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Balanced way to improve badge hunting
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Rasanova
Joined: Wed Apr 21, 2010 9:38 pm Posts: 499
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A lot of people don't like the way that badge hunters are pretty much farming low level players, and think the 40% system is too much.
What if it worked exactly the way it is now, except add a percent chance of actually winning a badge, based on level difference? For example, attacking the same level as you gives you a 100% chance of success. Lower it by 1% for each rank, so hitting somebody 15 levels lower only gave an 85% chance of a badge. It could go the other way too, add a 1% chance per level of getting an extra badge when attacking higher levels.
An alternate version of this, which would scale better at all levels, would to base it on the % of level difference. If I attack somebody 25% lower than me, I only have a 75% chance of winning the badge (and so on.)
_________________ The poster formerly known as Headless
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Fri Feb 18, 2011 4:34 pm |
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mojo311
Joined: Tue Jun 08, 2010 3:47 pm Posts: 2180
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What if you are one of the top ranking players?? Then what you just never get any. You would be punished for being a high ranking player. Thats like saying that if I attack anyone that is 16% lower than me I will have a 0% chance of getting a badge. That means that I will only be able to attack like 20 players in the game. Including those who are in my legion. It is hard enough for us to get them because of traps and just the lack of players that are there for us in that range.
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Fri Feb 18, 2011 4:59 pm |
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xXxEccoxXx
Joined: Mon Dec 13, 2010 1:13 pm Posts: 291 Location: Somewhere off the coast of Dominican Republic
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i have to agree with Mojo here, you'd be surprised how many players there ARE around your level compared to those at the higher levels.
the higher your level the more range you get, sure, but what if the next person is 70 lvs below you? the only way then is for someone to alert that player to you, even then thats not going to guarantee you a badge if you pass over the 40% benchmark, so even though higher players do have an advantage ( albeit a small one ) the scale of which they can cover is useless if they can't target anyone.
whereas with lower level players there's almost always something/someone to hit as there is always going to be new players and people leveling quicker than you.
_________________ Leader of SSA (Shayfield Shadow Alliance)
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Fri Feb 18, 2011 5:08 pm |
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Caleth
Joined: Tue May 04, 2010 5:10 am Posts: 98
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mojo,
His idea isn't bad, it needs tweaking though to accomodate people like you in the 700's versus people like him who might only 200-300. It's clear that Dan instituted the 40% range so as not to screw people like you. The problem is people like you have a tendancy to be able to smash right through people like the OP.
If his idea worked off a bracket system based on say 100 level increments it might work better for both sides. If you were encouraged to fight people within 150-200 levels of you over people within 200-300 levels it might make people on the bottom end feel less beaten on.
Two things as the system stand right now someone who is level 700-800 needs to hit people no lower than 420-480. That's a huge level gap, even assuming that you put every rank point into decks instead of attack or defense, you've got a monster advantage on your hands. There is essentially nothing someone 300 levels lower can do to you but get crushed. The current system seems to encourage that. As it stands someone at lvl 420 can still be hurt badly by you even if you hit their KVT, it just takes more energy.
If instead of encouraging higher levels to farm the bottom end of their target list they had a better chance of getting badges from people who are a more even fight less people would be upset.
So if people were classed into brackets of 100 with a 10% drop per bracket below them that would be a 70% chance on a player 40% below you still better than one in two but you take a ding for skimming the bottom of the limit.
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Fri Feb 18, 2011 5:55 pm |
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mojo311
Joined: Tue Jun 08, 2010 3:47 pm Posts: 2180
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Caleth wrote: mojo,
His idea isn't bad, it needs tweaking though to accomodate people like you in the 700's versus people like him who might only 200-300. It's clear that Dan instituted the 40% range so as not to screw people like you. The problem is people like you have a tendancy to be able to smash right through people like the OP.
If his idea worked off a bracket system based on say 100 level increments it might work better for both sides. If you were encouraged to fight people within 150-200 levels of you over people within 200-300 levels it might make people on the bottom end feel less beaten on.
