It looks like there have been some misconceptions about the purpose of the the changes to PvP Gold Rewards against easier opponents, so I thought I would clear up a few things.
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We were a little slow to update the patch notes to include a mention of the change. That was our mistake, partly due our silly Wordpress site not saving some updates that were made. Have you noticed occasionally since we did the new site that images go missing? Same deal. We’re working through that. Obviously we WEREN’T trying to hide the change from you! It’s pretty obvious, and we know you’d spot even a 10% decrease in something, so that’s not something we’d try to hide.
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There were 2 main intentions behind the change - a fix to an “exploit” in Casual PvP AND a decrease of Gold against enemies that were considerably weaker than you. Let’s deal with them separately below, and then discuss our fix:
CASUAL PVP “EXPLOIT”: Without going into too many details about the exploit, it could be triggered by players setting up weak defense teams, fighting one Ranked PvP battle, waiting to lose a few defense fights, and then jumping into Casual for the rest of the week. This would assure an endless stream of very easy opponents that could simply be refreshed with Gold, and due to some buffs to Gold made a few months back (to fix an issue with Team Scores of 11000+, simply too much gold was being given away here.
LESS GOLD FOR WEAKER ENEMIES IN RANKED PVP: Meanwhile, Ranked PvP had a similar, but less drastic issue. The fix for Team Scores of 11000+ was giving away too much gold against very easy enemies here too. This wasn’t close to the severity of the Casual PvP loophole above, but it was a still a thing that needed to be addressed.
I think we all want a healthy game that lasts for many more years, and when we look at the issues above, they’re not good for long term game health. It should be evident that the players who put the most effort into their collection should get the most rewards! But when the most efficient way to earn Gold, is against the easiest opponent, there’s suddenly a lack of incentive to complete those collections. It doesn’t make sense to leave loopholes like this around, and it’s also disrespectful to our end-game players and all the effort they’ve put in. It had to be addressed.
When we made the change we knew that it would apply to both Ranked and Casual PvP. Casual PvP was our primary goal because the issue was more severe. We checked Ranked PvP, and the rewards were still the same for Team Scores 2000 below our own, and dropped off sharply after that. What we didn’t realise was that on the live servers, due to some subtlety in our matchmaking algorithms, opponents are regularly chosen that are 5000 or more TS lower than ourselves. When that was brought to our attention, we immediately addressed the gold rewards (within a couple of days - it takes a while to pull and examine data in the middle of update week) in Ranked PvP, and smoothed out that drop-off considerably. We’ve had a chance to examine match-length vs. reward there now, and we’re happy those rewards look about right to us.