This is not a call out... just a screen shot from pvp

Oof, i think the lowest, highest option ive had was like mid 30s, and its pretty rare that im not offered at least mid-40’s VP

Honestly, all that needs to happen is that we should ALWAYS be offered a <50, 50, and >50 option, there would be very little to complain about if this was the case.

8 Likes

Before I say anything argumentative or rude by accident, I want to acknowledge and thank you for reading the post. Thanks.

But… in the nicest way possible, your entire post is wrong.

Cross reference how VP actually works:

So someone like ROB17 gets a minimum of 25 VP from any player that is level 1980 or less, which is a vast majority of players.

Of course it’s going to look like he chooses all the battles with the lowest VP awards. That’s all he gets!

Constructively speaking in the least amount of words:

After a certain point, level does nothing to indicate a player’s strength, yet is the only factor in how many VP a player gets per battle.

Meanwhile, for Adrian to receive a similar penalty, he would have to go as low as Level 1064, which is quite avoidable in the current state of the game.

In the politest way possible, I need you to understand what’s going on before feedback gets passed on.

If you can dev account a level 2500 and play some pvp in a live setting, you’ll see the VP being heavily painful to go through. Level 2500 is being generous, anyone level 1800+ can start feeling the effects.

I can provide more screenshots from my current level at 2014, but after the first 2-3, it’d be major redundancy.

7 Likes

Just an update:
It’s possible these discrepencies are unintended (bugged).
The team are looking over it all at the moment and will get back to me once they find out why this discrepency exists.

2 Likes

I try to pass on major issues/feedback like this as quickly as possible while seeking more information. So for example, the screenshot was helpful from Dwuemka because it means I don’t need anyone to run server tests to get the info we need, but I was able to pass on what the community was saying before having this information.

It also means that as a team - if someone on the team sees the report and knows exactly what is happening, it means cutting time to look into it because the information reached someone who knew what part of the code/design to look at.

I will never withold important information from the team, and we continue to gather as much information as necessary after informing them to assist until it’s resolved.

The feedback was:
Higher level players receive far less VP in their opponent selection than players lower level than them and it’s causing a large scoring discrepency.

Everything after that is us investigating details and non-judgementally working out where the discrepency is coming from, with evidence. ie. the Leaderboard screenshots showed what was bothering everyone, but it didn’t tell us what was happening. It was just showing that discrepencies existed - and we still need to find exactly where those are, with evidence.

And you are all super fast so I can ask you for a screenshot, before a designer or programmer can run tests, or check the implementation and design of the feature. So I will always ask for screenshots if it’s easy for you to grab and we always appreciate it! :pray:

Having said that the team still need to check the implementation of VP and the live game data now to find out the source of the issue, but the screenshot just helps, because I can show them hey these are the opponents and here is the discrepency on the leaderboard.

6 Likes

I would just like to reiterate that the fundamental flaw is that player level is a terrible measure for how tough/rewarding a fight is. Im level 1500 with a team score of just over 20,000 and there are MANY people in the mid 2000’s that will give me 90 VP, even though on paper they are weaker than me. Basing the VP on team score would be a much better measure than player level, though not perfect as it would still punish those who have invested the most. Also, it feels REALLY bad to get an offer of 40,43,45 followed by 80,90,90 for example. Whatever algorithm is picking the fights to be displayed, it needs to do a better job of always giving a low score, middle score, high score option.

4 Likes

@Kafka I went ahead and made screenshots of my opponent choice in all ten pvp locations. I’m level 1888 currently, as you see unless I run into the rare level 2400+ players the base VP is really low:










6 Likes











These are my last 11 fights.

In screenshot 3, screenshot 8, and screenshot 10, the highest level players offer the most VP, even if they’re not the strongest team score.

This has been a relatively productive 11 fights. On other times of the day, I’m stuck with Screenshot 4s for multiple fights with near base levels and I’m better off playing a different game. I’m stuck if higher level players aren’t on.

On the other hand, I make for an attractive target at level 2,014. I’m 46 wins and 1,730 losses on defense, not that I can control any of that anymore. Current 3rd place on the leaderboard has 270 defense losses, and 7th place on the leaderboard has 199 losses. They’re not attractive targets!


it’s a multilayered problem:

  1. base scoring leaves higher level players in a bad spot
  2. opponent choice is based on player pool. I don’t know if the player has to be logged in to show up or had to have play in x amount of prior hours to show up. They’re not always there.
    2.5. how the system chooses the 3 opponents. this is where I’m not going to comment, because saying pick better opponents! doesn’t actually control how this function works. that’s backend stuff.

and then its 1+2 together at the same time.

Now if only I had Dave all day to fight, I wouldn’t have to do double the fights that others do.

