Point 1:
I am a player who played in s66. I am hoping the quality of the battleground in wartune can be improved.
Just 2 days ago one of the low level player sent me a pm and his words hurt my feeling. He said I must be feeling "very big" by owning players lower than myself. But he do not understand, I am just able to own him because I am pressing levels in a level 30 Battleground. I would be totally asame like him when it comes to level 40 Battleground - there would be no one I am able to defeat at level 40 Battleground at all.
It is not that I prefer to pick on lower level players, I do that without much choices on my hand. If you do not try to get some honour before lvl 40, it will be even harder for you to obtain honour once you level up to 40. While my guild are mostly consist of 50s and 60s, I do not have the guts to ask for a participants as a low level player like myself to enter the Guild Battle, that would be a very selfish request. Either own others now or get owned later, it is just as simple as that.
As the rewards for the honour (for medals), overides the importances of the winning or losing of the game, many do not care a bit about the match winning or losing. They just aim to be a MVP or trying to get as much honour as they could. This make matches lose its meaning, but becomes a one man show event which the stronger keep owning the weaker.
When I am playing Battleground, I could just go for maximum honour gain but I do not do that. I picked to take off all the Guardians, Gryphons and Knights in the opponent base so my team would have a higher point in winning the game. Fighting with the Knights especially took me a lot of time and need me to waste 200 points after defeating it, which I could have trade those time and those points by keep on owning lower level players and gain more honour and perhaps I could obtain the MVP title by myself.
I select the winning of the team over the gain of the total honour I could gain in the game, because I care about those low levels in my team who can mostly only obtain their honour through gathering crystals, that's why I felt a bit hurt when that player sent me a pm and said I must be feeling very big or so on, while what I had been doing so far I did care about the low level players in the game.
But that is not the point here, the point is effort should be done to make the battleground more balance a bit. When you are introducing a level 30 player with 5k BR in a match together with a 15k BR above, that means there is something wrong with the structure of your game. You could argue by saying the lower level players could play for the winning of the team, but the fact is -- no one is playing for the winning or losing of the match. They just keep hunting honour that is.
So there is eventually nothing for the lower level or lower BR players to play in your match at all. Get owned in level 30 Battleground, and get owned again in level 40 Battleground. When players feel meaningless in playing your matches, they blame for starting into the server late, and quit the game. You prevent that to happen by keep on launching new servers. Eventually by doing this, you are just telling people that your game is only "playable" if only you join the server early when it is launched, if not, it would be great disadvantages to join late.
So what I am predicting here is, the amount of registered player in all of your servers, only reach the high peak at the first few days of server launching. Afterwards the players join the server are (most probably) will be quitter in the end. So the amount of "real" and "solid" players in your server, can only be measured in the first few days of the server launched.
The reason is pretty simple. For those whom the mindset to spend balens in your game, why do I need to spend in a late joined server? I would rather spend in a new server which I join at the date it is launched. That would make me spend lesser and all the balens I spent, would worth more. I could play for fun and just spend when a new server launched. Is that correct?
So eventually the players that spent in your game are hugely separated in all of your different servers. And you need more servers to support just a few real balen spending players -- which contribute to another reason -- your items sold in game must be high enough in order to support your expenses.
It does not need to be this way. 100 servers are just way too many, not to mention so many servers in such a short time, how long just Wartune is being introduced to the world? We have a local saying in my place:"Anything that is over the limit, will collapse in the end." For an amount of over 100 servers, even maintenance alone, will be a huge headache for you.
Point 2:
So my idea here is, if we are going to make this battleground more fun to play, firstly, we must get rid of the idea that the purpose that players only play Battleground, is only to gain honour. As long as everyone is playing only for themselves, teamwork will never exist in Battleground and when there is no teamwork, there is no fun. And left only suffering is the low level players who only can put their hope into the high level players in their team and hope them win the match for them, and when the high level players in their team do not care about that, then these groups of low level players are just -- a group of plain sad players, who participate Battleground only to suffer.
