Too Strong

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Too Strong

Postby MagicalH0b0 » Thu Nov 24, 2011 10:08 pm

I've started playing Vortex Wars since it started, and I have to say I really love the game. Everyone starts off equally and battles it off. And for the races, I actually earned my demons with shards. and the others is just a little boost.
But the whole increased unit cap is too strong. Once someone who has purchased that power up gets anywhere over twenty, they have the power to wipe out everyone on the map. This increases the urge for teams and what not. I love this game and all but after playing in a long game, and it's finally one v. one, and they place thirty or more units each time, there is an obvious power difference that no skilled player could over come.
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Re: Too Strong

Postby Norman Bates » Thu Nov 24, 2011 10:28 pm

I've thought for a while now that this was a problem that nobody gave enough attention too. Instead of 10 for the first upgrade and an extra 10 to make 40 overall overall for the next upgrade, it should have been 5 for the first upgrade and another 5 for the next to make 30 overall. This would have been much fairer, but it is much too late too fix.
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Re: Too Strong

Postby BelgarionRiva » Thu Nov 24, 2011 10:55 pm

I thought for a long time that the +10 +10 upgrades only worked on the reinforcements once all your units were filled to 8... >_> I was very surprised at the power I had when I had 40 units per turn. :shock:
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Re: Too Strong

Postby MagicalH0b0 » Fri Nov 25, 2011 12:26 am

Yeah man, I'm sorry to all those who did get it. But it makes the game rather unfair. It creates a giant difference between the haves and the have-nots. I mean just a +5 would of been a nice little advantage, a good reward. But a +10 makes it so you dominate the game
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Re: Too Strong

Postby BelgarionRiva » Fri Nov 25, 2011 12:58 am

Try to play on smaller maps until you can buy the upgrade.... If you're playing an 8 player game with 40 territories, every player will have on average 4 territories before fights begin. Upgrades will not come into play, unless a player already has 20 areas, and at that point, he has probably already won...
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Re: Too Strong

Postby MagicalH0b0 » Fri Nov 25, 2011 1:12 am

I didn't start playing the game to have a great advantage or disadvantage. It was fun because we were all the same, and all had the same opportunities. It also gave people a chance, I mean. If someone was left alone in a game, he'd still only have a 20 unit supply, and we'd still have a chance to get back in the game
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Re: Too Strong

Postby Joriom » Fri Nov 25, 2011 1:32 am

And you know what guys? I would gladly see 3rd and 4th or even 5th upgrade.

Why? They were designed when XXL random maps were the biggest. On such maps, with 8 players (which is standard procedure I suppose?) it gave you advantage of only few units if you even managed to get over 20 areas at the beggining. In late game it would ofc make you a winner against non-upgraded player (that enforced "kill-upgraded-guys-first" strategy). When two guys made it to the end it would probably end up with a draw if both of them had 40+ regions. 'Cause of upgrades it was still possible to "reduce" enemies territory to have superior reinforcements .

And present day? UMM (User Made Maps) with 150+ areas (and they can go up to 250!) can still end up with a draw (and are most likely to!) How so? You can try to cut player with 80 regions, but what's good about that? He will still get as much units as you! Player with 180 regions is as strong as one with 70. That's a fact and many of my games were draws cause of "boring ending" when none of us could take a lead.

That's why I would gladly see upgrades, even up to 100 u/t (units per turn). You can earn those upgrades with your wins or generate some revenue for Lopdo. If you don't have upgrades just don't play maps bigger than XL (~60 regions?)
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Re: Too Strong

Postby BelgarionRiva » Fri Nov 25, 2011 3:42 am

good point jorim...
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Re: Too Strong

Postby Ratburntro44 » Fri Nov 25, 2011 4:21 am

Joriom wrote:They were designed when XXL random maps were the biggest.


I would like to point out they were designed when XL was the biggest, making your point even more valid.
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Re: Too Strong

Postby Bladesam » Mon Nov 28, 2011 5:10 am

I agree with Joriom, but only to a point. Let's say that we had a max cap of 100 units per turn. It would mean that that player would have complete reign over whoever he/she played. Yes, I understand the point that others will have the option to get to that level too, however, it will completely ruin the game for guests. Unless they want to solely play smaller-scale maps, they will have no chance of winning a game. An extra 10 units makes a huge difference in games won already. Let's think if people decide to play on the 250 territories maps and limit them to 3 people, all three players could get to about 80 territories before being forced to attack anyone else. Quite obviously, a player will all the upgrades will almost certainly win the match if the other two only had a couple of the upgrades.

Note: I see the value of having the extra units and how it could open the game up more to serious players. But it would make the game too one-sided to those players too. I've played other games where the bonuses/upgrades/achievements/whatever which the higher level players have so completely offset the game that it isn't fun for players who just started or who do not pay for a game. (Whether by choice or if their parents/guardians will not allow them.) I caution the admins, mods, owner(s), or anyone else who has a say in the updates for starting down this path. I, as a player, have been turned off by games that are so offset and refuse to play some of them anymore for the reasons mentioned previously. I do not want to see this game to go that way too. If other people are like me, (and I'd like to think that many are) they could be turned off too.

I hope that this may allow more discussion on this topic, and that it would help future dicision-making.

~Blade
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