5 Likes

Many people say that basing the VP score on team score will be more fair. Yes - and no. At a certain point in the game, when the collection of weapons and troops, and pets is nearly full & mostly upgraded, and classes are all maxed out - the differences in team score are practically non-existent. Players at level 1700+ (like my main account, 4.5 years old, troops collection full except underspire sentinels, classes maxed, weapons all upgraded except some doomed ones, most pets except cosmetics at lvl 20) and a player level 2500+ (say, they have all weapons maxed, and more pets maxed than I have) won’t have double the team score, but what, maybe a couple hundred? At some point it just flattens out.

Using ONLY team score as the baseline won’t be fair either, not to the players at, say, 1600-1700 hero level and higher. At some point the team score practically stops increasing. And beyond some point hero level has practically zero impact on team score.

2 Likes

Yeah I still stand by my opinion:

My opinion: At this point, VP handicaps need to end at level 1500 and everyone should get the same VP from level 1500 and onwards.

Zuul’Goth doesn’t care how much stats an opponent has. :smile:
Neither does Essence of Evil.
Neither does Leprechaun.
Centuragon does though. The more the better. nom nom.

9 Likes

A few more screenshots - I just went around the regions. Here we go…

From a lvl 1723 account:

image
image
image
image
image
image
image
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image
image

From a lvl 1408 account, all 10 regions:










PLEASE PLEASE tell me you can see the difference between what is offered for both accounts. And now think - if that’s the difference between offerings for a 1408 and 1723 player (so, a difference of 300 levels), imagine what players at 2000 or higher are getting…

9 Likes
Summary

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1 Like
Summary

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4 Likes

Could you, please, specify if this PvP data you’re referring to includes all battles presented to a player or only the ones that they actually fought?

Anyhow, as luck would have it I was tracking some PvP battles (for a different reason, though), but here you can have all 111 that it took me this time to reach 20 PvP goals (and, doubtless, I always chose the highest option that was offered).
I’m level 2229, by the way, and this was the highest number I had to do so far - another week was 99 battles and the third one has slipped my mind but it was fewer that 111.

