Looks like Tadaah is hanging out in KA - Page 2

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Thread: Looks like Tadaah is hanging out in KA

  1. #16
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    So you guys are talking about introducing a massive new feature into the biggest event in the game and you haven't even found a fix to the fact half of your paying customers can't even get into the game? Sort your priorities out for god sake

  2. #17
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    Quote Originally Posted by dan2407 View Post
    So you guys are talking about introducing a massive new feature into the biggest event in the game and you haven't even found a fix to the fact half of your paying customers can't even get into the game? Sort your priorities out for god sake
    I believe that tadaaah said the fix for that is coming in the next update? Dont quote me on that but i think thats what he said
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  3. #18
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    If the have a fix for it like they say why haven't they told us exactly what the problem is, there are plenty of programmers on the forum who play the game and could help and understand it, I really believe they don't have a clue what went wrong

  4. #19
    Verbose Veteran Kefa's Avatar
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    Quote Originally Posted by Tadaaah View Post
    Every player that has given us their account to be looked into stats play out correctly. I think that part of the reason for confusion maybe the largest numbers are used and that players aren't taking into account that the other players Attack matters as well. It is more of an actual battle simulation.

    Let see if I can try and explain it a little bit. See you have X attack which is larger then Y defense of opposing player, but the opposing player has an even bigger attack to defense difference then your attack to their defense. Guess what that means there's a chance you may lose, because in a real battle, there would be a chance that you would lose. Does that make some sense? Their attack to your defense matters as well. It's not all one-sided anymore. Yes, it's more complex, but it's more competitive and ultimately more interesting. They are looking at ways to make the display easier to understand, because posting the actual calculation would just confuse more people then provide an explanation. It is an awesome complex formula.



    It's actually doing the opposite. It isn't negating your old stats at all; it is making them more useful. We are working on better messaging with the other titles for this feature. We'll also be hosting another AMA for KA after Thanksgiving. Might be worth sitting in on, in case, it makes an appearance over here.
    Your logic is flawed. If a .30cal weapon is fired at a vehicle, the damage the .30 cal bullet (attack) will cause to the vehicle is entirely 100% dependent on the vehicle's armor (defense). The damage caused will be the same whether the vehicle is equipped with a .22cal pistol or a 50mm cannon. In the real world, Atk causes the same damage to a target based on its defense, regardless of how much attack strength the target has. If the target's defense is less than the strength of the attack, the target is defeated and does not get to fire back.

    If you are changing MW to a turn-based mechanic where the attack is absorbed, then the target gets a turn to fire back and damage the attacker, then the attacker gets another shot, and so on, until health is depleted by one or the other, that is an entirely new game - not the one we have been investing in all this time.

    Create a new tittle, and implement these new mechanics into the new game so people can choose to play that kind of game instead or keep playing this game if they want.

    Seriously, take heed - if we wanted a game that different, we'd be looking for one.
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  5. #20
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    Quote Originally Posted by Kefa View Post
    Your logic is flawed. If a .30cal weapon is fired at a vehicle, the damage the .30 cal bullet (attack) will cause to the vehicle is entirely 100% dependent on the vehicle's armor (defense). The damage caused will be the same whether the vehicle is equipped with a .22cal pistol or a 50mm cannon. In the real world, Atk causes the same damage to a target based on its defense, regardless of how much attack strength the target has. If the target's defense is less than the strength of the attack, the target is defeated and does not get to fire back.

    If you are changing MW to a turn-based mechanic where the attack is absorbed, then the target gets a turn to fire back and damage the attacker, then the attacker gets another shot, and so on, until health is depleted by one or the other, that is an entirely new game - not the one we have been investing in all this time.

    Create a new tittle, and implement these new mechanics into the new game so people can choose to play that kind of game instead or keep playing this game if they want.

    Seriously, take heed - if we wanted a game that different, we'd be looking for one.
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  6. #21
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    Hey kefa, they've been changing this game on us since it came out. Too bad much of it isn't based on what most of us have asked for over time. Listening to customers really isn't their strong suit. Chuck I might suggest that by posting here, you're defeated the purpose of dewin nuttin. You have engaged in sumtin. Now that's a real dilemma.

