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TOPIC | words about coliseum design philosophy
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given that the coliseum has been a hot topic what with the warrior's way event & the agility changes (which may not have worked out as intended, according to anectodal evidence), i figure now is a good time to discuss the coliseum as a site activity & the nature of player engagement.

i've chosen to make a thread on the topic of coliseum design philosophy- its place & scope as a site activity, the current eliminate meta, the impact of dodge as a system, and thoughts of consideration for a future revamp, in order to bring more visibility to what the playerbase's opinion is on the subject.

even if the following wall of text is inaccessible to read (approx. 9 min reading time; 2,5k words), i encourage you to share your opinion on the afromentioned topics, regardless of my original post. the more words, the merrier discussion.

-

///introduction

as it stands right now, the coliseum, as a site activity, is one of the primary means for players to gain wealth. the system requires player investment in three primary areas- time to actively play, study to know how to play, and attention to what's going on. currently, the amount of personal resource investment required for each, follows the list i wrote- most of all, it requires time, and least of all, it requires attention.

any game, be it turn-based (and especially turn-based, in fact) or otherwise, will inevitably have an optimized, min-max strategy, a most efficient tactic which creates the best ratio between player investment and system return. it is simply how people work when engaging with videogames that demand their time and attention, because people value their time and attention, and the game should respect that.

in order to respect the player engaging in any site activity, their experience should match their expectations. i do not go into the coliseum expecting to play a robust turn-based combat game which will challenge my skills. i go into the coliseum expecting to invest time in order to gain wealth within the larger system of the dragon pet site, using my dragons, by engaging with a mini-game, which is simple enough that it does not require the same amount of attention as a fully fledged turn-based combat game. this is essential, as i expect to be able to multi-task while engaging with the coliseum.

///the status quo

i expect this, because this has been the coliseum experience, consistently, for the entirety of the years i've been engaging with this site activity. it was this experience specifically, that made me interested in it to begin with. given that a coliseum revamp is going to come eventually, i think it's important to mention how changing extant systems to remove player power or playstyle choices almost invariably ends up creating a negative experience, scaling in severity proportionally to the time player power had been at a certain level, as well as the number of players relying on accessing that power within the system.

people are used to eliminate builds, they're used to having the ability to auto-pilot the coliseum if they so choose. the addition of keyboard controls made that even easier, and it was an absolute blessing; it increased accessibility, and was overall a good move from the developers, which increased player engagement with the coliseum, and thus, indirectly, with the site as a whole. to state the obvious, when developers make changes aimed at reducing frustration and increasing ease of use, player engagement and retention increases. of course, such changes need to be carefully measured for long-term impact, it is not as simple as applying every common suggestion; a balance must be struck between player desire, and game design concerns.

the increased accessibility and ease of use further cemented the primary use of the coliseum as a site activity- an accessible time-sink for players who wish to attain wealth. this is to say, now that eliminate builds have existed for years, they cannot in good conscience be taken away, as it would alienate a massive number of players. were a coliseum revamp to remove this playstyle altogether, the vast majority of players would be various shades of furious. it is to be expected- when an individual is used to requiring a certain level of investment for certain returns, and all of a sudden, the investment requirements skyrocket, while the returns stay the same... well, that's gonna be upsetting.

to give an example- currently the elder scrolls online community is expressing perhaps the greatest developer dissatisfaction it has ever had, as the developers have overhauled certain aspects of combat which drastically changed how the game plays, as well as reducing player power. needless to say, the feedback is overwhelmingly negative. people don't like it when the good things that they've become used to are taken away from them, plain and simple.

the coliseum can never have a clean slate, as it is a system that many players have engaged with over the years in a certain manner, cementing certain expectations. the developers should take the status quo in mind, rather than attempting to create a completely new experience. eliminate builds should never go away. they should always remain an option; and for the goal of making the coliseum more engaging and fun, there should be other options given that have rewards proportionately balanced around the status quo- the eliminate builds.

