Subject
[Stub] New stats- Defense trophies and Attack trophies
New stats
Add two new stats, Attack trophies and Defense trophies.
Your attack trophies are solely based on your attacks. Your defense trophies are solely based on your defense. Your raid trophies are the two added together.
There are really two different activities here, raid attacking and raid defense.
Players can still trophy drop manually on attack and by setting weak teams on defense. By separating attack trophies from defense trophies we reduce some of the impact on low level attackers of manual trophy dropping by high level defenders.
Attacking Rewards
Attacking rewards stay the same. There is a Wanted Hero Mission Chest only for attack trophies. Yes, I also want a chest for defense, but some problems with retro fitting a game mechanic is game economy balance and individual response to incentives. If a player thinks chest rewards suck, giving them more chests ( see response to war chest ), or any randomized loot ( see response to Tourney loot ), or skewed loot tables ( see rare chests ), will not motivate them. Giving a different reward will motivate players not motivated by the previous reward. By adding a veritably of rewards ( guaranteed, small variance, large variance) more players can be motivated.
Defending rewards
Every time your defense team defeats an attacking team, you gain 1 recruit per X power of the attacking heroes and 1 world energy per Y power of the attacking heroes. There is a 10% chance of bonus rewards, that is listed separately from base rewards. Bonus rewards are +100% base rewards.
Variables X and Y are set weekly by a data mining algorithm and per defending trophy arena ( Bronze, Silver, etc.). Current values are displayed in the arena [?] menu.
As players attempt to optimize their defense rewards in each arena, the variables will self adjust.
Devs can tweak the algorithm until the desired impact is achieved.
Alliances and trophies
Alliances can choose Attack trophies, defense trophies, both trophies combined, team power of top five heroes or team power of top thirty heroes for the alliance’s minimum invite requirement.
My Personal Opinion
Click for ramblings of a sleep deprived individual who woke up, without an alarm, ten minutes before ATLANTIS RISING!!!
This has a low likelihood of implementation, but it does show some of the problems with updates to a MMO.
The impressive thing about alliance war is not how it was executed and rewarded but the intrinsic motivation. Many people like war because it lets them cooperate.
Rumors from Beta say Tourneys were fun because they eliminated a color, radically changing the raid dynamic. But without qualifier days, there is no way to test a defense since 3* Tourneys have twenty combinations alone ( no rule plus three rules times five possible color eliminations ). Tourneys as implemented have many flaws.
Maybe if Tourneys, and challenge events, were group based or alliance based ( see Notes ).
It would be interesting to implement Tourney style rules ( rarity, special rule, color elimination ) in a PvE situation. Challenge events already have a limited implementation with reflect colors.
Notes
Click for Notes
Group based
Group based would seem to be better since players could self select and would allow friends from different alliances to work together ( a totally new game mechanism).
Alliance based
Alliance based would be easier to code.
Intrinsic rewards
Unintended consequence
One of the Unintended consequence of war is rewarding my alliance for me dropping out until I can get better defense heroes. I have always prioritized Glass cannons and double healers. And I will continue to do this. But until I can get two different color 5* healers, the war matchmaking penalizes my involvement in war. My alliance started losing more wars when I raised ten heroes to 4*+1, but is now winning more since I opted out.
On a personal note, one of my intrinsic rewards is analyzing games. I have a ton of 3* training heroes because they are useful for testing Empires.
Incentives
FIN