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Improvement Strategy to Injury System

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Jormungandooo

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Re: Improvement Strategy to Injury System

PostThu Feb 13, 2014 2:34 pm

1st
Deep Blue wrote:injuries will never ever diminish the AP cost. Why? in one word: abuse. People trying to get the perfect injuries (im talking about the malus ones) to squeeze as many points as possible. I would love a necromancer with -DAM, -ACC or a crane with -WIL so i can squeeze in another skeleton warrior. Also the fact that you are adding another RNG element to the game, imagine people whining: omg i can't get this injury i want!! Not very realistic that you are hoping for "tactical" injuries.

2nd
when y know that y can get injury at y lvl5 legendary/elite unit u start to play wisely and stop using this unit as living sheald cause they have better stats and y can win when enemy need to focus them and if y win y risk that this unit will get injury
its prevent strategy like 4 PoB/2 golems ect. cause punishment is bigger than reward
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Neoman7741

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Re: Improvement Strategy to Injury System

PostThu Feb 13, 2014 4:58 pm

Trying to take advantage of a randomized system is just asinine. You would really have to put a lot of effort into doing this. The reason why new players are quitting so fast is because of the injury system being so rediculously luck based as is. Ap cost not lowering... Fine whatever you say, but any system can be manipulated. Like I said trying to do that with a random system is borderline full retard. No one wants to get injured, and if you made the beneficial ones come with risk then that makes sense to me.

Example: PoB Is injured, -1 will (vulnerable to fear) you have to wait 3 days for this guy to see if is heals naturally or you get a negative or positive outcome. 50% of people will heal it right away, 25% will buy a new one. 10% will heal and be fine. Of those getting negatives or positives, we will all know what they went through to get it. It's earned positive or negative.

It should be a 2 way slope though. If no ap reduction then no ap increases for positive effects. Mercenaries that have been around for a long time will be different from noob mercs.
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Jormungandooo

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Re: Improvement Strategy to Injury System

PostThu Feb 13, 2014 6:30 pm

i thing that y dont understand that we know that injury system now is invalid and punishing weaker players harder than this with positive win-ratio but we waiting for dev to balance it no destroying this idea is 1 of ideas that will destroy this system pernamently and give oportunity for cheating

about growing unit AP when unit lvl up if y dont wanna this y better prepare $ cause with advice like this game will be pay to win game
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Neoman7741

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Re: Improvement Strategy to Injury System

PostThu Feb 13, 2014 8:45 pm

Jormungandooo wrote:i thing that y dont understand that we know that injury system now is invalid and punishing weaker players harder than this with positive win-ratio but we waiting for dev to balance it no destroying this idea is 1 of ideas that will destroy this system pernamently and give oportunity for cheating

about growing unit AP when unit lvl up if y dont wanna this y better prepare $ cause with advice like this game will be pay to win game


I am not sure how you figure it will be a pay to win game, with changes like this. The game needs not only to fix weakness where it is found, but a good developer will turn it into a strength. If you want injuries to make ppl buy more units by having them feel that they got unlucky and now have to pay for it; gratz you just lost your player base bc it is a useless strategy that is counter productive. Most of my suggestions are for the theme of the game and making it fun, not just a noob stomp. Either improve on this, make it a strength or get rid of it all together.

It would really help if we knew the motivations behind such a system. If it were for a money sink. A better money sink would be having to renew the old weapons and armor of your mercs. Not throwing out random injuries that do exactly what you say you don't want; except with reverse logic.

The guy who has money to burn will make sure his guy are in tip top shape. If anything this is a built in manipulation of the system. While the person who prefers to not spend money or has less to spend will just suffer for it because he got unlucky. If he even chooses to continue to play, he will do so knowing he is a victim of a broken, random, and arse backwards system.

Do away with it or make it mean something. Cyanide Don't just stumble into the development room and say "oh well just mess with the percentages. Have players look at and say, "hey that's awesome my guy has one eye, but he has a bonus to will, I think I will pay to rename him." They become characters, not just models exactly like everyone else's.
Not "wtf I got screwed again. Why even have this".
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Jormungandooo

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Re: Improvement Strategy to Injury System

PostThu Feb 13, 2014 9:26 pm

If no ap reduction then no ap increases for positive effects
y dont see on this pay to win game i will buy lvl 5 paladin it will be better for start......cause cost 100AP like 1 lvl but have 2 skills this will be buling for player who dont buy units

If you want injuries to make ppl buy more units by having them feel that they got unlucky and now have to pay for it; gratz you just lost your player base bc it is a useless strategy that is counter productive

its manager no MMORPG where y exp y lvl90 paladin, warrior is warrior no y awatar when he die he is death and y looking for next to y company, no caress of them like glass vase
idea to 2 types of injury and heal them after 24-48h is nice but if he will pernamently death i will dont cry i think that coma is soft wersion of what they want to implement cause part of player will cry when they lost unit

and i say 2nd time injury system now is invalid and punishing weaker players harder than this with positive win-ratio but we waiting for dev to balance it no destroying this idea

PS. about items if i remember we will see item in future as 2nd mechanics to sink money
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Neoman7741

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Re: Improvement Strategy to Injury System

PostThu Feb 13, 2014 9:40 pm

Half the stuff you are posting makes no sense to the discussion. This about injuries not buying high lvl units, which is fine by me, why would I care what you spend your AP on if the developers do their job and balance the game.

Your posts are cryptic and hard to understand, I am not even sure what you are arguing for. You like the idea of theme, but you are arguing for a static system that punishes only. That's not good design period, and you will not attract players with it. If anything you push them away. If the argument is "it's for experienced players". That's a bad idea because its those players that will understand just how royally screwed they got by a game that 9/10 times with 2 equal players will results in everything on the board dying. Add to the experience with an injury system. The way it is even with tweaks is archaic, flawed, and just plain lazy design.
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