Better PVP with New Critical Hit Formula
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SuperStar
Joined: Fri Nov 18, 2011 5:46 am Posts: 285 Location: NOT on Spotify
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I think the OP has the right idea to slightly tweak the Crit-hit system. But beyond that (as other people have suggested) would be tantamount to nerfing the entire PVP system, which I would not agree with. Why? Because all systems have loopholes. The folks that "discovered" the SSB strategy found that loophole, and it works for them. But if the deck-based damage formula was overhauled, it would mess up all those people, but not completely solve the problem, because ANOTHER LOOPHOLE would be discovered. There are a lot of smart people that play GL and are always looking for an edge. So, that edge would eventually be found out, then reported to the forums, then would spread like wildfire. (Lather, rinse, repeat).
So, +1 for changing the Crit-hit system to make it easier to PVP. But -1 to anything beyond that.
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Tue Sep 09, 2014 4:27 pm |
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Pongoloid
Joined: Fri Dec 28, 2012 3:54 am Posts: 988
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Thank you for laying that out, DarkMar. While I used to be opposed, I no longer have a problem with single hit "vaporizations" of other players on a lucky shot. If a rank 3000 is going after a rank 200 who's been alerted... well, that's probably what should happen. The alerted rank 200 can always choose to stay down or let their disables be zeroed 
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Tue Sep 09, 2014 4:34 pm |
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DarkMar
Joined: Sun Feb 12, 2012 2:27 pm Posts: 1220
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personlay I think a 100 hits = 500 energy minimum for a kill using critical hits to kill your target would be fair
that would still give the player some time to repair and put up a defence if he is online and if you are hitting a huge build, you can proberly do it in less then that anyway
my consern here is, if a rank 3000 player can simply kill a rank 500 ship with one 1 hit, some of those players will leave the game the present dammage cap and the posibility to go SSB give them a bit of ptotection from that
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Tue Sep 09, 2014 5:36 pm |
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Pongoloid
Joined: Fri Dec 28, 2012 3:54 am Posts: 988
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Quote: my consern here is, if a rank 3000 player can simply kill a rank 500 ship with one 1 hit, some of those players will leave the game the present dammage cap and the posibility to go SSB give them a bit of ptotection from that
Realistically, how often is a rank 500 player going to go up against a rank 3000? If they are getting hit by a rank 3000 they had to have done something to get alerted in the higher ranked player's legion. Highest rank a 3000 can see normally is 1800, and no way 1 hit is gonna vaporize that 
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Tue Sep 09, 2014 6:09 pm |
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DarkMar
Joined: Sun Feb 12, 2012 2:27 pm Posts: 1220
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not often, more or less only on legion alerts or if they steal a planet
but I have had my fair share of low rank players complaning that you should only hit ships your own rank, instead of picking on ships 100-200 ranks below your own rank when I was doing PvP around rank 600 to 800
but the rank 900 to 2.000 I'm hitting now rarely complain I do see a few extreamly bad rank 1000'is ships from time to time, where a 30K critical hit might be enougth to kill them
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Tue Sep 09, 2014 6:37 pm |
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Golgotha
Joined: Sun Oct 02, 2011 4:14 am Posts: 541
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Pongoloid wrote: Thank you for laying that out, DarkMar. While I used to be opposed, I no longer have a problem with single hit "vaporizations" of other players on a lucky shot. If a rank 3000 is going after a rank 200 who's been alerted... well, that's probably what should happen. The alerted rank 200 can always choose to stay down or let their disables be zeroed  Lol. I had given up reading the post and skipped forward till you said that. Made me go back. It would certainly solve the invincible level 200 problem. Still reading it as complaining that the attack score should not exist because others have a higher score, and may have used gp though. However, the idea about the powerful effects of arti stacking is a more.. reasonable.. concern. I suggested once that artifacts get less effective over time once, such as over 100k hull durt brackets add 8 instead of 10. At 200k they might add 6, etc. Not saying its a good idea, but if your problem is artifact bloat, fix that problem, not poo poo a suggestion based on the fact damage is based on attack. Superstar, i feel your pain. Damn all those peeps that spread the word about ssb ships. Hahaha. But i think that fearing that any changes might have a loophole is a poor reason not to go forward, as mistakes can be patched but stagnation kills. Ironic given i do not think the damage cap system should change, but thats because it is too core, too many follow on effects to manage. Tweaking crits is incredibly simple comparativly
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Tue Sep 09, 2014 8:04 pm |
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Chade
Joined: Thu Jun 20, 2013 7:17 pm Posts: 298
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DarkMar wrote: my consern here is, if a rank 3000 player can simply kill a rank 500 ship with one 1 hit, some of those players will leave the game the present dammage cap and the posibility to go SSB give them a bit of ptotection from that
sorry, but unless the rank 3,000 ship totally sucks .. it SHOULD 1 shot a rank 500 ship.. come on there's 2,500 ranks difference there...