For the "pattern" of level 30 Battleground, I can tell you that the only factor that could distribute to the winning of the match is simple to understand -- Enough high level mages who can do good aoe damage+heal themselves in the game. Since level 30 Battleground, is another view of an "immature battleground", which low level players who just enter your server and reach level 30 in 2days time, are competing with those who press their levels for a month or so. There is no way they could win, and thus Mages play the only factor to win in the game, by keep on killing low level players in a fast speed with their aoe skills and slow down the gaining of the carts returned.
For level 40 above Battleground is more likely a mature battleground, but unfortunately it is even worse. This is a battle ground which Dryad blessing lost its function because you do not limit the levels in the match. For level 30 Battleground, the limitation on levels is between 30-39. For level 40 Battleground, it is just level 40 above. That means a level 40 player can meet a level 60 or 70 players in the game, and this is just plain sad. I have met a lot of players that choose to play Wartune in a manner which they do not care about leveling. They just stayed at 39 forever and keep pumping their stats and owned the newbies whenever they feel they want to play the game. When you are having this kind of players in your game, that would be not healthy for you because imbalance creates complains, and complains creates disastifactions and disagreement of the game you are offering to them.
What I am proposing here is, setting a waiting space which all players get in and do not distribute them to their team yet. Depends on their BR, levels, and classes type, modification should be made so both team can be balanced up. For example, we should not have too many Mages on a side in BG, because aoe skills is what that matters in Battleground -- those who killed fast slow the gain of carts and win the match. When teams are balance in all areas, there is only real competition exist.
One of another way of making Battleground more balanced, is by copying your own Guild battle style into the Battlegrounds. Players who won the match gets to assigned to a higher difficulty of Battlegrounds, and higher Battlegrounds have more juicy rewards since what consisted there would be real players that plays the game instead of afkers or alternates. And final Battlegrounds have to be played from the first, or the rank dropped or so on.
Getting out of the Battleground is a joke. We should not let that happen. For players who gets in and gets out eventually as they like spoiled the game. One person leaving means wasting another 14 players time if that contributes to the losing of the match. Either play it or leave it, as long as your matching system work more balance, you would not need to offer the freedom for players to leave the game. Players leave your match simply because you do not have any matching systems that works in Battleground game, that's all it means.
By setting an awaiting space before the match start, we can assign players into rooms of matches for a more balance team gameplay. How many rooms for matches are necessary? That can be decided by obtaining the numbers of players in the awaiting room.
However, balancing the game will mean nothing, if you do not get rid of the idea that players only play for themselves in Battleground -- honour hunting for the medals. In order to create an environment which will encourage the players to play for their team to win but not for themselves, the type of rewards have to be rethought because in this case, it is the rewards that drives the players into their directions.
Point 3:
For another matter, honour gain is way too high in Guild Battles. When Guild Battle is being introduced, I never expected that it would offer honour for the players. I expected that it would offer something for the building for the Guild instead. A stronger guild with some "functions", or "rewards" will offer the players of the same Guild with more benefits in the battle, for example? That is what I thought it would be. For what purposes you offer honour as a reward type in this matches, honestly I have no idea why would you want to do that.
The honour set by the different rank is just too.. I would say not very nicely designed. When you need to introduce a huge amount as part of the calculation in reaching a new stat, that simply means the calculation done is not enough. For example, why would you want to introduce a heavenly-like figure for such as 10k, 20k, 100k honour points for the next new level, which the low level honour just a few thousands? Because the ways to obtain honour in your game is simple. Just make it interesting or harder to gain the honour, better than just introduce a huge amount in order to reach the levels. That makes the progress of earning honour too dull, or impossible to reach for those who can't play the game everyday. And when stress, many would pick to quit the game.
Point 4:
When I am playing your game, I am trying to think how to get my character better and faster. No offence, in the process of playing the game, I have noticed your game has eventually a lot of failed elements included in your game. Why would I say that, the reason is simple. A lot of items in your game does not mean a meaning at all.
There are eventually 2 main sets of gears you are introducing to the game. 1) Arena set, 2) Dungeon set that offer Rage, 3) Random purple set with no other benefits.
And the only set players are using in your game, is Arena set.