Summary
# Player level Base VP Final score Bonus points
1 2 3 1 2 3
1 1355 1503 1622 25 25 38 65 27
2 1064 1266 1757 25 25 31 55 24
3 1105 1506 1465 25 25 25 50 25
4 1058 1245 1271 25 25 25 51 26
5 1354 1387 1765 25 25 31 62 31
6 1552 1670 2478 25 28 69 100 31
7 1297 1394 1569 25 25 25 60 35
8 1115 1737 1512 25 30 25 64 34
9 1310 1477 1743 25 25 31 61 30
10 1096 1310 1466 25 25 25 60 35
11 1271 1595 1661 25 25 27 59 32
12 1209 1372 1443 25 25 25 54 29
13 1226 1333 1464 25 25 25 49 24
14 1523 2070 2077 25 44 44 76 32
15 1426 1436 1632 25 25 26 58 32
16 1453 1477 1504 25 25 25 54 29
17 1491 1368 1941 25 25 38 66 28
18 1183 1434 1559 25 25 25 46 21
19 1265 1533 1811 25 25 33 59 26
20 1297 1280 1449 25 25 25 51 26
21 2077 1613 2077 44 25 44 73 29
22 1620 1422 1547 26 25 25 58 32
23 1474 1666 1458 25 27 25 59 32
24 1190 1422 1474 25 25 25 57 32
25 1458 1481 1888 25 25 36 65 29
26 1236 1250 1403 25 25 25 59 34
27 1069 1389 1649 25 25 27 47 20
28 1346 1443 1547 25 25 25 53 28
29 1119 1113 1512 25 25 25 51 26
30 1176 1301 1595 25 25 25 48 23
31 1499 1693 1443 25 29 25 58 29
32 1056 1164 1714 25 25 29 61 32
33 1087 1256 1407 25 25 25 57 32
34 1056 1444 1706 25 25 29 60 31
35 1087 1582 1476 25 25 25 50 25
36 1173 1479 1517 25 25 25 59 34
37 1557 1575 1579 25 25 25 59 34
38 1334 1365 1604 25 25 25 59 34
39 2070 1592 1832 44 25 34 79 35
40 1200 1525 1492 25 25 25 60 35
41 1394 1595 1823 25 25 34 53 19
42 1360 1356 1740 25 25 30 61 31
43 1287 1553 1466 25 25 25 51 26
44 1245 1348 1592 25 25 25 45 20
45 1342 1349 2423 25 25 65 94 29
46 1172 1527 1898 25 25 37 65 28
47 1675 1634 1705 28 26 29 58 29
48 1779 1962 2999 32 39 90 120 30
49 1311 1474 1514 25 25 25 56 31
50 1558 1827 1791 25 34 32 67 33
51 1146 1445 1473 25 25 25 47 22
52 1387 1247 1710 25 25 29 51 22
53 1033 1336 1574 25 25 25 47 22
54 1387 1627 1665 25 26 27 51 24
55 1005 1480 1385 25 25 25 50 25
56 1259 1360 2648 25 25 81 108 27
57 1346 1404 1543 25 25 25 51 26
58 1014 1365 1627 25 25 26 36 10
59 1159 1267 1517 25 25 25 52 27
60 1014 1424 1502 25 25 25 47 22
61 1392 1356 1579 25 25 25 50 25
62 1231 1387 1522 25 25 25 43 18
63 1287 1441 1795 25 25 33 53 20
64 1087 1437 1755 25 25 31 48 17
65 1231 1159 1271 25 25 25 54 29
66 1737 1709 2074 30 29 44 62 18
67 1102 1527 1501 25 25 25 55 30
68 1326 1408 1951 25 25 39 68 29
69 1485 1592 1633 25 25 26 53 27
70 1223 1373 1673 25 25 28 54 26
71 1164 1858 1543 25 35 25 63 28
72 1213 1493 1515 25 25 25 57 32
73 1097 1301 1568 25 25 25 50 25
74 1355 1760 1702 25 31 29 63 32
75 1055 1209 1290 25 25 25 57 32
76 1220 1311 1497 25 25 25 46 21
77 1524 1575 1508 25 25 25 44 19
78 1341 1337 1767 25 25 32 59 27
79 1503 1542 1677 25 25 28 46 18
80 1313 1413 1464 25 25 25 43 18
81 1014 1156 1574 25 25 25 48 23
82 1191 1503 1618 25 25 26 58 32
83 1504 1649 1884 25 27 36 65 29
84 1249 1329 1414 25 25 25 55 30
85 1013 1401 1488 25 25 25 44 19
86 1308 1526 1769 25 25 32 54 22
87 1111 1395 1505 25 25 25 53 28
88 1200 1331 1707 25 25 29 48 19
89 1163 1502 1871 25 25 36 62 26
90 1592 1707 1510 25 29 25 50 21
91 1086 1404 1313 25 25 25 53 28
92 1071 1468 2105 25 25 45 66 21
93 1061 1040 1734 25 25 30 52 22
94 1246 1571 1535 25 25 25 53 28
95 1254 1598 2105 25 25 45 73 28
96 1787 1953 1803 25 39 33 68 29
97 1305 1783 2251 25 32 52 78 26
98 1240 1202 1618 25 25 26 58 32
99 1448 1521 2251 25 25 52 73 21
100 1216 1588 1779 25 25 32 55 23
101 1057 1135 1827 25 25 34 63 29
102 1772 1564 1565 32 25 25 63 31
103 1689 1580 1542 28 25 25 60 32
104 1588 1537 1423 25 25 25 57 32
105 1261 1234 1556 25 25 25 54 29
106 1432 1574 2622 25 25 79 111 32
107 1232 1509 1833 25 25 34 69 35
108 1219 1370 2119 25 25 46 78 32
109 1196 1467 1535 25 25 25 56 31
110 1232 1396 1648 25 25 27 62 35
111 1249 1402 1437 25 25 25 48 23

For a summary, average offered enemy level for me was 1482 (compared to my 2229) and average base VP was 27.6 shiny points.
With a little bit more of easy counting you can see that 255 out of 333 battles (or - almost 77% of the total) were with 25 base VP. Surely, the situation would be even worse looking for higher level players.

And, while you’re at it, who was the wiseguy to arrange battles according to teamscore which is an artefact of the old system and completely irrelevant in the new environment?
Battles should always be presented in Low VP - Mid VP - High VP order (and then you can decide for a tie-breaker in case of equal VP) as any other order just serves to cause accidentally entering a lower paying fight you’d never start voluntarily.

11 Likes

There is no issue with it:
It is working as intended!
Sorry, had to post as I waited so long to change sides with you.

Honestly this is part of the problem, but I think in the other direction. Player level is a useless metric that never needed to be brought into the equation (they are already represented within score calc, but with extreme diminishing returns such that a lot of the worst discrepancies get normalized if just the score metric is used). Score differential is still used to calculate gold payouts, so the rightmost team still has the highest gold payout, and also the new matchmaking for frequently spits out teams that have higher score compared to what the previous one was, at least in my experience. Since you 2000+ level crowd are also likely to be at the higher end of the score spectrum, high level does correlate to high score but the only thing high level is measuring is number of battles, and doing a lot of battles is not in an of itself an indicator of either a highly developed account or a someone with enough “skill” that needs to get handicapped.

