- Forums
- Idea Submission
- Growth comp
Now I know there is the growth compet*tion for everyone but in some ways it isn't entirely fair, mainly speaking on behalf of all low levels such as myself, my point is why not have a growth comp for say 60+ and a growth comp for 0-59 that way lower level players have more chance of winning a monthly growth comp, because I have noticed each time I start playing this again it is always the same few high lvl players that win the growth compet*tions
Basically if I did 1,000 attacks I would get about 40,000 exp (Rough estimate)
Whereas if someone like JackDaniels does 1k attacks he is looking at like 100,000 exp (Rough estimate)
Therefore leaving lower players with no chance of ever winning the monthly growth compet*tion
No Mercy For The Weak...
No Pity For The Dying...
No Tears For The Slain...
Low level players have no chance against high levels as it is now.
Now I know there is the growth compet*tion for everyone but in some ways it isn't entirely fair, mainly speaking on behalf of all low levels such as myself, my point is why not have a growth comp for say 60+ and a growth comp for 0-59 that way lower level players have more chance of winning a monthly growth comp, because I have noticed each time I start playing this again it is always the same few high lvl players that win the growth compet*tions
Basically if I did 1,000 attacks I would get about 40,000 exp (Rough estimate)
Whereas if someone like JackDaniels does 1k attacks he is looking at like 100,000 exp (Rough estimate)
Therefore leaving lower players with no chance of ever winning the monthly growth compet*tion
Interesting point. Would it be more relevant in this case to count ATTACKs per month?
Even if higher levels have more turns per hour, and usually a higher turn cap, it is still mostly about activity.
In this case a level 1 player COULD compete with the best players, if he buys very early points to cap turns and/or increase turns per hour. But in reality, because we all have a life, would turn cap/refresh rate matter a lot? What I mean here is that with time, a low player would really get a chance to match the higher one. The time you need to do attacks is the same for all levels, even if some levels have a higher capacity than others.
In the end, the #1 player of this "activity" ranking would be the one spending the most time on FRP.
Anything wrong with my view?
Now I know there is the growth compet*tion for everyone but in some ways it isn't entirely fair, mainly speaking on behalf of all low levels such as myself, my point is why not have a growth comp for say 60+ and a growth comp for 0-59 that way lower level players have more chance of winning a monthly growth comp, because I have noticed each time I start playing this again it is always the same few high lvl players that win the growth compet*tions
Basically if I did 1,000 attacks I would get about 40,000 exp (Rough estimate)
Whereas if someone like JackDaniels does 1k attacks he is looking at like 100,000 exp (Rough estimate)
Therefore leaving lower players with no chance of ever winning the monthly growth compet*tion
Interesting point. Would it be more relevant in this case to count ATTACKs per month?
Even if higher levels have more turns per hour, and usually a higher turn cap, it is still mostly about activity.
In this case a level 1 player COULD compete with the best players, if he buys very early points to cap turns and/or increase turns per hour. But in reality, because we all have a life, would turn cap/refresh rate matter a lot? What I mean here is that with time, a low player would really get a chance to match the higher one. The time you need to do attacks is the same for all levels, even if some levels have a higher capacity than others.
In the end, the #1 player of this "activity" ranking would be the one spending the most time on FRP.
Anything wrong with my view?
Attack counters don't really reinforce the idea of strategy, IMHO. A good player knows that the best attacks are ones he does against strong enemies, so he seeks out better prey.
High level players also tend to have higher turn caps and a larger quant*ty of NPCs at their disposal (though there should really be enough NPCs for most levels now).
This league idea might work, but you have to think, what the hell happens when you pa** the maximum level and end up in the league above and out of the top spot? I'd have to snapshot every player's level at the beginning of the month to avoid it..
No Mercy For The Weak...
No Pity For The Dying...
No Tears For The Slain...