Imo, Dungeon set that offers more rage does have its purpose, but it purpose can't be properly displayed.
As differences of the skills in the 3 different classes you had introduced, it is not hard to notice that, there is always a pick of skills that works more beneficial towards as an entire team (some proly only for the purpose of dungeon though), while one skill works as a heavy damage dealer. But these "teamwork skills", requires rather a lot of rages. So these Dungeons sets are initially designed with the purpose of activating these skills, but in the end, the truth is no one is going for the dungeon sets. The only set that exist in Wartune, is only arena set. From the way how you are increasing the gaining of insignias for the players in your matches and events due to players complains, this is the same as telling that you had given up the design of the game and admit it as a failure. You offered too many insignias to the players until it destroyed a very good design of you game, that is really a waste imo, that is really a waste.
Many of your awesome designs do not even have the chance to show its bright under the sun because many players quit before they reach the high levels to discover that. But you can't blame them for that. You are offering way too many works to be done (daily), too much suffering to be endured (in BG daily), that no one would play a game only for the meaning to suffer, they play to enjoy.
What I am thinking is perhaps you do not realise, but this is a very brilliant design of the game. It is a very good design, but poorly pick of choices in handling unexpected events. It does not need to be this way. You are dealing it way too impatient with the thoughts of wanting to expand the games servers in godspeed without considering much, and it ends up this way. The modifications you are making now are getting more and more out of control from what the original design has been planned to be earlier.
I am quite interested in Wartune as the long I played the game, the more I feel this game has a lot of potential that it can be much more fun and playable for the game in the new century. The original designs of the game structure is brilliant, but the implementations moved away from its path, correct me if I am wrong, but this is the way how I see the game have been. I am interested in offering to improving the game, but that makes me very unfair as I am offering my ideas while gain nothing in return. If I were to be involved in the game modifications and improvements, I wish to be officially participated not as a virtual gamer who talks in the forum, but a part in a real development team, that is one of the reason why I took the time to make a long post. If you are interested in my ideas, I hope I could be offered a communication between us, if you feel my opinions are worth it of course, if not then just forget about it.
I am a player who played in s66. I am hoping the quality of the battleground in wartune can be improved.
Just 2 days ago one of the low level player sent me a pm and his words hurt my feeling. He said I must be feeling "very big" by owning players lower than myself. But he do not understand, I am just able to own him because I am pressing levels in a level 30 Battleground. I would be totally asame like him when it comes to level 40 Battleground - there would be no one I am able to defeat at level 40 Battleground at all.
It is not that I prefer to pick on lower level players, I do that without much choices on my hand. If you do not try to get some honour before lvl 40, it will be even harder for you to obtain honour once you level up to 40. While my guild are mostly consist of 50s and 60s, I do not have the guts to ask for a participants as a low level player like myself to enter the Guild Battle, that would be a very selfish request. Either own others now or get owned later, it is just as simple as that.
As the rewards for the honour (for medals), overides the importances of the winning or losing of the game, many do not care a bit about the match winning or losing. They just aim to be a MVP or trying to get as much honour as they could. This make matches lose its meaning, but becomes a one man show event which the stronger keep owning the weaker.
When I am playing Battleground, I could just go for maximum honour gain but I do not do that. I picked to take off all the Guardians, Gryphons and Knights in the opponent base so my team would have a higher point in winning the game. Fighting with the Knights especially took me a lot of time and need me to waste 200 points after defeating it, which I could have trade those time and those points by keep on owning lower level players and gain more honour and perhaps I could obtain the MVP title by myself.
I select the winning of the team over the gain of the total honour I could gain in the game, because I care about those low levels in my team who can mostly only obtain their honour through gathering crystals, that's why I felt a bit hurt when that player sent me a pm and said I must be feeling very big or so on, while what I had been doing so far I did care about the low level players in the game.
But that is not the point here, the point is effort should be done to make the battleground more balance a bit. When you are introducing a level 30 player with 5k BR in a match together with a 15k BR above, that means there is something wrong with the structure of your game. You could argue by saying the lower level players could play for the winning of the team, but the fact is -- no one is playing for the winning or losing of the match. They just keep hunting honour that is.
