Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The thing is that we actually tried giving rewards to both players, but no matter what we did, bad-apples would keep coming up with ways of simply mindlessly grinding and not caring about winning. We tried using a hueristic to estimate player effort and determing the award by that - didn't matter. We tried to make the reward based on the number of moves/casts the player did - didn't matter. Here's a user quote I remember: "Oh, I get gold anyway, so I just match and cast randomly." The thing we discovered is that if we reward a player for doing something, they will do it. If the a person isn't playing to win, then it's not as exciting for their opponent. So what is the answer? Well, you can't lose everytime, right? We have rating/rank based matching so your expected win rate does reach an equilibrium even if you aren't improving. However, move speeds (and ratings) increase with practice and therefore so does your winrate as your rating is catching up. Therefore, we can reward losses in a different way - by increasing rewards when you win. We actually have increased the win reward by 50% over the lifetime of the beta releases.
The thing is, you feel like it's a bummer, which you're totally justified to feel that way. I get it, and I'm not trying to diminish it. I'm only pointing out that we have put in a bunch of work in this area and have months of experimentation with how players react to various reward systems. No matter what we design, the end goal of the game is to feel good, have fun, and, of course, rage at times because your opponent must die.
I'm just waiting (since ~7min) in the "search for opponent" screen and got a question now !
How you think about a button to cancel the search or approximate time ?
And what you think about getting "Direct friend challenge" in "Up next:" category ? ^^
Since we released our first Early Access build, we learned a ton about how people play Ember Strike from both game history, and, most importantly, player feedback. We found that the core battle system needed quite a bit of work. We have a ton of changes in the works, and the bigger the changes, the more time it takes. At the moment, we are very well on our way. To give you an idea of how big of a change we're making - Each battle will have at least 15 minions on each side. Minions will be jumping from their pedestals and fighting from inside the board itself. It should be really really cool if we take the time to do it right. :)
Proof of the video in youtube: Не спаведливо! Мой Бао в ПВП бесполезен, почему?!!
https://www.youtube.com/watch?v=xXfa♥♥♥7QNk&feature=youtu.be
In PVP from Bao no avail! Do not knock the super hit anyone. Damages only shadow blaster.
When an enemy hits me Bao, the damage is huge! Why is it not fair! This is PVP, all must be of the same level !!