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Improving Castle Siege: Aaron & Smash

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  • Improving Castle Siege: Aaron & Smash

    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

  • #2
    One additional point of note.

    There are a great many ways in which Castle Siege could be modified. I propose these specific changes because they are pretty straightforward to implement. The current structure of the event is left unchanged, only the rewards are altered.

    While the primary goal of my recommendation is to improve the game play of this event, a secondary goal is to keep the development effort and risk of introducing accompanying bugs as small as possible.

    Comment


    • #3
      Bump.

      Agree with the solutions. That said, in order to "take" a Castle it should require a minimum number of guild members ~ 10+. Yes it screws people in smaller guilds, but it is a GUILD event.

      That said, disagree with #4 being that involved. Its a 2 part fix in my eyes.

      1.) You shouldn't get any increase in points at all. I.E. The guild wall is ALWAYS worth X points regardless of how much it's upgraded. So when I take a castle I want to upgrade it.
      2.) To get people to WANT to upgrade, make it so every day you hold a castle, you get a chest from that castle's boss. Or maybe twice a day (it's debatable).

      Last notes for fixing:
      A. To incentivize lower guilds to participate (might not be able to get 10 people on), everyone who doesn't get a chest gets a SS who has hit the boss 1x. SS singular.
      B. Individual rank rewards should be the same.

      All in all, the issue with HoC currently is outside of raids and Castle Siege there is VERY little use for mana potions. Further, mana potions are about 40000x harder to burn. What this does is causes people to get a HUGE glut of potions for which there's little reward. This is NOT a good model...

      Comment


      • #4
        I think these are good suggestions and I hope the development team seriously considers them.

        A quick note to Potemkin: we already need a minimum of guild members to take a castle, but it's 5 and not 10 as appears in the game. I agree though, that should stay.

        I like the idea as Rosen laid out for possible boss drops, and those of receiving rewards for successful defense of a castle....my concern to add to this is that the Lords of Castles would then hopefully all be of the same caliber, else some will be constantly attacked more (and/or harder to defend) than others. Claiming a castle with a less desirable Lord will leave a group without any guild defense rewards if nobody is attacking. Likewise, those who capture and defend the castle with the more desirable Lord card would, by design, stand to gain more defense points than others who took a less desirable Lord. I hope this concern makes sense.

        I definitely agree, without a doubt, that the PvP points received for attacking should be varied/staggered for troops, walls and gates, and staggered again for all four fight positions contained within each component of the Lord battle. Example: Troops: 1,2,3,4. Walls/Gate (regardless of being upgraded or not) 2,3,4,5. Lords 4,6,8,10.

        I would also like to see Garrison PvP points be received for succesful defense regardless of possession (i.e., even if you don't occupy, if you Garrisoned and successfully defended, let's say you get 5 PvP and if you lost, you still get 2 PvP), and for this info to be then visible in the event details. I think it could help motivate players to be more invested in defending their regions, not just their castle.

        I hope the development team considers Rosen's (and others') ideas for a facelift to the event. I love the strategy-based activities far better than hack-and-slash for success models and I agree this could be a much better event with what feels like would be minor tweaking by team. But I'm not a developer, so I can't say for sure, lol. Anyway, I remain hopeful.

        Comment


        • #5
          You guys have brought up some really good points. I'll pass this info along to the dev team. This is very insightful and the GM team is always striving to improve HoC. Thank you for your feedback.

          Comment


          • #6
            My concern with adding to the defensive portion of the game is that we end up with guilds squatting on castles all weak. The #1 guild sits in the Lapis Knight castle, #2 in Vortigern, etc. Or, maybe one of the factions is strong enough that it takes and holds all of the 6* and maybe most of the 5* castles and just sits there for the rest of the week.

            To be engaging for a week of play we want to see castles taken by one faction and then taken back by another in waves.

            So overall I'm concerned about giving rewards for occupying a castle for a given length of time, and possibly even for successfully defending it. I still prefer to roll in rewards for taking castles in the next event, see how that plays out, and then consider defensive rewards in the following event.

            Rosen

            Comment


            • #7
              You guys talking about a guild reward. But i didn't read that anywhere up. Can't remember there where guild rewards after last cs. *600k is nr 1 atm. So there is another way to get those points. Greets, gunz4hire/warface
              *Bors-26 / excaliber-90

              Comment


              • #8
                Originally posted by G4H View Post
                You guys talking about a guild reward. But i didn't read that anywhere up. Can't remember there where guild rewards after last cs. *600k is nr 1 atm. So there is another way to get those points. Greets, gunz4hire/warface
                *Bors-26 / excaliber-90
                600k individual score

                Comment


                • #9
                  Okay.. The blonde was talking again.. 60k. Sry that i made it a messy reply.

                  Comment


                  • #10
                    Originally posted by Rosencranz View Post
                    My concern with adding to the defensive portion of the game is that we end up with guilds squatting on castles all weak. The #1 guild sits in the Lapis Knight castle, #2 in Vortigern, etc. Or, maybe one of the factions is strong enough that it takes and holds all of the 6* and maybe most of the 5* castles and just sits there for the rest of the week.

                    To be engaging for a week of play we want to see castles taken by one faction and then taken back by another in waves.

                    So overall I'm concerned about giving rewards for occupying a castle for a given length of time, and possibly even for successfully defending it. I still prefer to roll in rewards for taking castles in the next event, see how that plays out, and then consider defensive rewards in the following event.

                    Rosen
                    But a guild can only Occupy one Castle at a time, no more.....am I missing something here?

                    Comment


                    • #11
                      Originally posted by G4H View Post
                      You guys talking about a guild reward. But i didn't read that anywhere up. Can't remember there where guild rewards after last cs. *600k is nr 1 atm. So there is another way to get those points. Greets, gunz4hire/warface
                      *Bors-26 / excaliber-90
                      Last time around for Guild Ranks: 1st = 15 SS's, 2nd place = 10 SS's, 3rd place = 5 SS's for all guild members. This stacked on top of any individual rank rewards. It's suspected the same will occur this time around, though no official info has been posted.

                      Comment


                      • #12
                        Originally posted by Kabam_sp4zrocker View Post
                        You guys have brought up some really good points. I'll pass this info along to the dev team. This is very insightful and the GM team is always striving to improve HoC. Thank you for your feedback.
                        please help me man

                        Comment

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