Two things as the system stand right now someone who is level 700-800 needs to hit people no lower than 420-480. That's a huge level gap, even assuming that you put every rank point into decks instead of attack or defense, you've got a monster advantage on your hands. There is essentially nothing someone 300 levels lower can do to you but get crushed. The current system seems to encourage that. As it stands someone at lvl 420 can still be hurt badly by you even if you hit their KVT, it just takes more energy.
If instead of encouraging higher levels to farm the bottom end of their target list they had a better chance of getting badges from people who are a more even fight less people would be upset.
So if people were classed into brackets of 100 with a 10% drop per bracket below them that would be a 70% chance on a player 40% below you still better than one in two but you take a ding for skimming the bottom of the limit. That could make more since however I would just like to point this out to you. Many players over the rank of 400 are outstanding players. Regardless of who they are. If they made it that far then they are something to look up to as far as the game goes. Now these players 400+ are all pretty close together as far as fighting skills go and the ones who know they can't take on much larger players avoid them at all costs. However I have met many players in that range that can fight any other player in that range because of many different things. Its not like we can just farm these players they have many traps and they do know what they are doing when it comes to fighting against or back a target. I have seen players ranking 400 take out players in the 600 - 700's. Its just how they go about doing it. It also has a lot to do with your legion. Many legions mass attack now for badges. In order for this to happen then they need to have the player on the news log. The only way for that to happen is if the player is first attack to start with. Most players ranking 150+ have traps and use them. So it is hard to get a kill on a player off the battle tab alone. You can't really farm anyone like that unless they attack you first and why would you use time manips on one person anymore when you can use it to hack another player off the battle tab and just keep going till you hit a trap. If by farm you mean just getting one of each disable, raid, hack then I'm sorry but that is not farming another player. That is just getting the badges you need and moving on. If you don't like it then put on more traps or put on more cloak. I have all ready been disabled myself from a higher ranking player then he raided and hacked me as well. That doesn't mean anything just that he was trying to get his badges. He caught me when I was off line and there was nothing I could do about it. Not only that but if it bothers you that much you all ways have the choice to alert them to your legion and mass attacking them back. They could only really alert one maybe two of you depending on how much you attack back so in the end not to big of a deal. You get him back and he may get a few of you back. And again as long as you have traps you can bog a player down all day if you do it right.
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Fri Feb 18, 2011 6:16 pm |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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also if you DONT get the badge the first disable around, and somehow find that player again (say by an alert) then you truely WOULD farm them until you get a badge. i personally do not like this idea. i like the 40% difference on the battle tab, and im fine with higher level people coming after me.
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Fri Feb 18, 2011 7:20 pm |
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Caleth
Joined: Tue May 04, 2010 5:10 am Posts: 98
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To mojo,
When I said farming I meant scraping the bottom of the level gap to enable easier hunting so you could still wade through people even if they hit you with a KVT. I've seen lvl 700-800 people with 9-10k in attack. I don't know if that was with buffs on or not, but even at 10% they could hammer on stealth build ships. Also I didn't mean for this conversation to be seen as a personal attack I used you a lot in my last post so if it came off as directed at you personally I appologize.
Now I will admit I don't understand the 400+ metagame, I'm only 280 atm so there may be aspects of how available things are or the resources you can accumulate that change the outlook of the game significantly. I also think both of our outlooks on things are skewed by the legions we are in. Most high level legions just say well alert him and tag team the guy hitting you. That works when the majority of the legion is able or willing to help, but when the average player in a lesser legion could only hit you for a few dozen damage and you hit them back for a few hundred or more most people wont do it. They also fear that higher level coming back and hacking the bejesus out of them to take planets. It might not be a reasonable fear but low levels have so few decent planets and so little way to protect them they are scared of losing them.
The issues I'm bringing up are problems not directly related to the badges issue but they all are related. In addition if this game is to be made viable in PVP traps need modification but this also is an issue for another thread. Traps as they exist now are not conducive to a healthy PVP enviroment.
To Venko,
I'm not sure what your getting at, as there is a 12 hour cooldown on a person. I was assuming if this system was implemented it would be a refinement of the current one.