So there is eventually nothing for the lower level or lower BR players to play in your match at all. Get owned in level 30 Battleground, and get owned again in level 40 Battleground. When players feel meaningless in playing your matches, they blame for starting into the server late, and quit the game. You prevent that to happen by keep on launching new servers. Eventually by doing this, you are just telling people that your game is only "playable" if only you join the server early when it is launched, if not, it would be great disadvantages to join late.
So what I am predicting here is, the amount of registered player in all of your servers, only reach the high peak at the first few days of server launching. Afterwards the players join the server are (most probably) will be quitter in the end. So the amount of "real" and "solid" players in your server, can only be measured in the first few days of the server launched.
The reason is pretty simple. For those whom the mindset to spend balens in your game, why do I need to spend in a late joined server? I would rather spend in a new server which I join at the date it is launched. That would make me spend lesser and all the balens I spent, would worth more. I could play for fun and just spend when a new server launched. Is that correct?
So eventually the players that spent in your game are hugely separated in all of your different servers. And you need more servers to support just a few real balen spending players -- which contribute to another reason -- your items sold in game must be high enough in order to support your expenses.
It does not need to be this way. 100 servers are just way too many, not to mention so many servers in such a short time, how long just Wartune is being introduced to the world? We have a local saying in my place:"Anything that is over the limit, will collapse in the end." For an amount of over 100 servers, even maintenance alone, will be a huge headache for you.
Point 2:
So my idea here is, if we are going to make this battleground more fun to play, firstly, we must get rid of the idea that the purpose that players only play Battleground, is only to gain honour. As long as everyone is playing only for themselves, teamwork will never exist in Battleground and when there is no teamwork, there is no fun. And left only suffering is the low level players who only can put their hope into the high level players in their team and hope them win the match for them, and when the high level players in their team do not care about that, then these groups of low level players are just -- a group of plain sad players, who participate Battleground only to suffer.
For the "pattern" of level 30 Battleground, I can tell you that the only factor that could distribute to the winning of the match is simple to understand -- Enough high level mages who can do good aoe damage+heal themselves in the game. Since level 30 Battleground, is another view of an "immature battleground", which low level players who just enter your server and reach level 30 in 2days time, are competing with those who press their levels for a month or so. There is no way they could win, and thus Mages play the only factor to win in the game, by keep on killing low level players in a fast speed with their aoe skills and slow down the gaining of the carts returned.
For level 40 above Battleground is more likely a mature battleground, but unfortunately it is even worse. This is a battle ground which Dryad blessing lost its function because you do not limit the levels in the match. For level 30 Battleground, the limitation on levels is between 30-39. For level 40 Battleground, it is just level 40 above. That means a level 40 player can meet a level 60 or 70 players in the game, and this is just plain sad. I have met a lot of players that choose to play Wartune in a manner which they do not care about leveling. They just stayed at 39 forever and keep pumping their stats and owned the newbies whenever they feel they want to play the game. When you are having this kind of players in your game, that would be not healthy for you because imbalance creates complains, and complains creates disastifactions and disagreement of the game you are offering to them.
What I am proposing here is, setting a waiting space which all players get in and do not distribute them to their team yet. Depends on their BR, levels, and classes type, modification should be made so both team can be balanced up. For example, we should not have too many Mages on a side in BG, because aoe skills is what that matters in Battleground -- those who killed fast slow the gain of carts and win the match. When teams are balance in all areas, there is only real competition exist.
One of another way of making Battleground more balanced, is by copying your own Guild battle style into the Battlegrounds. Players who won the match gets to assigned to a higher difficulty of Battlegrounds, and higher Battlegrounds have more juicy rewards since what consisted there would be real players that plays the game instead of afkers or alternates. And final Battlegrounds have to be played from the first, or the rank dropped or so on.
Getting out of the Battleground is a joke. We should not let that happen. For players who gets in and gets out eventually as they like spoiled the game. One person leaving means wasting another 14 players time if that contributes to the losing of the match. Either play it or leave it, as long as your matching system work more balance, you would not need to offer the freedom for players to leave the game. Players leave your match simply because you do not have any matching systems that works in Battleground game, that's all it means.