///complexity

however, the coliseum doesn't need to be only "an accessible time-sink for players who wish to attain wealth", completely revolving around eliminate builds. a future revamp should ideally give the players more options for playstyle expression, but this should absolutely not be done at the expense of the current meta playstyle; rather, in addition to it. this, however, would be a great challenge for the game developers.

if flight rising was to pursue creating an engaging coliseum experience by turning it into a robust turn-based combat game, they would need to invest a significant amount of developer resources in order to create a well-balanced, fun experience. given that the coliseum is merely one of many activities within the site, expanding the scope of its complexity does not seem like a justified or necessary investment, as the goals of the site presumably do not include providing a combat experience on par with stand-alone turn-based combat games.

i want to stress here that creating any sort of combat game that goes beyond rudimentary number-crunching and dice rolls, requires significantly more developer effort than most players believe it does. the coliseum, with the complexity scope it has right now, is well balanced between developer investment, and player site activity offering. it would be hard to justify attempting to overhaul its complexity.

///solutions

even if the flight rising developers were to invest into creating an experience that is actively hostile towards autopilot strategies on a design level, all it would accomplish is creating player frustration. because the majority of people who use the coliseum frequently will apply a most efficient tactic; and in time, will inevitably be able to execute that tactic on autopilot, through repetiton. not to mention the status quo point made above.

the simpler a game is, the easier it is to discover optimized autopilot strategies. i'd even argue that this is borderline necessary, in order to retain player engagement with the game. most players will quickly find the game boring if they feel their investment is disproportionate to the returns- be they in fun-having, or wealth-acquiring. expecting the coliseum to be something more complex than (or antithetical to) a minigame accessible for players who wish to play it on autopilot and multi-task, in my opinion, conflicts with the scope of this site activity.

however, in order to offer a broader and richer experience, i believe the best thing that the flight rising developers can do for the coliseum revamp would be to incentivize broader playstyles not by taking away power from min-maxed autopilot tactics, but by offering greater rewards to more engaging playstyles. i.e. if you want to play on autopilot, go level fodder in the mire. if you want to be engaged, take a fully leveled team to the highest level venue, and apply more complex tactics, thereby obtaining greater wealth through better loot, at the cost of needing to engage more meaningfully with the system, by investing more attention alongside time spent.

in order to achieve these, the development team would have plenty of questions to answer- how would these playstyles look?, where could the additional complexity be introduced?, how could the rewards be proportional, when considering eliminate playstyle's rewards?, how balance???, etc.; there are many design challenges that we could openly discuss, but going into such detail is beyond the scope of this thread. except for one thing...

///dodge

humans love consistency.
not removing dodge will not make players go to the coliseum less.
removing dodge, however, will make players have a better experience.

humans hate frustration.

dodge as a mechanic is one of those things that sneaks its way into nearly every game in existence, because it's one of the most basic means of avoiding damage; by moving within three dimensional space. not to bring broader game design talk into the mix, but attempting to apply a dodge system to a 2D, turn-based game, has never ended well when said dodge system was tied primarily to RNG.

while there is an AGI stat that one could invest into, it is known that it is largely irrelevant, as dodging is not completely reliant on AGI, thus there is no minimum AGI requirement to essentially remove dodge from the mix. and even if there was, unless it would be balanced around also being able to meet the required SPD & STR for the eliminate builds, it wouldn't be used. (note: try AGI15+ build)

i believe it is essential to offer the players the ability to never encounter dodges, whether by removing the system entirely, or by offering impactful build choices. it is also essential to strongly consider the status quo when offering player agency, balancing around current expectations, so as to avoid removing too much player power. as mentioned above, that never ends well, and is likely to tank the bottomline of player engagement with the game.

this site, as well as any entertainment form that involves players interacting, absolutely NEEDS players to engage with it as often and as loyally as possible. this is why things such as baldwin exist- it gives you incentive to check the site every half hour. and while you're there, you might as well engage with other parts of the site. for a healthy ecosystem, consistent & sustainable player engagement is essential.

player retention and engagement is best cultivated by keeping players happy. it is in flight rising's best interest to offer a pleasant & rewarding experience to as broad a player base as possible, through as many site activities as possible, accomodating a wide variety of playstyles and engagement level choices. the less frustration a player feels when engaging with a site activity, the better. dodges in the coliseum create frustration, not complexity.

