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DG kill gold drop and level balancing

DG kill gold drop and level balancing

Runaway spiral of team dynamics

I think currently the game mechanics is a bit unstable in the regards that the winning team continue to win and the losing team continue to lose in death spiral fashion. This is due to the fact that, when there are skill difference between DGs of opposing team, the higher skill players can continue to level up and reap huge gold rewards by repeatingly kill lower level DGs very easily (due to better equipment and higher level). The monetary amount and experience gained does not drop with level difference. With the increasing gold rushing in, your DG is better equiped, your citadel is better equiped, you kill enemy DG easier; in the end this come to a runaway spiral that makes a slightly losing team harder and harder to regain dominance.

In addition, there is no reward in killing an enemgy DG that is 5 levels higher than you, you always end up running away from a high level DG and this isn't fun for both players.

I propose the gold and perhaps experience gained has a bonus or penalty base on the difference between your DG and enemy DG. For example, if your DG is 2 levels higher than your enemy DG, you gain 200 less gold than base level, 400 less for 3 levels, 600 for 4 levels so on and the minimum gold gained will never drop below 400. Converselt, if your DG is 2 levels lower than your enemy's, you get 200 more gold than the base level and so on.

The formula is (-n+1) * 200 where n is level of opponent DG - level of your DG.

 

5,502 views 33 replies
Reply #26 Top

Quoting Teseer, reply 18

If one person on the team makes a few bad choices early on and dies say...4 times before level 8 to one person, that person will be much more powerful (obviously)..
End of Teseer's quote
FOUR DEATHS BEFORE LEVEL EIGHT?! o.O

Anyone who dies even FOUR times in an entire GAME, without having a 1:1 kill:death ratio or better, was making mistakes. The winner of an RTS game is usually "he who makes less mistakes". 

Also kill aren't everything. I played a 2v2 earlier today, Rook and Regulus vs Rook (me) and Oak. The Oak player fed (3:7 kill:death at the end). I died once (2:1). The enemy Regulus had SEVEN kills. That's around 8k gold. Yet, we still more or less thrashed them. They couldn't break my tower line, and eventually I saved up 14k gold, and bought Angels, Catas and Giants all at once, ending the game in 5 minutes. If kills are so important, why did we win? 

 

Reply #27 Top

Not using the gold correctly? I can't tell ya, I didnt watch the whole game. I didnt say it was insta-win. I'm commenting on the advantage it gives you. I feel it's too big. If you don't agree, that's fine.

And yes, 4 times before level 8 is pushing it, but it was just an example. Plus once there is a feeder, game ending or not, a lot of people quit. Makes more hateful remakes, and so on.

Reply #28 Top

Well, people make hateful remakes, not the quitters. 

Yeh, I can understand feeders... Though it's kinda funny when a whole team feeds. lol.

I just find the amount of gold you get atm fine. I usually die at most 5 times in a game, and that's pretty terrible play for me (or someone else fed the enemy...). My average deaths per game is probably around 2, which is about 2000 gold, so you can see why I don't find the amount you get a problem. 

Reply #29 Top

At first i felt the gold gain was pretty high, but then there should be risks and rewards.

 

if the gain is minimal for killing a demigod, who would take the risk and rush into towers to kill one?! No one, and the game would become boring! After all its fun to upgrade stuff, and its not like 2-3 kills makes someone unbeatable, there are reinforcements, towers, teamates who can swing battles even if this guy isnt a good matchup for Your Demi god.

 

Game is fresh, seems allright, let it be for a month

Reply #30 Top

I was thinking about this a lot whenever I died when I just started playing the game, but recently I've realized we are Demigods and killing one surely isn't easy (or, at least, it shouldn't be, unless played by a clueless one) and should be rewarded properly.

All Demigods are strong. They are not built to die easily. By having a lot of reckless players, there are far more kills in game than I'd ever expect. (We were all newbies at one point.)

From my point of view, this game is about playing carefully - advancing slowly, being careful not to make a mistake and trying to exploit others' weaknesses. When I play against such players, kills are rare, unless one team is pushing real hard. And when does one team push really hard while being successful at the same time? When their team strategy is better in given match.

So, in matches with skillful players, kills are hard to get and they should be rewarded accordingly.

My whole theory is based around fact that, if played carefully, there won't be too much gold in a match from killing other Demigods (until one team is clearly winning, when it's too late for that gold to change anything).

Of course, more often than not, people don't play carefully.

Due to that, I would support getting just a little bit less gold during first couple of levels.

 

What worries me more is illogical base stats distribution for Demigods. Like, Rook having less armour than Regulus (!) and almost twice as low as Beast's. Just to mention that one. (Some damage and health distribution among Demigods doesn't make sense either.) I'd love that to be fixed first.

 

Then we can talk about the rest.

 

Still, I'd like to say the game is more than satisfying. It's great.

 

Reply #31 Top

I remember reading how they had some difficulty balancing generals with assassins because assassins always seemed better.  With 1k or more gold per kill, it seems to me like it should have been obvious why the generals had difficulty competing.  Since even now I can do a tower pushing build and it will push towers worse than someone who does a DG killing build and gets a four kills in, because that DG ends up so much stronger.

Reply #32 Top

Quoting liq3, reply 3
Well, people make hateful remakes, not the quitters. 

Yeh, I can understand feeders... Though it's kinda funny when a whole team feeds. lol.

I just find the amount of gold you get atm fine. I usually die at most 5 times in a game, and that's pretty terrible play for me (or someone else fed the enemy...). My average deaths per game is probably around 2, which is about 2000 gold, so you can see why I don't find the amount you get a problem. 
End of liq3's quote

With QoT I usually don't die, but my friend as regulus gets a little...confident with branbleshield when he shouldnt ;)

And yeah, the gold isnt a problem, but I'm seeing it from the point of view where you dont die. It just feels like after you get 3 kills, it becomes...really easy to win. 

Reply #33 Top

There is less feeding and more denying in higher skill level paly.  Both effects gold.