Eika:
What would be cool would be that defends teams rewards is based on of how many used it, and gives better rewards if you f.example are using a defends team only 10% uses, than 25% etc. What I mean is that if someone invade you and lose to your defense team(that not many uses) you have a much greater multiplier for rewards.
Rarity of a troop could be calculated every monday(event reset), of Sirrians list of most used troops during the previous event. The troops could be shared into 50 in each group, the 50 most used, then the 50 next most used, etc…
Multiplier on rewards is then based on each troop individually added together.
To make it greater, having a more rare defens team also gives more gold during PvP invade. it could be anything from base 50-100 gold. That way most want to use a more rare team in their defense team, to also gain a little more gold from PvP.
there was actually a lot of ideas put out there to make the pvp defense decks have more variety:[quote=“Annaerith, post:59, topic:11691”]
i heard somewhere in the channel1 a concept of rewarding a uniqueness in the defense
idk in what way rewarding but if the ‘uniqueness’ factor of your def had influence on the points you loose/gain by being attacked and/or some other rewards you could possibly gain by being attacked that could automatically mobilise players to actually try to find less common defense composition and solve the ‘boring’ problem?
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(that was my favorite, so you are not alone)
hmm if drain and other slowing-down the fight properties were higher team-power scored for the defense score, then we could get the long fights more rewarding and that would at least even them out?
but back to the ‘pvp not enough of teams diversity’ subject…
what ideas do we have so far?
-timed event themed unit/kingdom boosts
-timed event themed unit bans
-removal or total rebuild of the defense win/loss consequences system
-system that would be rewarding defense team ‘uniqueness’
-making defense team less relevant by using invade team as the opponent for revenges
-forcing a change of team by limiting the time units are allowed to be used on defense
-using all or few teams toggled between each other instead of setting one team for defense
-limiting units to be allowed to be put only max of 4 of the kind in total in all the teams together
variations/combinations of the above
any other ideas guys? looking at that all… i actually like a system more rewarding uniqueness of the team, coz then it possibly have a chance to not require constant programming like the events do, and still offers motivation for players to make a different team, it may not even have to touch the balaning at all if the rewards only touch the defense win/loss rewards which are pvp points souls keys gems etc, so a highly unique team could loose no pvp points when loosing and gain a lot of points when winning for example where the most common def team could loose a lot pvp points when loosing and won nearly no point when winning… players would have to find balance between a team strong enough to win and unique enough to make that win relevant
Along those lines @Annaerith , here’s 2 ideas we’ve been toying with:
Weekly events
We prefer the carrot rather than the stick here… we’ve been trying out a design for weekly events that theme automatically around a kingdom. So, suppose Khetar is the kingdom for the week, we have some combination of:
Khetar Kingdom bonus gets a buff, or
Undead bonus gets a buff, or
Undead units get individual buffs, or
The Banner unlocked with Khetar gives a buff, or
The tribute bonus for the week is buffed if Khetar is your home kingdom, or
Some combination of the above
This should shift the meta for some folks every week. Of course some adventurers just like to watch the world burn, and will leave their defenders untouched, but that’s okay… we’re chasing some variety with this not totalvariety.
Troop/Reward Modifiers
The game automatically generates a DEFENSE reward-modifier for each troop, based on their usage… maybe gets updated daily or weekly.
These would be small… +10% to +50% maybe, maybe +100% for a troop that is WAY under-utilized.
By constructing teams of under-used troops for DEFENSE, you then get a neat little multiplier to your rewards… get a clever team together and win a few games and you get great prizes.
Imagine even getting that on a LEADERBOARD somehow…
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