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Fri Feb 18, 2011 7:47 pm |
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Rasanova
Joined: Wed Apr 21, 2010 9:38 pm Posts: 499
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mojo311 wrote: What if you are one of the top ranking players?? Then what you just never get any. You would be punished for being a high ranking player. Thats like saying that if I attack anyone that is 16% lower than me I will have a 0% chance of getting a badge. That means that I will only be able to attack like 20 players in the game. Including those who are in my legion. It is hard enough for us to get them because of traps and just the lack of players that are there for us in that range. No, what I was getting at is that if you attack somebody 16% lower than you, you'd have an 84% chance of getting a badge. Make it a straight percentage thing, like the current targeting cap, and you would always have at least a 40% chance. Don't take my provided numbers as gospel... The intention is a scalable system that rewards even fights over easy targets.
_________________ The poster formerly known as Headless
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Fri Feb 18, 2011 8:10 pm |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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Headless wrote: No, what I was getting at is that if you attack somebody 16% lower than you, you'd have an 84% chance of getting a badge. Make it a straight percentage thing, like the current targeting cap, and you would always have at least a 40% chance. you can only get one badge every 12 hours. however, if you DONT get the badge and your fighting an alert, your more likely to disable the player twice or however many times it takes to get a badge. farming is when you constantly disable a player weaker than you just to build up your stats. and this percentage thing encourages it or at least makes it seem like farming.
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Fri Feb 18, 2011 8:43 pm |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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Vekno wrote: Headless wrote: No, what I was getting at is that if you attack somebody 16% lower than you, you'd have an 84% chance of getting a badge. Make it a straight percentage thing, like the current targeting cap, and you would always have at least a 40% chance. you can only get one badge every 12 hours. however, if you DONT get the badge and your fighting an alert, your more likely to disable the player twice or however many times it takes to get a badge. farming is when you constantly disable a player weaker than you just to build up your stats. and this percentage thing encourages it or at least makes it seem like farming. +1
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Fri Feb 18, 2011 8:47 pm |
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mojo311
Joined: Tue Jun 08, 2010 3:47 pm Posts: 2180
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Vekno wrote: Headless wrote: No, what I was getting at is that if you attack somebody 16% lower than you, you'd have an 84% chance of getting a badge. Make it a straight percentage thing, like the current targeting cap, and you would always have at least a 40% chance. you can only get one badge every 12 hours. however, if you DONT get the badge and your fighting an alert, your more likely to disable the player twice or however many times it takes to get a badge. farming is when you constantly disable a player weaker than you just to build up your stats. and this percentage thing encourages it or at least makes it seem like farming. This is true and I can tell you know that I would do this. I'm sorry but if anything this would just make the farming of smaller players even worse because plays who would fail would just keep trying till they get it. it wouldn't bother them any because they are still getting the kill points for it as well.
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Fri Feb 18, 2011 8:49 pm |
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Rasanova
Joined: Wed Apr 21, 2010 9:38 pm Posts: 499
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Vekno wrote: Headless wrote: No, what I was getting at is that if you attack somebody 16% lower than you, you'd have an 84% chance of getting a badge. Make it a straight percentage thing, like the current targeting cap, and you would always have at least a 40% chance. you can only get one badge every 12 hours. however, if you DONT get the badge and your fighting an alert, your more likely to disable the player twice or however many times it takes to get a badge. farming is when you constantly disable a player weaker than you just to build up your stats. and this percentage thing encourages it or at least makes it seem like farming. That's a good point, but I think in most cases people who are responding to alerts are likely to hit multiple times regardless. Most farming of lower level players is going to happen from the battle tab, and once you hit somebody they are gone from view. (unless they hit back, of course - then you get to try again for a badge.) This would still reduce targeting weaker players.
_________________ The poster formerly known as Headless
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Fri Feb 18, 2011 11:07 pm |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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as mojo said, its still a kill and they would be targeted regardless. i feel the same way.
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Sat Feb 19, 2011 1:21 am |
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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Here is my take:
have badge costs be 10 times higher, then have disables at your level be worth 10 badges. For every 4% higher the opponent's level is, you are rewarded 1 extra badge. (with 20 badges for anyone over 40% your level) Conversely, every 4% lower their level is you get 1 less badge. (with no badges for anyone mare than 40% under your level)
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Sat Feb 19, 2011 5:44 pm |
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