View Poll Results: Will these arrangements re-balance Guild Warfare and Championship Warfare?

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  • Yes

    66 31.13%
  • No

    108 50.94%
  • Some sort of

    33 15.57%
  • I don't know.

    6 2.83%
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Thread: Will these arrangements re-balance Guild Warfare and Championship Warfare?

  1. #131
    Ironheart Cuddles_1461020's Avatar
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    Quote Originally Posted by Herby View Post
    0-10% hp lost -1 dura
    11-20% hp lost -2 dura
    21-30% hp lost -3 dura
    31-40% hp lost -4 dura
    41-99% hp lost -5 dura
    I like this scale


    Cuddles' Law: The volume of a player's whine is directly proportional to his/her VIP level.

  2. #132
    Quote Originally Posted by Herby View Post
    Power is too easily manipulated.

    This corresponds to how a fight really happens, as more "health" a unit loses, the less effective it will be in future fights (durability loss).

    Losers of any fight should lose -10 durability, regardless of how much hp they chop off the winner.
    I could get on board with this.

  3. #133
    Ok Jessetheone and dawnseeker.
    Its apparent by this poll that most dislike the gwf changes and noone really cares about cwf changes except maybe 3 people. It is also apparent that increasing gwf rewards is not the solution.

    WILL THE DURABILITY AND POWER BONUSES BE ALTERED? Or ARE WE STUCK WITH THIS CHANGE FOR QUITE A WHILE?

    Several good suggestions on how to tweak these changes have been made that would make most of us happy.

    SO how about a response to us please.

  4. #134
    Ironheart Cuddles_1461020's Avatar
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    Herby, as usual, has the best suggestions.

  5. #135
    Quote Originally Posted by Cuddles_1461020 View Post
    Herby, as usual, has the best suggestions.
    well thats a matter of opinion.

    If we were to use herby's scale. I would suggest it go even further. SO that a winner could lose up to 9 durability not 5 if you want to make this more realistic. If someone losses a battle and losses 10 durability, then if you win with only 1% or so HP left you should lose 9 not 5. SO Herby's scaling would need adjusted IMHO. But the concept is sound. Might be a bit more difficult to program vs just cutting tha change sin half. SO power boost is 5% per city, a win is 2 durability, a loss is 5

  6. #136
    Changing the game after money was spent so that some piece of gear or some hero doesn't work as well is unfair. What you bought isn't what you bought. On a business side, I can't imagine a more perfect customer than priot for tynon - exactly what they wanted and just as tynon had hoped. Spent money to raise gear, and is well ahead of the rest of us. Certainly it's unfair to riot to do exactly what tynon was hoping for, then for tynon to take it away. If tynon had integrity they would offer a refund because they took away what riot paid for.

    Still, a game without doubt isn't much fun. The trouble is there is not enough money for tynon to develop a game that requires skill only. The game is tilted on many levels. In the long run the game is tilted to the players that can spend a lot of time online, in the short run (maybe forever) it is tilted towards folks that spend money. I like creating some doubt in the result of the games whether its cw or gw. I also think it makes the game more fun to try and balance the play. For example if you could only get spirits by the lab, then folks that have time would benefit.

    I encourage Tynon to make the results more in doubt, but they should remember the folks that paid their bills when they take away what was bought.

  7. #137
    Justice Riot's Avatar
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    Quote Originally Posted by bubbaslabevony_2392091 View Post
    Changing the game after money was spent so that some piece of gear or some hero doesn't work as well is unfair. What you bought isn't what you bought. On a business side, I can't imagine a more perfect customer than priot for tynon - exactly what they wanted and just as tynon had hoped. Spent money to raise gear, and is well ahead of the rest of us. Certainly it's unfair to riot to do exactly what tynon was hoping for, then for tynon to take it away. If tynon had integrity they would offer a refund because they took away what riot paid for.

    Still, a game without doubt isn't much fun. The trouble is there is not enough money for tynon to develop a game that requires skill only. The game is tilted on many levels. In the long run the game is tilted to the players that can spend a lot of time online, in the short run (maybe forever) it is tilted towards folks that spend money. I like creating some doubt in the result of the games whether its cw or gw. I also think it makes the game more fun to try and balance the play. For example if you could only get spirits by the lab, then folks that have time would benefit.

    I encourage Tynon to make the results more in doubt, but they should remember the folks that paid their bills when they take away what was bought.
    Thanks Bubba for posting it. I agree and it is unfair, but it is not just me, there are a lot of people who spent a lot of money to get to where they are at, and to them, it is also a bit unfair.

    I feel they should progress the game forward and not make changes that take things away. Add more harder hero's. Add more GW benefits for participating (to encourage more people to show up). Making such drastic changes is not right "after" people have made investments. We are not just talking about people who spent time, but a lot of money. This is a serious matter that needs to be addressed.

  8. #138
    Quote Originally Posted by bubbaslabevony_2392091 View Post
    Changing the game after money was spent so that some piece of gear or some hero doesn't work as well is unfair. What you bought isn't what you bought. On a business side, I can't imagine a more perfect customer than priot for tynon - exactly what they wanted and just as tynon had hoped. Spent money to raise gear, and is well ahead of the rest of us. Certainly it's unfair to riot to do exactly what tynon was hoping for, then for tynon to take it away. If tynon had integrity they would offer a refund because they took away what riot paid for.

    Still, a game without doubt isn't much fun. The trouble is there is not enough money for tynon to develop a game that requires skill only. The game is tilted on many levels. In the long run the game is tilted to the players that can spend a lot of time online, in the short run (maybe forever) it is tilted towards folks that spend money. I like creating some doubt in the result of the games whether its cw or gw. I also think it makes the game more fun to try and balance the play. For example if you could only get spirits by the lab, then folks that have time would benefit.

    I encourage Tynon to make the results more in doubt, but they should remember the folks that paid their bills when they take away what was bought.
    Gear? Are you talking about the Sirius set? I agree that shouldn't be changed. But otherwise the things mentioned here can be changed because they are events. You don't "buy" or "own" an event

  9. #139
    Guardian
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    Quote Originally Posted by mattp169 View Post
    well thats a matter of opinion.

    If we were to use herby's scale. I would suggest it go even further. SO that a winner could lose up to 9 durability not 5 if you want to make this more realistic. If someone losses a battle and losses 10 durability, then if you win with only 1% or so HP left you should lose 9 not 5. SO Herby's scaling would need adjusted IMHO. But the concept is sound. Might be a bit more difficult to program vs just cutting tha change sin half. SO power boost is 5% per city, a win is 2 durability, a loss is 5
    The problem with this is that if this individual is attacked again, he/she is more than likely dead. They've lost 9 for being taken down to 1% HP, and then another 10 for someone to come in and finish them off. To me, that's a problem.

  10. #140
    Lightbringer
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    Quote Originally Posted by JezebelMD_6540395 View Post
    The problem with this is that if this individual is attacked again, he/she is more than likely dead. They've lost 9 for being taken down to 1% HP, and then another 10 for someone to come in and finish them off. To me, that's a problem.

    that depends on where they are fighting. If they are defending and in D/G they gain 50% of their health back after the fight, giving them an advantage. Same goes if attacking and in A. So they may lose several durability and end up back at full health when all is said and done.

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