///personal experience

here is a practical, anectodal example, of why drastically changing the status quo in a way that harms current playstyles would be a mistake & why removing player frustration points can lead to greater engagement.

personally, i frequently engage with the coliseum, exclusively to level fodder in the mire, because i can do this while i'm doing something else- such as watching a video. i do have to check the coliseum screen periodically, due to captchas and dodges. i understand the need for the former, and the latter frustrates me. my experience could be made better by removing dodge, whether completely, or by offering a balanced build choice that can be integrated within the current minimum requirements for the mire build to work.

regardless, this is the only way i engage with this site activity.
if a future coliseum change would make it so that i cannot engage with it in this manner, such as requiring me to always look at the coliseum, and think about what i'm doing, i would simply stop engaging with this site activity. in doing so, i would engage with the site less in general. no longer buying, training and exalting fodder; this leading to having less wealth, as well as less opportunity for organically finding dragons to collect; this in turn would lead to having less incentive to invest personal resources into the site; this in turn...

you see where i'm going with this.
for a positive impact, if dodge were to be removed, personally, i'd engage with the coliseum even more than i already do. like i mentioned before, i only do so when i have another activity which leaves my hands free; such as watching a video. sometimes, however, i simply am not in the mood to shift my attention to refresh the coliseum whenever i notice a dodge in my peripheral vision (this, crucially, being more disruptive than a captcha). therefore, i do not engage with the coliseum whenever i theoretically can, only when i have the patience & energy to deal with the frustration of dodges. i don't expect to never have to shift my attention; but i'd like it not to be frustrating when i have to do so.

the captchas, like the dodges, are a mechanism that draw my attention away; however, despite the fact that they can be difficult for somebody with vision impairment, they do not frustrate me like dodges do, simply and completely because they serve a very tangible & necessary purpose- to prevent scipting/botting. by having this quantifiable value, the captchas are different from the dodges. they're tolerable, and (arguably) fair, by virtue of their necessity.

-

///conclusion

in closing, obviously players have a wide variety of playstyles they enjoy, both within the larger scope of the site, and within the coliseum. for some, efficient collection of wealth is not a concern. i respect that, and i believe those players should have the option to engage with any and all site activities in a manner that fulfills their own priorities; just as well as players like me should have the option to engage in an efficient manner.

every player, regardless of playstyle, deserves to have a good, frustration-free experience, and it is the responsibility of the developers to assure this and maintain balance between the wide plethora of factors that influence their decisions. it goes without saying that this is a challenging endeavor, deserving of respect. as players, it is up to us to respectfully offer feedback based on our experience, in order to help developers make informed decisions.

my words & opinion are largely centered around my own experience & expectations, thus are limited by these factors. with this consideration in mind, i wanted to incite broader discussion on the topic, where players with different priorities are invited to express their own feedback & concerns.

///TL;DR:

1. remove dodge.
complete & universal removal right now, then reintroduce but allow the option for complete dodge mitigation through build choices in the revamp.
2. incentivize non-eliminate playstyles through greater rewards in both fun and wealth, but keep current eliminately playstyles viable, with their current investment/reward ratio.

let people be efficient if they want to be.
give people greater rewards for greater investment.
choice is good. ease of access is good.
frustrating game mechanics are bad.
given that the coliseum has been a hot topic what with the warrior's way event & the agility changes (which may not have worked out as intended, according to anectodal evidence), i figure now is a good time to discuss the coliseum as a site activity & the nature of player engagement.

i've chosen to make a thread on the topic of coliseum design philosophy- its place & scope as a site activity, the current eliminate meta, the impact of dodge as a system, and thoughts of consideration for a future revamp, in order to bring more visibility to what the playerbase's opinion is on the subject.

even if the following wall of text is inaccessible to read (approx. 9 min reading time; 2,5k words), i encourage you to share your opinion on the afromentioned topics, regardless of my original post. the more words, the merrier discussion.

-

///introduction

as it stands right now, the coliseum, as a site activity, is one of the primary means for players to gain wealth. the system requires player investment in three primary areas- time to actively play, study to know how to play, and attention to what's going on. currently, the amount of personal resource investment required for each, follows the list i wrote- most of all, it requires time, and least of all, it requires attention.

any game, be it turn-based (and especially turn-based, in fact) or otherwise, will inevitably have an optimized, min-max strategy, a most efficient tactic which creates the best ratio between player investment and system return. it is simply how people work when engaging with videogames that demand their time and attention, because people value their time and attention, and the game should respect that.

in order to respect the player engaging in any site activity, their experience should match their expectations. i do not go into the coliseum expecting to play a robust turn-based combat game which will challenge my skills. i go into the coliseum expecting to invest time in order to gain wealth within the larger system of the dragon pet site, using my dragons, by engaging with a mini-game, which is simple enough that it does not require the same amount of attention as a fully fledged turn-based combat game. this is essential, as i expect to be able to multi-task while engaging with the coliseum.

