RE: Let's Improve The Brawling Experience Together!

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I like the idea of non-linear crown distribution, especially the version suggested by @kalkulus. And tbh I think changing that one aspect could improve player experience a lot and encourage guilds to move to higher tiers. I don't think there is enough dev time available to make huge changes, so it would be nice to get the most out of this one change.
The only drawback I can see is that ... it would be difficult to explain to average player how that "hyperbolic tangent" distribution works (but hey, it's not easy to explain current way either!).

Also I am not a fan of relegation system, the problem I can see that e.g. guild who has exactly X players to fill X frays will be forced to fill X + n frays and different levels of them. Sometimes guild is just not ready to advance even though that guild wins brawls in current tier. But maybe guilds would just adapt.

Great post overall, I hope we can find some consensus. I will definitely support the proposal.



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Thanks for your feedback!
After I got a lot of positive responses from different stakeholders I now contacted Yabapmatt directly to see where he stands on the matter and if he'd be willing to spare some dev time to make changes. If so, we can start working on the exact formula.
I do agree that it won't be super easy to explain how it exactly works but as you already said, most people won't understand how it's working right now either, so that shouldn't be an issue.

Regarding the relegation system - it certainly would need a lot of work and there are many questions that would have to be answered first. I still hope we'll see Brawl 2.0 eventually with a new system... that might be something for 2025 or later, though ;-)

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Yeah, I agree that hyberbolic tangent doesn't sound very nice :)
But I think the explanation problem can be solved by just providing a table with example payouts at different win percentages. This seemed to work for the sps multiplier, and that equation is way more complicated!

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