Strength vs Perception
Chemical Chaos
After reading a couple of articles on strength and ways of possibly changing the division system to make it fairer and less dominated by the same people I had a different idea which I'm curious to whether people think it could possibly work (although I have no say on it ever getting implemented)
As it stands a lot of the divisions have some old players who are really strong compared with the division average either from using the XP blocker pack or the players who avoided fighting and only trained everyday to keep XP low which can mean new (or weaker) players don't have much of an opportunity to influence battles much.
I get the air battle system has changed this quite a bit as even the highest ranked Air players will only make say 120 or so per hit (maybe more I'm not sure) so even the lower ranked players have a chance to influence (after specialising for a week or so you could probably get to around 50 per hit)
Now to my idea, I feel perception could be introduced to give a bit of a twist to air battles. However there would be a twist, on any day you could train strength OR perception but not both meaning you couldn't be a specialist in both battle types easily.
I also think that this would shift the aerial battles away from the pack and EB buying players a lot more. This is because the players who tank a lot in both types of battles are generally high strength and wouldn't want to sacrifice this for perception (as there are more land battles) this would close the gap in Aerial battles
Apologies for the wall of text but please give your views below.
EDIT - I've just noticed the newspaper comments mission... I'd be grateful if we could get beyond 25, Thanks
Comments
not bad but you must adapt your proposal: admins must earn RL muni first.. if current system work they wont change anything... who cares about non paying players anyway? 😃
Ah but the paying players will have to pay a little more to be able to damage in both types of battles, if the non paying players can do more damage the ones that pay have to pay more to beat them
But yes as you say this game is all about money so it'll never be implemented
if you still didnt notice.. some idiots dont care about throwing bunch of RL muni away just to get an useless Bh and some Votes on main feed.... 😛
Aye some of those people spend a serious amount of money... pretty sure some have spent my weekly salary on single campaigns lol
They can always make up some new pack 😃
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I'm commenting because I'm reading an article from someone who I remember as being a pretty awesome guy.
I like the idea in principle, but I have an unnerving feeling that it will only give Plato the idea for another p2w pack - the Training Pack, which will allow pack buyers to train in both every day and thus increase their advantage over us mere f2p mortals even more.
Or is that me just being paranoid? 😉
Good idea.
The idea is interesting, but it doesn't solve the problem those players, who will come some years later will be unable to catch up with those who started training earlier either in strenght or perception.
The game is beyond repair
Agree with above but good idea all the same.
v + s
The problem is that new lesser players see the ubers and say 'oh my gosh' that would take me forever to catch up'. The issue isn't just that it's compounded over time, it's that they were always going to put down more muhoney every day, more than you'd ever consider reasonable. So they reset the entire system, and they'll already be pulling away from day 1, then it's just time to compound that to the current state.
So unless the lower skilled player is actually dumping in insane amounts to refill health couple hundred times a day, there's no point in complaining, because there IS something you can do, spend money. Will it cost you more than the current uber skilled player who started 10 years ago? Sure, but that's there benefit for paying all this time, so that something exists today for everyone else to moan about.
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