///the status quo

i expect this, because this has been the coliseum experience, consistently, for the entirety of the years i've been engaging with this site activity. it was this experience specifically, that made me interested in it to begin with. given that a coliseum revamp is going to come eventually, i think it's important to mention how changing extant systems to remove player power or playstyle choices almost invariably ends up creating a negative experience, scaling in severity proportionally to the time player power had been at a certain level, as well as the number of players relying on accessing that power within the system.

people are used to eliminate builds, they're used to having the ability to auto-pilot the coliseum if they so choose. the addition of keyboard controls made that even easier, and it was an absolute blessing; it increased accessibility, and was overall a good move from the developers, which increased player engagement with the coliseum, and thus, indirectly, with the site as a whole. to state the obvious, when developers make changes aimed at reducing frustration and increasing ease of use, player engagement and retention increases. of course, such changes need to be carefully measured for long-term impact, it is not as simple as applying every common suggestion; a balance must be struck between player desire, and game design concerns.

the increased accessibility and ease of use further cemented the primary use of the coliseum as a site activity- an accessible time-sink for players who wish to attain wealth. this is to say, now that eliminate builds have existed for years, they cannot in good conscience be taken away, as it would alienate a massive number of players. were a coliseum revamp to remove this playstyle altogether, the vast majority of players would be various shades of furious. it is to be expected- when an individual is used to requiring a certain level of investment for certain returns, and all of a sudden, the investment requirements skyrocket, while the returns stay the same... well, that's gonna be upsetting.

to give an example- currently the elder scrolls online community is expressing perhaps the greatest developer dissatisfaction it has ever had, as the developers have overhauled certain aspects of combat which drastically changed how the game plays, as well as reducing player power. needless to say, the feedback is overwhelmingly negative. people don't like it when the good things that they've become used to are taken away from them, plain and simple.

the coliseum can never have a clean slate, as it is a system that many players have engaged with over the years in a certain manner, cementing certain expectations. the developers should take the status quo in mind, rather than attempting to create a completely new experience. eliminate builds should never go away. they should always remain an option; and for the goal of making the coliseum more engaging and fun, there should be other options given that have rewards proportionately balanced around the status quo- the eliminate builds.

///complexity

however, the coliseum doesn't need to be only "an accessible time-sink for players who wish to attain wealth", completely revolving around eliminate builds. a future revamp should ideally give the players more options for playstyle expression, but this should absolutely not be done at the expense of the current meta playstyle; rather, in addition to it. this, however, would be a great challenge for the game developers.

if flight rising was to pursue creating an engaging coliseum experience by turning it into a robust turn-based combat game, they would need to invest a significant amount of developer resources in order to create a well-balanced, fun experience. given that the coliseum is merely one of many activities within the site, expanding the scope of its complexity does not seem like a justified or necessary investment, as the goals of the site presumably do not include providing a combat experience on par with stand-alone turn-based combat games.

i want to stress here that creating any sort of combat game that goes beyond rudimentary number-crunching and dice rolls, requires significantly more developer effort than most players believe it does. the coliseum, with the complexity scope it has right now, is well balanced between developer investment, and player site activity offering. it would be hard to justify attempting to overhaul its complexity.

///solutions

even if the flight rising developers were to invest into creating an experience that is actively hostile towards autopilot strategies on a design level, all it would accomplish is creating player frustration. because the majority of people who use the coliseum frequently will apply a most efficient tactic; and in time, will inevitably be able to execute that tactic on autopilot, through repetiton. not to mention the status quo point made above.

the simpler a game is, the easier it is to discover optimized autopilot strategies. i'd even argue that this is borderline necessary, in order to retain player engagement with the game. most players will quickly find the game boring if they feel their investment is disproportionate to the returns- be they in fun-having, or wealth-acquiring. expecting the coliseum to be something more complex than (or antithetical to) a minigame accessible for players who wish to play it on autopilot and multi-task, in my opinion, conflicts with the scope of this site activity.