  7. #22
    Prominent Poet DEWIN NUTTIN's Avatar
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    Quote Originally Posted by Speed ump View Post
    Hey kefa, they've been changing this game on us since it came out. Too bad much of it isn't based on what most of us have asked for over time. Listening to customers really isn't their strong suit. Chuck I might suggest that by posting here, you're defeated the purpose of dewin nuttin. You have engaged in sumtin. Now that's a real dilemma.
    Happy holidays to you and your-n-, buddy.
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  8. #23
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    Yes, Kefa, you're correct - it would be a different game like "World of Tanks" for instance - could be a fine concept for MW but it would again be in the disadvantage of long-time players if they change it overnight...

  9. #24
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    I think it is hysterical that in game issues at an all time high (which is really saying something), forum communication from mods at an all time low (surprising because i thought that is what these new community managers were brought here to do), and so many player suggestions getting ignored, that your main priority seems to be implementing major changes to one of the two biggest features keeping you player base here (1 being factions and teammates, 2 being the game itself is fun... it just never works).

    Gree shows once again that it has its priorities all wrong. These issues could be so simply fixed by taking events very slowly, while code bugs are worked out and people regain access to the game, and by hiring one person to focus on their highest grossing game who actual knows how to communicate with a player base. The fact that entire events run with major glitches before a support staff even can notice and then so little is communicated back to us is the major problem. How such a high grossing game can be so understaffed is a tragedy and will lead to its demise. Yes, it feels like the support staff is never here, they are asked to do too much because Gree is too cheap to hire adequate staff. It doesn't mean they are good at handling it, because they aren't, but the company as a whole is to blame.

    The number of nuked bases I see is at an all time high, the frustration I see in mine and other top 10 factions is noticeably increasing. I beg you to actually show some common sense and slow down, actually communicate with us when asked, e honest, if you cant say then say you cant. And for the love of god, fix the game we all used to enjoy before you go about trying to implement more broken changes and lose the rest of your player base.

  10. #25
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    Unless it can display somewhat where it can make sense I will finally just give up. There is already enough guessing in the game. Sorry but gree keep trying to create new crap without old stuff ever working. I'd rather them fix the current huge mess and hold events than be planning for their next money sucking adventure

  11. #26
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    How about you fix the massive problems with the current game mechanics first. You havent even addressed these in the forum!

  12. #27
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    Quote Originally Posted by Tadaaah View Post
    The system is actually really cool. It is more of a simulated battle than the old system. Yes, it is likely to make an appearance, but with improvements and kinks worked out beforehand.
    Oh my! Now I am scared!
    It appears we are doomed.

  13. #28
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    Quote Originally Posted by Tadaaah View Post
    and kinks worked out beforehand.
    hmmmm beforehand..... what an interesting idea, its a wonder someone hadnt thought of that 'soon'er

    while it would be a nice change to have.....well anything that was kink free.....I dont think I'll hold my brethe waiting for it if you dont mind
    Quote Originally Posted by Tadaaah View Post
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  14. #29
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    hmm, this smells and tastes like the BS flavored kool aid gree served up to us in answer to the skill point questions.

  15. #30
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    Quote Originally Posted by Tadaaah View Post
    Let see if I can try and explain it a little bit. See you have X attack which is larger then Y defense of opposing player, but the opposing player has an even bigger attack to defense difference then your attack to their defense. Guess what that means there's a chance you may lose, because in a real battle, there would be a chance that you would lose. Does that make some sense? Their attack to your defense matters as well. It's not all one-sided anymore. Yes, it's more complex, but it's more competitive and ultimately more interesting. They are looking at ways to make the display easier to understand, because posting the actual calculation would just confuse more people then provide an explanation. It is an awesome complex formula.



    It's actually doing the opposite. It isn't negating your old stats at all; it is making them more useful. We are working on better messaging with the other titles for this feature. We'll also be hosting another AMA for KA after Thanksgiving. Might be worth sitting in on, in case, it makes an appearance over here.
    @Tadaaah So to paraphrase, the new combat algorithm is essentially summing both opponents’ attack and defense stats (with some additional random elements) and then determining a winner. In a nutshell, Player1's (attack+defense) vs. Player2's (attack+defense). This probably isn't going to have the desired effect on the user base that Gree is anticipating. Frankly I agree with Kefa's remarks, your logic is flawed.

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