Given the recent changes that were made to PVP, I wanted to check in and discuss their impact, as well as what mitigations can be made to make improvements.
Why were changes made?
There were two main reasons:
First, the biggest issue we were trying to address was the practice of intentionally bubbling friends/alliance mates. The issue with this strategy is that there was no counter play, and it created a situation where if you weren’t doing this, you couldn’t compete on the leaderboard. Any strategy that can’t be defeated is inherently unfun for all those participating.
Secondly, prior to the change, 100% of important PVP was fighting other players’ bases. While this should remain the foundation of PVP, Platoon versus Platoon fights should still matter.
What was changed?
As listed in the patch notes:
Intentionally bubbling an alliance mate will now result in Infamy loss.
This is self explanatory. If you’re abusing damage protection mechanics to protect a friend, you should have to pay for that
Voluntarily leaving damage protection results in a cooldown
Again, this is self-explanatory. If you choose to leave damage protection, you shouldn’t be able to immediately re-enter an invulnerable space
Destroying an enemy platoon gives Infamy
The goal here was to make it so there are sources of Infamy outside of just players’ bases. Platoon versus Platoon battles are more fun, and it makes the World Map more dynamic and interesting. We were afraid of it being exploitable, however, so we did this:
We removed inflation from Platoon versus Platoon battles. In normal PVP battles, an average of 75% of the Infamy gained is from inflation inherent with the formula. By removing this, all platoon battles are zero-sum; sitting around with friends attacking each others platoons will result in no Infamy gain. It also means that if you attack an account’s platoons with 0 (or close to) Infamy, you’ll gain nothing. This stops you from “farming” low level platoons of a friendly, or alt, account.
What went right?
Instances of friendly bubbling are down slightly. This is moving in the right direction. In addition, PVP activity has increased, which is again a positive change.
What went wrong?
We made two mistakes:
This post should’ve been made sooner; and
The cooldown of 5 minutes is not long enough.
What will we be doing about it?
We will be increasing the cooldown of 5 minutes to 10 minutes immediately. This will take effect today. If that isn’t enough, we’ll keep bumping it up
We’ll monitor the rate of Platoon versus Platoon infamy exchange. If it’s too high, we’ll lower it
Please let me know if you have any questions, comments, or concerns!