however, in order to offer a broader and richer experience, i believe the best thing that the flight rising developers can do for the coliseum revamp would be to incentivize broader playstyles not by taking away power from min-maxed autopilot tactics, but by offering greater rewards to more engaging playstyles. i.e. if you want to play on autopilot, go level fodder in the mire. if you want to be engaged, take a fully leveled team to the highest level venue, and apply more complex tactics, thereby obtaining greater wealth through better loot, at the cost of needing to engage more meaningfully with the system, by investing more attention alongside time spent.

in order to achieve these, the development team would have plenty of questions to answer- how would these playstyles look?, where could the additional complexity be introduced?, how could the rewards be proportional, when considering eliminate playstyle's rewards?, how balance???, etc.; there are many design challenges that we could openly discuss, but going into such detail is beyond the scope of this thread. except for one thing...

///dodge

humans love consistency.
not removing dodge will not make players go to the coliseum less.
removing dodge, however, will make players have a better experience.

humans hate frustration.

dodge as a mechanic is one of those things that sneaks its way into nearly every game in existence, because it's one of the most basic means of avoiding damage; by moving within three dimensional space. not to bring broader game design talk into the mix, but attempting to apply a dodge system to a 2D, turn-based game, has never ended well when said dodge system was tied primarily to RNG.

while there is an AGI stat that one could invest into, it is known that it is largely irrelevant, as dodging is not completely reliant on AGI, thus there is no minimum AGI requirement to essentially remove dodge from the mix. and even if there was, unless it would be balanced around also being able to meet the required SPD & STR for the eliminate builds, it wouldn't be used. (note: try AGI15+ build)

i believe it is essential to offer the players the ability to never encounter dodges, whether by removing the system entirely, or by offering impactful build choices. it is also essential to strongly consider the status quo when offering player agency, balancing around current expectations, so as to avoid removing too much player power. as mentioned above, that never ends well, and is likely to tank the bottomline of player engagement with the game.

this site, as well as any entertainment form that involves players interacting, absolutely NEEDS players to engage with it as often and as loyally as possible. this is why things such as baldwin exist- it gives you incentive to check the site every half hour. and while you're there, you might as well engage with other parts of the site. for a healthy ecosystem, consistent & sustainable player engagement is essential.

player retention and engagement is best cultivated by keeping players happy. it is in flight rising's best interest to offer a pleasant & rewarding experience to as broad a player base as possible, through as many site activities as possible, accomodating a wide variety of playstyles and engagement level choices. the less frustration a player feels when engaging with a site activity, the better. dodges in the coliseum create frustration, not complexity.

///personal experience

here is a practical, anectodal example, of why drastically changing the status quo in a way that harms current playstyles would be a mistake & why removing player frustration points can lead to greater engagement.

personally, i frequently engage with the coliseum, exclusively to level fodder in the mire, because i can do this while i'm doing something else- such as watching a video. i do have to check the coliseum screen periodically, due to captchas and dodges. i understand the need for the former, and the latter frustrates me. my experience could be made better by removing dodge, whether completely, or by offering a balanced build choice that can be integrated within the current minimum requirements for the mire build to work.

regardless, this is the only way i engage with this site activity.
if a future coliseum change would make it so that i cannot engage with it in this manner, such as requiring me to always look at the coliseum, and think about what i'm doing, i would simply stop engaging with this site activity. in doing so, i would engage with the site less in general. no longer buying, training and exalting fodder; this leading to having less wealth, as well as less opportunity for organically finding dragons to collect; this in turn would lead to having less incentive to invest personal resources into the site; this in turn...

you see where i'm going with this.
for a positive impact, if dodge were to be removed, personally, i'd engage with the coliseum even more than i already do. like i mentioned before, i only do so when i have another activity which leaves my hands free; such as watching a video. sometimes, however, i simply am not in the mood to shift my attention to refresh the coliseum whenever i notice a dodge in my peripheral vision (this, crucially, being more disruptive than a captcha). therefore, i do not engage with the coliseum whenever i theoretically can, only when i have the patience & energy to deal with the frustration of dodges. i don't expect to never have to shift my attention; but i'd like it not to be frustrating when i have to do so.

the captchas, like the dodges, are a mechanism that draw my attention away; however, despite the fact that they can be difficult for somebody with vision impairment, they do not frustrate me like dodges do, simply and completely because they serve a very tangible & necessary purpose- to prevent scipting/botting. by having this quantifiable value, the captchas are different from the dodges. they're tolerable, and (arguably) fair, by virtue of their necessity.

