This has been discussed before.
http://community.kabam.com/forums/sh...ion-Aaron-Dash
http://community.kabam.com/forums/sh...s-amp-Strategy
Let's first look at the problems with the current implementation.
1. Everyone sees castle lords and wants to win them, but they cannot. This leaves players frustrated almost immediately. You beat Ossion to get Ossion. You beat Golden Whoever to get Golden Whoever. Every player wants this to work in much the same way.
2. The ranked rewards are based on points that are somewhat misallocated. This leaves players having to engage in play that's not as engaging as it could be, or more honestly painfully redundant. In particular, the only way to rank is to bash away at walls & gates. In fact you have to do this almost exclusively.
3. Claiming castles is a disadvantage. Any castle that you have claimed is no longer available for you to siege.
4. Upgrading castles is a disadvantage. Any castle that you upgrade only gives an opponent more points when they siege it.
Problems 1 & 3 can be addressed by having the castle lords drop a chest to EVERY MEMBER of a guild that claims a castle. This accomplishes a few things:
- Because the chest only has a chance to contain the relevant lord (more likely for a 4*, much less likely for 6*) you can engage players in a way that is consistent with their expectatoins: I beat Lapis Knight so I should get a chance to win Lapis Knight.
- Now everyone wants to claim castles. They will be taken back and forth repeatedly by each faction.
- Finally, because every member of the relevant guild gets the reward it helps to cement the group. Simply put, guild rewards are far more engaging for players than solo rewards are.
Problem 2 is then largely resolved by the above details. If there is a strong motivation to capture castles this will largely offset the current motivation to just bash on walls & gates. The only modification still really needed is to scale the points from walls, gates & the lord to match their HP. E.g. If a Full Attack on the wall (328k hp) is worth 11 points then a Weak attack (144k hp) should only be worth 4 or 5 points. This eliminates the current motivation to milk a wall or gate for all it's worth by pinging away exclusively with Weak attacks.
Problem 4 is more involved. Perhaps a guild could get 1 ss or a certain number of point each upon successful defense of a castle. Now players have to weigh the value of leaving strong players in the garrison of one of their castles with the value of taking other castles. Ultimatley though, everyone will want castles to be taken back & forth so that chests can be won.
Another option would be simply to get rid of upgrading for the next castle siege. Implement the changes that seem best and leave this aside for now.
Rosen
http://community.kabam.com/forums/sh...ion-Aaron-Dash
http://community.kabam.com/forums/sh...s-amp-Strategy
Let's first look at the problems with the current implementation.
1. Everyone sees castle lords and wants to win them, but they cannot. This leaves players frustrated almost immediately. You beat Ossion to get Ossion. You beat Golden Whoever to get Golden Whoever. Every player wants this to work in much the same way.
2. The ranked rewards are based on points that are somewhat misallocated. This leaves players having to engage in play that's not as engaging as it could be, or more honestly painfully redundant. In particular, the only way to rank is to bash away at walls & gates. In fact you have to do this almost exclusively.
3. Claiming castles is a disadvantage. Any castle that you have claimed is no longer available for you to siege.
4. Upgrading castles is a disadvantage. Any castle that you upgrade only gives an opponent more points when they siege it.
Problems 1 & 3 can be addressed by having the castle lords drop a chest to EVERY MEMBER of a guild that claims a castle. This accomplishes a few things:
- Because the chest only has a chance to contain the relevant lord (more likely for a 4*, much less likely for 6*) you can engage players in a way that is consistent with their expectatoins: I beat Lapis Knight so I should get a chance to win Lapis Knight.
- Now everyone wants to claim castles. They will be taken back and forth repeatedly by each faction.
- Finally, because every member of the relevant guild gets the reward it helps to cement the group. Simply put, guild rewards are far more engaging for players than solo rewards are.
Problem 2 is then largely resolved by the above details. If there is a strong motivation to capture castles this will largely offset the current motivation to just bash on walls & gates. The only modification still really needed is to scale the points from walls, gates & the lord to match their HP. E.g. If a Full Attack on the wall (328k hp) is worth 11 points then a Weak attack (144k hp) should only be worth 4 or 5 points. This eliminates the current motivation to milk a wall or gate for all it's worth by pinging away exclusively with Weak attacks.
Problem 4 is more involved. Perhaps a guild could get 1 ss or a certain number of point each upon successful defense of a castle. Now players have to weigh the value of leaving strong players in the garrison of one of their castles with the value of taking other castles. Ultimatley though, everyone will want castles to be taken back & forth so that chests can be won.
Another option would be simply to get rid of upgrading for the next castle siege. Implement the changes that seem best and leave this aside for now.
Rosen
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