Pure speculation, but I think that maybe someone pitched that higher account level correlated with having stronger tools in your collection, something that can’t be effectively directly measured, when the reality is that having stronger tools correlates more closely to having a more developed account, ie more stat bonuses, which is just Team Score again. And also not all tools are created equal - my Zuul at level < 1500 and team score of ~16000 work just as well as anybody elses. And also that not all playtime is equal, because me grabbing weekly low hanging fruit rewards for almost every week since release matters a lot more than someone who has been grinding their butt off for 10+ hours a day for 2 years straight. Plus, player level penalizing scoring actively punishes a different recently added incentive to get xp boosters and grind xp, which was already super weak.

I just don’t understand what going to “level” as the metric to determine baseline Victory Points versus Team Score did for the old PvP points “solves”, as it just takes the same problem and makes it at least twice as bad as the worse for the uncapped PvP point issue before even that was patched. I also don’t get why a system would even be designed to, on paper, have two accounts with the ability to leverage similar amounts of “power” have an average scoring gap of almost 2x. By treating being every single level being equal in terms of power disparity and applying that to a linear score formula, of course you are going to get undesirable results. By having one metric determine gold payouts and another determine Victory Points then organizing them in a specific way and having that order determine trophies and glory payout, of course there is going to be weirdness. It should be consistent, and given the metrics of either team score or player level to go by, team score is the far better one, so just use that.

Using team score as the baseline metric for both point scoring and gold payouts scoring gets us part of the way there, and would probably be an acceptable solution. If Victory Points were just bottom capped based on slot offering similarly to how PvP payout points were as it worked at the end of the old system, there would be much fewer complaints. An minimum offering of 70 in the rightmost slot past a certain point when 90 is possible but your stats are also such that you can squeeze a bit of efficiency out of each battle is much more “fair” than the offering being for in the low 30s points. There is only so much you can do to accelerate battles and nothing you can do to accelerate the time between battles, which becomes more and more significant the further you push the boundaries. Thus, it stands to reason there must be a minimum payout for your strongest opponent offered, at all levels.

Now, could this system be gamed where the lower level/lower score person technically has a time advantage above the person with higher stats? Well, yes, in areas where you can field troops that take stats largely out of the equations. In some areas, the people with massive stat bonuses have more of an advantage to leverage those stats into being able to ignore the opponent doing stuff while setting up your win (the biggest disparity is in defensive stats). However, some of these areas are miserably slow no matter how high your stats are. And thats still a 30% difference between the minimum you can get and the maximum someone else can get for that slot in the rightmost battle, but they also won’t get that every time, and the bonuses are still a factor. This is probably a good target to shoot for. The next step would be to smooth the curve completely past a certain point, but that would result in a lot of players in the 1500 +/- 100 level range losing some bonuses while still having to deal with opponents that can be twice their stats. Or, more relevantly, twice the defense stats of an opponent they could have got that would have given the same payout. Personally I think this swings to far in the other direction.

Honestly, and this is veering slightly off topic but still relevant, what I would have liked to have seen is far higher victory point bonuses in the regions that had restrictions, with the highest bonuses being for being restricted to a single kingdom (mostly because of the weapon restriction), then troop type, and finally color, reflecting the relative difficulty of making a fast and effective team in the region. I can only imagine what will happen to some these regions once Elemenalist is unleashed on them and makes certain fast strategies completely unviable and just everything slower in general. Relevant to the discussion at hand because the ability to effectively play in these different regions is a much better indicator of both the players ability to navigate the challenges of the game and how developed their account is.

Basically:

  • Ditch player level differential to determine base PvP point payout and go back to team score differential (OR completely redo the player level curve so that disparities in level start mattering a lot less by level 1500 or so)
  • Minimum cap the VP payout to which slot offering it is similar to what the old PvP system did.
  • If necessary flatten the curve a bit so score discrepancies matter less (19k vs 20k does not have the same power discrepancy as 1k vs 2k)
  • Bonus victory points for playing in a restricted region (starting next season when heros get unleashed) to further incentive playing these regions where occasionally having higher stats is a bit more meaningful.
12 Likes

I’m going to go in a completely different direction here over points scoring.

Hey Kafka

How about the win points based on the opponents troops.

Base Rarity

Boss troops 30 points
Mythics. 25 points
Legendary. 20 points
Epic. 15 points
Ultra rare. 10 points
Rare/common. 5 points

Hero. 25 points.

Then everyone knows the points, and what they’ll get.

Just a different view, that might work.

I think player level is for sure the wrong idea, team score might be better.
Only other thing I can think of is Player’s kingdom stars, cause it includes classes, enough troops/pets/weapons, underworld renown (stats) and PL and KL of kingdoms (stats).
But that is basically how team score is calculated, just a little more detailed and would maybe benefit lower level players more than just team score…just my two cents.

when is war and peace vol.2 out :rofl:

2 Likes