed to be messaged earlier this week, like Tuesday at the latest. I even have the exact messaging that the team agreed on hanging around - the ball was simply dropped somewhere and I'll work on figuring out how that happened so it doesn't occur again. Sorry about that.

As everyone's noticed - yes, the algorithm did change. The intention of these changes was to alter how level works as a factor. Due to some design decisions made early on in Legends at War and some of our other titles, we've had this weird system where you actually get penalized for leveling in some ways. This is counterintuative and not the greatest game experience, and many of you have been pretty vocal in your opinions about it. (http://www.funzio.com/forum/showthread.php?83740-WHY-is-Leveling-a-PENALTY is a great example). Level also has almost no relationship to actual power in the game.

We'd like to start shifting the game towards a model where your are encouraged and rewarded for leveling up, and eventually we'd like to get the CP points awarded based more on strength. Some players have put specific effort into min/maxing under the current system though so we have a couple of intermediate steps along the way to get there.

In that spirit, this change does three things differentky compared to the old algorithm:

1) The effect of level differential has been decreased - but it's still very much there. Attacking players higher than you will gain you more points.
2) Penalties for attacking someone lower level are significantly weaker.
3) You now gain a small flat bonus per-hit based on your own level.

The net effect is that while being low-level yourself and attacking higher level opponents will still give you the most possible points, the 'baseline' for higher level players is now more stable/higher and they will be able to contribute more fully in wars. It sucks if you've put in a lot of effort getting to max level only to be everyone's favorite target / not score that many points yourself.

Please also note that there is still a HUGE random factor in points distribution so sometimes it can be hard to see the effects of this on any given hit - the intention is to decrease this in the future as well, but moving one step at a time.

As a final note: Mega attacks now give 3x points instead of 1.5x like they used to. It's still not as points efficient as using your stamina on regular attacks, but this will hopefully be a welcome change for anyone who's ever faced an impossible to beat defense leader and wanted to at least get some points.

This has been posted by Jerle (GREE Engineering) in "Legends at War" forum. Can we expect something like that in Crime City?

Seriously, the way influence points are allocated needs to be changed!

Furthermore I don't understand why a player with level 100 can defeat Epic Boss lvl 100 by beating 20 mil health and someone with level 101 has to beat 25 mil health to defeat him. It would be more pleasant to defeat 20 mil health with level 100, 20.5 mil with level 101, 21 mil with level 102 and so on... Just an example

the schwayzz
03-16-2014, 08:45 AM
There is almost no use in changing the leveling system now, sadly enough. What would we do about 250s because they can't level up anymore and they won't experience the level-up perks as much as the level 20s.

-C-
03-16-2014, 08:47 AM
There is almost no use in changing the leveling system now, sadly enough. What would we do about 250s because they can't level up anymore and they won't experience the level-up perks as much as the level 20s.

Read it again, it's about the way influence points are allocated...

ohlo-00
03-16-2014, 09:14 AM
I am lvl 234 and got 100-250ip for lot of hits with 15% ip bonus. Only few times more than 400ip. And only once 600 for PA.

CCC-syn
03-16-2014, 09:18 AM
since high level player (e.g. 250) can't level up anymore - the algorithm should benefit everyone the same.
(what i mean is not giving prizes to ppl while leveling up).

i would say that IP should be multiplied by variable that is calculated by your level.
for example, a level 250 should score 200 IP and a level 180 should score the same from the same target, but the level 250 should get 200IP * 1.25, while the level 180 should get 200IP * 1.8 .
something like that

Nighteg
03-16-2014, 09:32 AM
The formula should be like in the old pvp showdowns - by atk/def, and have nothing to do with lvls.
That was the main reason why that was my favorite event, until gree took it away.

TZora
03-16-2014, 10:43 AM
why should there be any difference at all? each hit should give equal ip to everyone regardless of the level number. leveling is almost dead. in any case, it's the war of "who can spend more gold?" .. so the competition should be focused to spending gold, not concentrated around the level numbers :p

Deadwater
03-16-2014, 11:06 AM
why should there be any difference at all? each hit should give equal ip to everyone regardless of the level number. leveling is almost dead. in any case, it's the war of "who can spend more gold?" .. so the competition should be focused to spending gold, not concentrated around the level numbers :p

Now you're giving gree ideas. More gold you spend per battle = higher ip output per win

Everyone has a base of 450 ip per win + already ip mods.

Gold spent per battle weekend, resets after battles.
Spend 100 gold gain a 1% increase in ip
Spend 1000 gold gain 15%
Spend 2000 gold gain 25%
Spend 7500 (1200 win) gain 55% ip