Here are suggestions I made. Zening is considering some of them seriously, but no promises on any of them. If I see any I like I’ll mention them to him.
- Customizable level Limit. Two drop down boxes that let you choose the ‘min’ and ‘max’ level that players can be to join the game you’re creating.
- Stop discouraging new players.
I believe the best solution would be two fold.
1) Decrease the difference between: skills point received for a win, and skill points lost for a loss. At least so that the same thing happens in a 1v1 for level 10 as what happens in 1v1 for level 20, 30, etc.
2.) Then, drastically increase the amount of XP needed per level.
The goal being that someone with twice as many points as you have, hasn’t necessarily received twice as many powerful units and spells as you have received (which is now the case). THIS, imo, is the sole reason leveling is impossible without farming the low level players.
You can think of the way the game is now as a pyramid, the top player relies on there being some very high level players, who rely on there being several more high level players, who rely on their being a great deal more medium level players, who rely on there being a constant influx of noobs. In short, the total amount of XP of all players doesn’t really grow as a function of play time and play skill.
It may seem counter-intuitive at first, but Increasing the ease of gaining XP + decreasing the ease of gaining levels is what I believe would fix the problem.
|