So obviously we’ve been down this road before. We brought it up, PG heard us and implemented what we all hoped would be a suitable fix. Unfortunately, it did not resolve the popular “strategy” of stripping a base of towers leaving only farms in PvP’s that rely heavily on attack times to win, giving a distinct advantage to teams that exploit this strategy can opposition to the intent of the game and fair play. So I’m back on this issue with a request:
Please address this issue with a better fix.
Original Post: PvP Farm Bases Advantage?
The generally agreed upon solution was to switch from level based scoring to DP based scoring, which resulted in our current system. And while it technically worked to an extent in that it reorganized the players by DP based point value, it has a fatal flaw: people can still remove their towers without affecting the amount of points their base is worth, so it doesn’t accurately reflect their DP mid event. Testing among the player base has demonstrated that it only seems to affect the player’s potential point value if they remove perches and gear, which is easy to leave up when taking advantage of this toxic game “strategy.” So essentially, the fix from two events back didn’t even work.
My proposed solution is to lock the bases layout in PvP at the start of the PvP event. The base layout could be modified in the core game screen for atlas and regular runs, but PvP runs should result in hitting the base layout that was locked in at the start of the event.
Simply put, it’s the only fair way to do this to prevent taking advantage of this exploit. There are some alleged drawbacks to this: you wouldn’t be able to modify your base based on replays during pvp. To those objections I would say: you could’ve done that outside of PvP.
Surely the way the PvP’s are going right now with this “strategy” is not how PG intended the game be played?