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Easy fix for AR

Successes net you the aether the enemy spent to lose to you.

Asked by Allin1 month ago
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Answers

You spend aether to fight a match.
If you get a defense success, you get nothing for it at all.
What would be an easy fix would be to just have the aether spent to fight you, be added to your total should your defense team win.

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You're basing your logic on the assumption that a defense success doesn't give you anything. This is not true.

A defense success gives you 80 aether (because this is what you would have lost in case of a failure). This is why it is important to maximize the probability of the first defense of the day being a success.

Now, if you are arguing that you should get something for EVERY single successful defense, then I disagree. Because then the total score would be completely out of your control. This system would randomly benefit those who have good defenses AND were attacked more times in the same period of time.

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>You're basing your logic on the assumption that a defense success doesn't give you anything. This is not true.
I mean, youre wrong, I can look at my defense wins and plainly see nothing changes when I get a success.

>A defense success gives you 80 aether (because this is what you would have lost in case of a failure). This is why it is important to maximize the probability of the first defense of the day being a success.
See above. Losing loses 80 lift, usually. Winning does nothing.

>Now, if you are arguing that you should get something for EVERY single successful defense, then I disagree. Because then the total score would be completely out of your control. This system would randomly benefit those who have good defenses AND were attacked more times in the same period of time.
The 20 hour rule could just apply to wins too, because at the moment, successes mean nothing unless the only defense you had that way was a win, in which case you simply didnt lose any lift, getting lucky.

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You got the 20 hour counter that prevents you from losing lift more than once in a 20 hour period, the same could be applied to getting aether from teams that lost to your defense.

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I agree with pretty much everything you said. And I don't think the op's solution really works. It would be dependant on people actually battling you but that is pure chance and is a cause for more imbalance.

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That's the flaw the op failed to consider in their fix. Whether or nnt you get attacked is pure chance, and makes it more based on luck than anything else.

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There's some merit to this point.

It's a mode where percentages matter. Very little to nothing is 100% despite being able to bring five raiding parties, especially as we need to start making decisions about what gets upgraded first, defensive fortress or offensive, which side gets extra members first, and it's all a balancing act. And having an AI defend is definitely not 100%. Player skill, too - whoever makes better plays, better investments, and better reads of the meta will do better in the long run, not necessarily in one or two seasons. So a little variance in this area is definitely tolerable.

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Maybe. But my question is, this is a fix for WHAT problem? I mean, are you sure that there is a problem with the current scoring system?

I would say that there would be a problem if there was no incentive to get defensive wins. But there is... and the impact of having a good defense is actually very high in the top tiers. Not so high in the middle tiers, and none at all below tier 11. I do think that this is a sound system at first glance.

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I think you are misunderstanding how it works. If you get a success (or a failure) you are immune to losing lift for 20 hours. The counter will not reset during this time, but it's still important to maximize your chance of the first defense of the day being a success.

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I don't think you actually know what you're talking about, but since I dont know exactly when my success and the following failure happened I can't prove you wrong.

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At first I thought it worked as you say, but it doesn't. Without timestamps I can't prove it either, but this is what I have observed:

00:00 - Season Starts, there are still no attacks
00:01 - SUCCESS - 0 lift
00:02 - FAILURE - 0 lift (within the 20 hour period)
20:00 - SUCCESS - 0 lift
20:02 - FAILURE - 80 lift (the 20 hour period, counting since the attack that originated the grace period, expired. The success 2 minutes earlier doesn't matter. You will be immune again for the next 20 hours though)

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See, and I've also thought that the rematch function is weak when they might be sitting on a 20h immunity so if their defenses are a joke because they overinvested in offense, I wouldn't be able to punish them anyways.

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