edwardvulture
Member
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quote:
I think that hiding losses has actually enhanced competitiveness. Previously, many players who lost sleep over their win/loss ratios chose not to PvP at all for fear of lowering them. Now they can play for the sheer fun of winning without anxiety. Great point! I started playing my CH again right after losses got omitted. ofc, I'd still like the "battle tracker" idea I came up with that would give players the choice to completely erase any trace of their losses and track win %' achievements. Also, competitiveness in a pvp will always go down when player count goes down as well, simple as that. Because of the new changes to the war, a casual player like me won't even participate in the war anymore. quote:
This was the first sacrifice made to keep the player base. (referring to adding tiered rewards and removing the flat reward for the war) I'm pretty sure the player base got even lower. It basically took the incentive away from casual players to participate in the war because 150 influence is such an easier number than whatever it is now. A lot of updates have killed off casual players. It starts with balance, 1 or 2 build options for every class simply isn't enough to keep players who want to see non-repetitive strategy and variety. Even casual players desire those things, I really don't get the difference between grinding for wins and competing in this game. Competition should require deep thinking and adaptability but most builds people use have been done before and nothing unexpected happens. It has gotten to the point where I can predict my opponent's moves with 80% accuracy for the majority of the battle even after not playing for a really long time.
< Message edited by edwardvulture -- 8/3/2014 18:11:36 >
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