#Revised Multiplayer Idea.

3 messages · Page 1 of 1 (latest)

lunar sand
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Hello, Wanted to Improve Off Doremy's Idea.

So My Last Idea Wasn't Exactly the Best, So Here is a Better One.

Basically, Doremy Mentioned a System Were You Use "Defense" Teams controlled by the AI, while You Use Your "Offense" Teams Controlled by You to Attack Other Defense Teams.

The More Defense Teams You Defeat, the More EXP and Rewards You Get, Most Notably Seal and God Crystals.

I Wanted to Improve On That:

A: Make a Ranking/Matchmaking System that Pits Whales against Whales and F2Ps Against F2Ps.

The Purpose is To Ensure the Newbie who Just Rolled Youmu as Their 1st Character doesn't get Washed by the Whale who MLBed Hifuu Flandre with Incense Burners and WoSD Story Cards.

The Variables would ideally be How Many Characters you have, what rarity are they, are they MLBED, etc.

B:Just Remove Storycards Entirely, for the Sake of Balance.

Storycards May Be a Problem, Which Is Why I Propose to Just Remove Them Entirely. This Way, You Have to be Extra Careful with Which Characters you Use.

As per Doremy's Post, if Units from Your Defense OR Offense Team gets Killed, They Stay Dead for the Remainder of the Season.

C: Limit Epic, Relic, and Possibly Ultra Fes to Defense Team.

Another Idea, if the Storycard Ban Wasn't enough, Perhaps limiting the top Tiers to Be Defense would Make it More Fair.

It would encourage players to use the outdated characters More, but the success of this idea is dependent on HOW Well the AI Uses Game Mechanics.

That Should Be It. Any ideas?

twilit crypt
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A: punishing new players who just spent money for the game to put them with experienced ones, yea, bad idea. The whole purpose of ranking system in the games like these is literally to filter people with low tier friends from the OP ones. PVP in gacha games is literally a meta character check for that particular time.
B: less variety of strategy for PVP means making matches a no-brainer RNG
Also making units stay dead is also punishing for newer players + that would mean creating (a probably random since no story cards) defense team everytime it gets killed, which would probably we very quick. Also what if a high ranking player puts one decent team many people die against and they cant fight him because they keep losing decent units for him against others.
C: Not only punishing players for literally pulling for more advanced units but also making extremely advanced defense teams that are difficult to defeat with L1 units.

I have no idea why so many people suggest PVP in this game, it makes 0 sense. It would be literally meta check. Also how units that deal millions of damage would work here, how grazing would work, how unbinding skills, skills at all, how elements on shots, barrier breaks from defensive team, powered up spellcards. Player characters and enemies in this game arent the same, they are manipulated to have much higher stats and health than player and different elemental weaknesses and strenghts, also how they use their spellcards is different too, and most of enemy characters have like 1 elemental bullet line. How would that work in PVP since player characters have even 6 of them?

So many questions about mechanics since they dont fit this game at all

The only solution for this would be making it completely different than the entire game. Players being given special PVP characters for PVP instead of using own roster. Also being given story cards that are just weaker versions of original ones. IMO only that could ever work and not be hell to balance.

lunar sand
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That Is a Very Logical Move to Make. But That Assumes That Time is Taken to Invest to Make All the Changes You Suggest, Still Not a Bad Idea.