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/showthre...ling-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.