MoreRidonkulous Topic- Kung Fu Knights, Arena Design issues. My reply to PenguinNinj
I think what MoreR is touching on, and is being rightly critical of, the game’s competing self interests of Reputation VS Level.
And the idea that getting 1 can cancel out the benefits of the other.
“I am obviously going to choose to attack those whom I…
show moreMoreRidonkulous Topic- Kung Fu Knights, Arena Design issues. My reply to PenguinNinj
I think what MoreR is touching on, and is being rightly critical of, the game’s competing self interests of Reputation VS Level.
And the idea that getting 1 can cancel out the benefits of the other.
“I am obviously going to choose to attack those whom I can beat and thus get the extra honor.”
This is true, in most common game design, isn’t it?
I mean, doesn’t that applies to lots of potential arena designs? Almost any game, where you can choose your opponents, has you pick on a weak target repeatedly. That’s just common sense to do, if the game lets you.
But should it?
Is it good game design to allow a person to attack 1 weak player repeatedly 15 times?
Can’t we think, that, there can be better arena game designs, and there can be worse arena designs, can’t there be?
I think there can be.
“do not actually lose anything other than perhaps statistical win-loss.”
That is another aspect, win loss stats.
What good are statistics then if a person can be put into a Fish In The Barrel situation, and be beat up 15 times a day (or more) by people who held BACK their rep? I would say MoreR’s criticism is about the flawed idea of reputation in the game. Which does contribute to very weird win/loss stats. (humongous loss records, but, is that player really a 60% loser? No, he just didn’t hold back his rep! Which seem counter intuitive to the game’s design of leveling and powering up)
“You are gaining arena challanges (which go towards some very nice beauty cards) without doing a darn thing to impede your leveling. You don’t lose honor so really, who cares?”
You also lose all slaves and will end up a perma slave. Which does lose you lots of EXP which does lose you levels and time. And Torture = Guild Prest Funds. Which is a pretty huge loss IMO. :/
Its not just arena losses, or honor, or time, its being slaved too.
“The only problem comes in when those challenges interfere with you wanting to launch your own. Bad timing there, but it happens.”
They should certainly try to minimize that issue if they can, the timing issue. Easy Fix IMO :) Just set the defender to a 4 minute stun timer.
That aspect of the arena = problem solved, if Webmmo / 9wee would do it. :)
“It’s a game… deal with it.”
IMO, it appears, he is dealing with it, and being critical of the game at the same time. I think that should be applauded. I’m just saying, I think it’s a good thing to want to change something that a person thinks is less than what it COULD be. I don’t know for sure, I’m just sharing my opinion on things.
“The solution is, as always, to improve your character such that nobody wants to challenge you. As such, it seems to me that the game design is working quite well…”
“as always” is right. However, there are many many MANY potential competitive arena designs where “getting stronger” is the “right solution”, are there not?
That does not mean, KungFu Knights asks “the question in the best way”.
In other words, I think MoreR asks the right questions in his postings. Is Reputation / Ranking not implemented wisely by 9wee / Webmmo? Could the Arena be structured better?
I think the answer is yes; There can be a better Arena Design.
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