"LukazAbMon;c-1651883" wrote:
"Kyno;c-1651877" wrote:
Yes a draw is the same as a defeat. X team was placed in your way on the path to glory, you didnt move them out of your way, that prevents you from getting the glory.
This is not an error, it is the point.
The point is to pit your team against another team, if you dont win, you lose. Just like arena. This is just a series of arena battles broken into zones.
If you cant beat the team, why should you get any benefit?
You either made a mistake in your team selection, execution, or opponent selection.
There is also a strategy to this too, where you place tanky hard to beat teams that will time out in the back. This startegy relies on the timer and you running your opponent out of power house teams in the front end.
Yes there will be no benefit at all. I offered solutions to the problem, and about the benefit I did not write a word! What benefit could there be? I mean not only his troops, but the enemy is also on his side will have the same position. That's easy to understand.
Maybe I'm misunderstanding.
"LukazAbMon;d-182881" wrote:
Is it wrong that after two draws, the defending units remain in place (albeit broken, but still), and forwards - disappear (although not was completely destroyed).
I offer 3 versions:
1st (I do not like) is to remove both groups after draws;
2nd (in my opinion the best) is to restore health points and protection of both units and return them to duty as if the fight was not;
3rd (also good, but in my opinion not the best) - after a draw, to extend the time of the fight for a few minutes, so that it was possible to complete this fight is a victory or defeat, not a draw.
Here is what I see:
1st suggestion - 2 teams go in, attacker cannot beat all 5 toons, but also will not be defeated in 5 mins.
This would end with both the attacking and defensive team being removed and I guess no points awarded.
- I lose a chance for points but get the advantage of not having to actually beat the team to get past them. If this was done and my guild completes the zone we get points for clearing the zone, even though we didnt.
2nd suggestion - 2 teams go in, attacker cannot beat all 5 toons, but also will not be defeated in 5 mins.
This would end with both teams being restored, as if the battle never happened, no points awarded.
- I couldn't win, but lose nothing. I get the advantage of basically playing with a team until I win for full points. The defense gets nothing for not letting me win, which is also an advantage for me. At any point in a match if I'm not going to win. I just let it time out to a draw and attack again, this is an advantage because i get to play only the match with the best RNG for me.3rd suggestion - 2 teams go in, attacker cannot beat all 5 toons, but also will not be defeated in 5 mins
This would lead to an endless timer
- You cant win within the time allotted for the game mode, so you get the advantage of extra time. The defense now loses the advantage of "getting points" that you couldn't beat, because you would lose points in this scenario in the current scheme.Any of the changes you are suggesting, dont fix a problem as much as they give even more advantage to the offensive guild. In all likelihood ending in more TW ties, due to less of the little point differences per match.
Part of the issue with any changes to the "draw mechanism" is that any player can force this to happen. This basically gives them an "out" to take should the match not go the way they want. This negates part of the points system which is what I keep referring to as a benefit.