By setting an awaiting space before the match start, we can assign players into rooms of matches for a more balance team gameplay. How many rooms for matches are necessary? That can be decided by obtaining the numbers of players in the awaiting room.
However, balancing the game will mean nothing, if you do not get rid of the idea that players only play for themselves in Battleground -- honour hunting for the medals. In order to create an environment which will encourage the players to play for their team to win but not for themselves, the type of rewards have to be rethought because in this case, it is the rewards that drives the players into their directions.
Point 3:
For another matter, honour gain is way too high in Guild Battles. When Guild Battle is being introduced, I never expected that it would offer honour for the players. I expected that it would offer something for the building for the Guild instead. A stronger guild with some "functions", or "rewards" will offer the players of the same Guild with more benefits in the battle, for example? That is what I thought it would be. For what purposes you offer honour as a reward type in this matches, honestly I have no idea why would you want to do that.
The honour set by the different rank is just too.. I would say not very nicely designed. When you need to introduce a huge amount as part of the calculation in reaching a new stat, that simply means the calculation done is not enough. For example, why would you want to introduce a heavenly-like figure for such as 10k, 20k, 100k honour points for the next new level, which the low level honour just a few thousands? Because the ways to obtain honour in your game is simple. Just make it interesting or harder to gain the honour, better than just introduce a huge amount in order to reach the levels. That makes the progress of earning honour too dull, or impossible to reach for those who can't play the game everyday. And when stress, many would pick to quit the game.
Point 4:
When I am playing your game, I am trying to think how to get my character better and faster. No offence, in the process of playing the game, I have noticed your game has eventually a lot of failed elements included in your game. Why would I say that, the reason is simple. A lot of items in your game does not mean a meaning at all.
There are eventually 2 main sets of gears you are introducing to the game. 1) Arena set, 2) Dungeon set that offer Rage, 3) Random purple set with no other benefits.
And the only set players are using in your game, is Arena set.
Imo, Dungeon set that offers more rage does have its purpose, but it purpose can't be properly displayed.
As differences of the skills in the 3 different classes you had introduced, it is not hard to notice that, there is always a pick of skills that works more beneficial towards as an entire team (some proly only for the purpose of dungeon though), while one skill works as a heavy damage dealer. But these "teamwork skills", requires rather a lot of rages. So these Dungeons sets are initially designed with the purpose of activating these skills, but in the end, the truth is no one is going for the dungeon sets. The only set that exist in Wartune, is only arena set. From the way how you are increasing the gaining of insignias for the players in your matches and events due to players complains, this is the same as telling that you had given up the design of the game and admit it as a failure. You offered too many insignias to the players until it destroyed a very good design of you game, that is really a waste imo, that is really a waste.
Many of your awesome designs do not even have the chance to show its bright under the sun because many players quit before they reach the high levels to discover that. But you can't blame them for that. You are offering way too many works to be done (daily), too much suffering to be endured (in BG daily), that no one would play a game only for the meaning to suffer, they play to enjoy.
What I am thinking is perhaps you do not realise, but this is a very brilliant design of the game. It is a very good design, but poorly pick of choices in handling unexpected events. It does not need to be this way. You are dealing it way too impatient with the thoughts of wanting to expand the games servers in godspeed without considering much, and it ends up this way. The modifications you are making now are getting more and more out of control from what the original design has been planned to be earlier.
I am quite interested in Wartune as the long I played the game, the more I feel this game has a lot of potential that it can be much more fun and playable for the game in the new century. The original designs of the game structure is brilliant, but the implementations moved away from its path, correct me if I am wrong, but this is the way how I see the game have been. I am interested in offering to improving the game, but that makes me very unfair as I am offering my ideas while gain nothing in return. If I were to be involved in the game modifications and improvements, I wish to be officially participated not as a virtual gamer who talks in the forum, but a part in a real development team, that is one of the reason why I took the time to make a long post. If you are interested in my ideas, I hope I could be offered a communication between us, if you feel my opinions are worth it of course, if not then just forget about it.
Comment