Board Thread:General Discussion/@comment-151.76.95.145-20130122144918

So I just got done typing up an email that I plan to send to the developers(hopefully it actually reaches who it needs to). This is a copy of it, and if anyone can think of any reasonable suggestions for it I can put those changes in before I submit it. It's a fairly long message.

Edit: I understand this does not address all of the concerns this game has right now, these 3 I believe should be fixed the quickest.

I am aware this email goes to a very general email address, so please forward this to Transformers Legends developers.

Dear Transformers Legends Developers,

I have 3 main concerns regarding the current PvP mechanics that I believe are vital concerns to the longevity of the game. Let me start by saying I am by no means some random new player trying to voice my concerns, I finished 3rd place in this recent event and am currently lvl 110. I've also got experience with other Mobage games and their mechanics plus experience with many other online games.

The three concerns I have are how Battle Point(BP) rewards are handled, how attacks are handled, and weapon abilities.

Battle Points(BP):

Currently the way BP rewards are handled appears to be calculated based upon how powerful your team is compared to who ever you're attackings team. I don't pretend to know the exact formula because that is handled behind the scenes.

The problem:

The current formula penalizes players for having a good team because it devalues the BP worth of those they are fighting. A growing trend now is to use your best 3 cards in the lead spots gaining 3x bonus, and 6 tier 1 cards in the lower slots (2x bonus). This increases the value of BP to be gained by as much as 10 times in some cases. With a really good normal team it is common to see people worth around 10 BP, with a rare few ones being worth about 30 BP. Using the previously mentioned method it increases BP values to the 100-200 BP range.

The solution:

Make BP rewards based only on the person's team, preferably just on the tier their cards are. Example; a person using all tier 4 cards would be worth say 200 BP, someone using all tier 3 would be worth 150 BP, all tier 2 would be 100 BP, all tier 1 would be 50 BP. Having a mix of different tiers would change peoples values to be in between those numbers.

How attacks are handled:

Currently 1 card attacks at a time, but when it hits, it damages up to 3 cards at a time.

The problem:

The previous problem actually lends to display how this system of attack is currently flawed. When using 3 powerful tier 4 cards in your 3x spots and 6 weak tier 1 cards in your 2x spot, the weak cards quickly die off, which then allows for your "big guns" to be the only thing able to attack. Fights in some instances are actually easier when using this method because you ensure your best cards are getting their attacks off.

The solution:

The solution to this is probably more difficult than my other concerns being addressed. Combat would need to be reworked, I can suggest two possible ways this can be done. The first would be to have all attacks first target the "front row"(2x bonus) guys and only damage them, leaving the 3x bonus guys unharmed until the front row is killed off. The other method would be to have attacks random hit any one other card on the opposing team, regardless of their location, but it must only be one card the attack hits.

Weapons abilities:

Currently weapons have 2 abilities on them, a pre-battle and a in-battle ability. First the in-battle ability seems to be bugged and never is used, however the pre-battle one is used during the battle, but that is not the concern of this topic.

The problem:

The two most popular weapon abilities that sway a battle are Triple Attack and Critical Hit. The problem with them is that they are far too powerful in their current state. If Triple Attack fires off during the pre-battle phase it can wipe out an entire team or severely cripple them. The same thing happens when the ability goes off during a battle. Triple Attack in it's current state can 1 shot each group of 3 card with a single hit going to each one. Critical Hit is a little less of a problem, since a lot of times a single hit can already kill an enemy group of cards, but when Crit Hit goes off it is just over kill and easily kills the enemy group of cards. Part of the problem with weapon abilities stems from cards doing too much damage for the weak defense given to cards.

The solution:

There are two possible solutions that I can see for this. The first would be to reduce the damage done by weapon abilities. The second, and what is probably better for the state of the game, would be to increase the amounts of defense cards have, or at least make defense more important than it is now.

I sincerely hope this email finds its way to the proper people and even more so I hope these concerns are addressed as I believe they are vital to the longevity of this game that has so much potential.

Thanks, Shaun ign: shaun101a 