-

///conclusion

in closing, obviously players have a wide variety of playstyles they enjoy, both within the larger scope of the site, and within the coliseum. for some, efficient collection of wealth is not a concern. i respect that, and i believe those players should have the option to engage with any and all site activities in a manner that fulfills their own priorities; just as well as players like me should have the option to engage in an efficient manner.

every player, regardless of playstyle, deserves to have a good, frustration-free experience, and it is the responsibility of the developers to assure this and maintain balance between the wide plethora of factors that influence their decisions. it goes without saying that this is a challenging endeavor, deserving of respect. as players, it is up to us to respectfully offer feedback based on our experience, in order to help developers make informed decisions.

my words & opinion are largely centered around my own experience & expectations, thus are limited by these factors. with this consideration in mind, i wanted to incite broader discussion on the topic, where players with different priorities are invited to express their own feedback & concerns.

///TL;DR:

1. remove dodge.
complete & universal removal right now, then reintroduce but allow the option for complete dodge mitigation through build choices in the revamp.
2. incentivize non-eliminate playstyles through greater rewards in both fun and wealth, but keep current eliminately playstyles viable, with their current investment/reward ratio.

let people be efficient if they want to be.
give people greater rewards for greater investment.
choice is good. ease of access is good.
frustrating game mechanics are bad.
unknown.png
Unless Eliminate is nerfed into the ground, Dodge has got to stay. Dodge keeps Eliminate balanced.

Just friggin tie dodging ratios to agility already, and we're golden.
Unless Eliminate is nerfed into the ground, Dodge has got to stay. Dodge keeps Eliminate balanced.

Just friggin tie dodging ratios to agility already, and we're golden.
Removing dodge completely would indeed make eliminate unbalanced but i have a different suggestion:

Remove normal dodging but introduce move accuracy. Eliminate would have lower accuracy compared to other moves, balancing it. Having stats increase accuracy can also help, that way you can either build for max damage but risk misses or max accuracy while sacrificing some attack. There can even be a haste or rally ability that effects accuracy instead.

We can't fully get rid of the dodge mechanic as it is needed for balancing as well as stopping some automation the captchas can't stop.
Removing dodge completely would indeed make eliminate unbalanced but i have a different suggestion:

Remove normal dodging but introduce move accuracy. Eliminate would have lower accuracy compared to other moves, balancing it. Having stats increase accuracy can also help, that way you can either build for max damage but risk misses or max accuracy while sacrificing some attack. There can even be a haste or rally ability that effects accuracy instead.

We can't fully get rid of the dodge mechanic as it is needed for balancing as well as stopping some automation the captchas can't stop.
nBW4aTS.gif
53TWBaT.gif
Dodge doesn’t really ‘balance’ Eliminate, though.

The ability of Eliminate to destroy an enemy completely while retaining all your breath is unbalanced in the player’s favour, yes.

The ability of Dodge to result in a TPK due to wasting all a dragon’s breath and then having it be repeatedly attacked by an enemy that ought to be dead is unbalanced in the monsters’ favour.

Two unbalanced things do not cancel each other out.
Dodge doesn’t really ‘balance’ Eliminate, though.

The ability of Eliminate to destroy an enemy completely while retaining all your breath is unbalanced in the player’s favour, yes.

The ability of Dodge to result in a TPK due to wasting all a dragon’s breath and then having it be repeatedly attacked by an enemy that ought to be dead is unbalanced in the monsters’ favour.

Two unbalanced things do not cancel each other out.
Coffee Pot
May be grumpy before coffee. And after coffee. (FR+8)
5loJkio.jpg
Is dodge that much of an issue? Like, I spend a lot of time in the coli and even before the changes I didn't notice it taking me out of what I was watching or listening to. If it's not working as intended right now it will eventually get fixed and dodge should be less annoying to work with.

I don't think it's a lot to ask that users of the site pay attention to the game but I wouldn't be against an alternative way to level dragons. Like a "safe mode" for the coli with less dodge and more exp but the drop rate for items would be lower. it could help with the initial grind of getting a coli team and just leveling dragons for profit.
Is dodge that much of an issue? Like, I spend a lot of time in the coli and even before the changes I didn't notice it taking me out of what I was watching or listening to. If it's not working as intended right now it will eventually get fixed and dodge should be less annoying to work with.

