Introduction & Goals
Kingdom Wars is an event that has the promise of being strategical, fun, and rewarding to active and organized team. However, the current system for the event is broken in just the right ways to encourage sandbagging, pure pay to win, and completely ruins the event for teams deemed unlucky by their starting place and league. My personal goal for writing this is to save the event for the players, while ensuring the profit for PG stays relatively unchanged with minimal changes to the current structure.
Current Event & Identifying Issues
To Identify some specific issues, let us first identify ourselves with a simple version of the map. All the texture has been removed and I have given simple outlines and colors to help illustrate what we are looking at. Below is the simple map as the event currently exists.
Black = borders
Orange = Major Monuments
Blue = Minor Monuments
Red = Current starting locations
With this map, the natural issues of the event are not particularly apparent to someone who may not have struggled in the event or studied the event in depth. I have done both. My team has come in bottom 10 for D2 as well as top 3 for D2 with the only difference being our starting location and the locations of others. This leads us to issues #1: starting location
Issue #1: Starting Location
Your starting location for this event completely dictates your strategy for the event. You may be lucky and have your back to a water hex and have no one that can come at you from behind, you may be in the middle of the map with teams on every side, you may be between three teams and the major monument, you may have teams between you and every monument, etc. The choice of strategy is stripped by this forced location and by the fact that starting locations are not all equal.
Issue #2: Pay to Win
I think we all recognize and respect that PG has to make money. However, Kingdom Wars is completely dominated by this Pay to Win feature that is worse than any other event. As players and teams are limited to who they can hit due to their location, this means a team that got unlucky enough to be near or surrounded by a team that can spend more than them has no way to continue in the event due to lack of choices. Strategy, as well, is completely removed by the Mega Coin and the pay to win feature.
Issue #3: A Team Ruining the Event
If you are unlucky enough to have a sandbagging team in your league, or simple a team that is working their way up and is over powered for the league, the event is near ruined. This is due to the fact that their bases, nearly all of them, are difficult to impossible to hit and their spending habits/activity just wipe everyone off the map. No one wants to be surrounded the whole event unable to do anything. It is demoralizing and boring.
In the same breath, with the starting location issues and politics in game, a team may find themselves with a vendetta against yours who do nothing other than ensure your team suffers. This same occurrence is true with overly aggressive teams too. The issue with this is that there is nothing a team can do, no matter how logical, strategic, or active they are.
Issue #4: Repetitive
There are not many targets to choose from and people are pushed into hitting the same base over and over in a very predictable manner. This pushes the event from fun to dull.
Issue #5: Wildfires
Wildfires were introduced as a way for players to be able to compensate for the loss of the bonus meter without the need to be online constantly to maintain it. However, it is time consuming to build this meter and is in fact not worth it as it is exists now.
- Your starting positon changes the event and dictates what you do
1b. Starting positions are not all equal
- Pay to win
- If you have sandbaggers (or are weak for your leage) the event is near ruined. 3b. Aggresive, stupid, or teams with a vendetta for you can ruin the event.
- Repetitive (not many targets, predictable, same bases)
- Wildfires are time consuming and not worthwhile.
Proposed MapWith all of these issues, I have come up with an alteration to the current map that I feel will solve many of the issues we see while maintaining the original map to a degree.
Black = borders
Orange = Major Monuments
Blue = Minor Monuments
Pink = Epic Monuments
Red = Starting Position Off-Limits
The original map remains in terms of boundaries and monuments. Two additional islands have been added. The Northern Island is the Champions Island, and the Eastern Island is the White Flag island. Red marks show on the map all the off-limits hex areas for starting location. Allow me to walk you though the functions of this map, and then we will revisit the previously identified issues.
Starting the Event
Throughout Treasure Hunt, every team would be able to choose a starting location on the main island. Every starting location must be 2 hexagons from a Minor Monument, and 3 hexagons from a Major Monument. The red spots on the map show these borders clearly on the main island. Any officer may move the starting capital up to 5 times during the treasure hunt period. If two teams select the same hexagon, a “chicken” effect is put into place. If neither team move their capital, the game will randomly select which team gets that hexagon as their capital and the other team would be randomly assigned a capital.
White Flag Island
A team leader may choose to move to the White Flag island at any time. A 12 hour wait period will be put into effect. During this 12 hours, a team officer or leader may cancel the move to the White Flag Island. Once they move, any owned hexagons will be transformed into blackblood owned hexagons.
The WFI has no monuments and each hex of land is worth half as much as the hexagons on the main island and the blackblood bases to hit are worth a maximum of 100 points (25 less than the blackbloods on the main island). the Purpose of this island is for teams who feel they have no way out can go and continue to play the event for themselves. Once a team moves to the WFI, they may not return to the main island.
Once a team earns XXX,XXX points (I am not sure on the right number and feel I need to do some extensive research on this), a team may move to the Champions Island. The CI only has three starting places, and only three teams may be there at any time. Once moved to the CI, any own hexs on the main island will be transformed into blackblood owned hexagons.
The CI has three “Epic Monuments”, as shown in Pink, and are worth four times the amount per hour as a Major Monument. The hexagons are worth twice as much on the CI as the main island. The blackblood bases are worth up to 200 points on the CI and team owned hexagons give the same amount of points as hitting a minor monument on the main island. The purpose of this island is to give the top three teams in the event a higher intensity (high risk and reward) section to compete in the event.
Addressing the IssuesWith this proposed map, let us now look at the previously identified issues and speak about how we might have or might further address them.
Solving Issue #1: Starting Location
Teams would now have the choice of starting locations. They could work with allies, place themselves in the position best for their own team strategy, and could change this strategy five times during the 24 treasure hunt, eliminating most issues with timezones and placements.
Solving Issue #2: Pay to Win
While the Champions Island alone would not help with the Pay to Win issue, it is a step in the right direction. What I believe should be added additional would be to have Mega Coins count towards personal points but only take the HP from the hex equal to a Super Attack.
In a perfect world, I would personally love to see a decline in the value of a Maga Coin as related to HP. For example, the first Mega Coin used did MC damage same as it gives personal points. The second MC would do 80% HP damage but give full personal points. The third MC would do 60% HP damage but give full personal points. I’d like either a reduction by 20% per hit that resets with energy OR a 10% reduction that never resets. This would also add more to strategy, but I realize would take more coding work.
Solving Issue #3: A Team Ruining the Event
With the additions of the two island plus the choice starting place that can be changed five times, I think the issue of a single team ruining the event has been addressed. Sure that team that massive for the league will still win, but they are less likely to ruin the entire event for teams anymore.
Solving Issue #4: Repetitive
I believe the raid button must be added back into this event. This would help the repetitive flying greatly. I also think the additional hexagons in the form of two new islands will open up the event to more changes. I am still not sure if this is enough, however. I did have two additional ideas:
- Energy reset more often (every 12 hours)
- Portals that teams can claim to give them access to a different side of the map.
I think adding both of these would allow for a really fun event. I do not think they should be added at the same time as the rest, but rather in the second iteration so that the other major changes (islands, starting locations, raid button) can be observed and monitored.
Solving Issue #5: Wildfires
Very simply, either the cost to use these should be greatly reduced (down to 50 flames) an/or the point value needs to be greatly upgraded. Reducing down to 50 flames but also reducing how many points it gives would be no better than completely doing nothing, for clarity. Everyone has access to these, and every player deserves to have their time feel like it’s worth something good.