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Tue Sep 09, 2014 8:22 pm |
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Golgotha
Joined: Sun Oct 02, 2011 4:14 am Posts: 541
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Chade wrote: DarkMar wrote: my consern here is, if a rank 3000 player can simply kill a rank 500 ship with one 1 hit, some of those players will leave the game the present dammage cap and the posibility to go SSB give them a bit of ptotection from that
sorry, but unless the rank 3,000 ship totally sucks .. it SHOULD 1 shot a rank 500 ship.. come on there's 2,500 ranks difference there... The easiest solution i can think of is to keep the spirit ofthe idea while removing the ability to oneshot (which i believe dan specifically said he did not want at some point) is to make the critical hits not work against shields. It makes sense thematically - shields do not have a weak point like physical hull - allows a player to have a chance at defending themselves, but can still be overpowered via krionites if the defender is not good enough. Just the first thought to pop into my head though.
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Tue Sep 09, 2014 8:28 pm |
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Pongoloid
Joined: Fri Dec 28, 2012 3:54 am Posts: 988
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Golgotha wrote: The easiest solution i can think of is to keep the spirit ofthe idea while removing the ability to oneshot (which i believe dan specifically said he did not want at some point) is to make the critical hits not work against shields.
It makes sense thematically - shields do not have a weak point like physical hull - allows a player to have a chance at defending themselves, but can still be overpowered via krionites if the defender is not good enough.
Just the first thought to pop into my head though. I like it!
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Tue Sep 09, 2014 8:59 pm |
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DarkMar
Joined: Sun Feb 12, 2012 2:27 pm Posts: 1220
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Golgotha wrote: The easiest solution i can think of is to keep the spirit ofthe idea while removing the ability to oneshot (which i believe dan specifically said he did not want at some point) is to make the critical hits not work against shields.
It makes sense thematically - shields do not have a weak point like physical hull - allows a player to have a chance at defending themselves, but can still be overpowered via krionites if the defender is not good enough.
Just the first thought to pop into my head though. I like the idar that you cant get a critical before shield is down that would make shields more usefull theire is still the small problem that you can take shields out with Krionite Torpedos (Uses Left: 474) but in a fight vs a online player, that would still give him a chance to recharge shields to prevent critical hits Golgotha wrote: Still reading it as complaining that the attack score should not exist because others have a higher score, and may have used gp though. it was never meant as a complaint about GP players having high stats... they got those using options that are a huge part of this game but we just need to deal with the real isue here... with present AP production, my bedst guess is in less then 2 years we will have the first player with 1.000.000 unbuffed attack and it will proberly take most players not buying GP's 10 to 20 years to get to that... as I see it, we need to find the right ballance, where the GP players do get the advantages they payed for but at the same time, players not buying a few 1.000 $ worth of GP's still have a chance in PvP
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Wed Sep 10, 2014 1:39 pm |
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juiceman
Joined: Sun Aug 03, 2014 6:17 pm Posts: 2224
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Think the whole GP purchase is a side tangent to the main theme. From what i have gathered, many of the strongest ships have bought very little GP and have instead, through various means, collected great planets and built huge ap incomes. A ton of people 'buy' their mission planets just to save months of time and gain tons of AP over that stretch...i would dare to say MANY people have done that...ie its not a real big deal or unfair slant since so many do it.
As far as using GP for other things, exactly what unfair benefit does GP provide? You can buy seasonal items, sure...but so what. In a medium or long run those are a drop in the bucket versus to's , brackets, and xcells added to ships. Energy recharge?--knock yourself out. I accomplish that through engineers and good play style and ranking, but i don't care if you rank by buying your cubes. I could rank 100 times a day if i wanted with no cubes.
Pretty sure no one is buying thousands of terraformers , but hey, if they are, more power to them. All FB games are set up to where you can buy your way to some benefit. So it should be. You reward the game developer with cash, he rewards you with the shiny. But as far as pvp, i just don't see where GP purchases have helped anyone become super man....certainly not super duper 1.000.000 attack man..or even close.
That said , i think the crit hit modification would be reasonable and good. To play devil's advocate....if someone did spend all those thousands of dollars (cray cray), hey enjoy your super attack (which would only occur at very limited times due to rng).
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Wed Sep 10, 2014 1:58 pm |
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