I don't think it's a lot to ask that users of the site pay attention to the game but I wouldn't be against an alternative way to level dragons. Like a "safe mode" for the coli with less dodge and more exp but the drop rate for items would be lower. it could help with the initial grind of getting a coli team and just leveling dragons for profit.
iDMjIQi.png 5hF3FGk.png
R1dejfm.png
She/Her
8+ FR time
kMjrgFR.png
Dodge is an anti-botting method.
Dodge is an anti-botting method.
I want to live in Theory. Everything works there.

Have you checked the Gem MP for Gene and Breed scrolls before buying an AH listing from me ending in 5g?
[quote name="Nightwind" date="2022-08-16 14:01:45" ] Dodge is an anti-botting method. [/quote] I admit I am confused. Isn't this what the (universally hated) captcha is for? What does the dodge mechanic have to do with anti-botting measures?
Nightwind wrote on 2022-08-16 14:01:45:
Dodge is an anti-botting method.
I admit I am confused. Isn't this what the (universally hated) captcha is for? What does the dodge mechanic have to do with anti-botting measures?
plague_banner.png he/him
FR+0
adult
75965002.png
[quote name="darkviverna" date="2022-08-16 14:12:00" ] [quote name="Nightwind" date="2022-08-16 14:01:45" ] Dodge is an anti-botting method. [/quote] I admit I am confused. Isn't this what the (universally hated) captcha is for? What does the dodge mechanic have to do with anti-botting measures? [/quote] Why would you put all of your eggs in the same basket? Having more than one way to deter bots isn't a bad thing.
darkviverna wrote on 2022-08-16 14:12:00:
Nightwind wrote on 2022-08-16 14:01:45:
Dodge is an anti-botting method.
I admit I am confused. Isn't this what the (universally hated) captcha is for? What does the dodge mechanic have to do with anti-botting measures?
Why would you put all of your eggs in the same basket?

Having more than one way to deter bots isn't a bad thing.
Captcha is relatively new. Dodge is the original attempt to make botting harder and explaining how it works isn't a great idea since that only makes it easier to evade.
Captcha is relatively new. Dodge is the original attempt to make botting harder and explaining how it works isn't a great idea since that only makes it easier to evade.
I want to live in Theory. Everything works there.

Have you checked the Gem MP for Gene and Breed scrolls before buying an AH listing from me ending in 5g?
Going to be honest, I don't actually want dodging completely removed. I think it's a bad idea.

I'm fine with it being reduced a bit, though. I'd maybe even go as far as to say enemies that are a certain level under you can no longer dodge. It has a 0% chance to live, it's not adding challenge, it's just annoying. A level 2 enemy shouldn't be repeatedly dodging my level 25 dragon.

Level 24-25 venues being able to dodge my level 25 team? Yes. Those areas are on par with my level and meant to be more challenging. While you probably would bring one anyway, enemies being more threatening makes the healer builds even more valuable, which is something unique to higher level venues. Low level venues? No.

Also, I would say that lower level venues should be made a bit easier for people just starting out. Some of them are balanced really strangely.

edit: To add, I would actually argue that players are too powerful in higher level venues. I don't want them to remove fodder grinding, but the fact that a single level 25 dragon with Eliminate can mow down level 22-24 mobs by itself with two dead weight dragons says a lot.
Going to be honest, I don't actually want dodging completely removed. I think it's a bad idea.

I'm fine with it being reduced a bit, though. I'd maybe even go as far as to say enemies that are a certain level under you can no longer dodge. It has a 0% chance to live, it's not adding challenge, it's just annoying. A level 2 enemy shouldn't be repeatedly dodging my level 25 dragon.

Level 24-25 venues being able to dodge my level 25 team? Yes. Those areas are on par with my level and meant to be more challenging. While you probably would bring one anyway, enemies being more threatening makes the healer builds even more valuable, which is something unique to higher level venues. Low level venues? No.

Also, I would say that lower level venues should be made a bit easier for people just starting out. Some of them are balanced really strangely.

edit: To add, I would actually argue that players are too powerful in higher level venues. I don't want them to remove fodder grinding, but the fact that a single level 25 dragon with Eliminate can mow down level 22-24 mobs by itself with two dead weight dragons says a lot.

I'll make a nice signature eventually :(
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