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[Idea] Online PVP

Posted: Wed Apr 01, 2020 10:56 pm
by Nuvelle
A proposed change for the game is to bring in online PVP. This removes any benefit from cheating via online autoclickers. It also opens up more PVP targets and dynamics for nations.

This will mean more people can be hit, but not hit with a trained down army. Most hits will be after main drops or on full armies to weaken a main.

To make this fair and balanced requires a few things to be in place:


Stamina for unit training

When you train your units may loose stamina. If your unit is hit in a training fight it will loose stamina rather than HP.

If your unit drops below 50% stamina it will no longer be able to take part in training battles. (Need to wait to regain its stamina)
If your unit drops to 0% or below it will desert your army. (the unit will be permanently gone)

Stamina will be regained on a per tick basis. Similar to how HP is regained.


When you take part in a SF/Main Drop/PVP your units will be hit and loose HP/die as normal.

This means training will not lower your army count for SF/Main/PVP fights (unless your units desert at 0% stamina).
If your army is low from a previous battle it will still be low - only training will not weaken your army.


New PVP protection rules
If you are PVPed you will have the standard 6 ticks protection.

Training will not remove PVP protection.

If you have PVP protection and take an action that would normally remove protection (SF/main drop or offensive PVP) your protection will immediately drop to 1 tick. If you take an action right before a tick, you will only have a few minutes of protection.

(a possible addition) If you take part in a SF or main drop you will get [3 minutes/1 tick] protection. This will allow a quick heal up after a hit.

(possible) SFs will NOT drop your PVP protection unless there is an enemy player involved. This is PVP, even if via a SF.


Discussion points:
Good idea? bad idea? Don't care?
HTs - allow use for stamina as well as HP? We can let each HT heal one or the other, not both at the same time.
Anything I missed?
Can we pay to regain stamina faster?

Re: [Idea] Online PVP

Posted: Wed Apr 01, 2020 11:56 pm
by Hans
give 1 tick protection for all offensive SF/PVPs
and 6 ticks for defensive ones.

while on 1+ ticks of protection and doing offensive SF/pvp goes to 1 tick

Re: [Idea] Online PVP

Posted: Thu Apr 02, 2020 11:30 am
by Selene
I do like the idea overall, but i think it needs thinking about that armies are just gonna get hit every six ticks (when not doing anything to lower the protection, een less then). Especially ranking armies will feel this , as a good pvp will always kill 1-3 champs/mds. Which will eventually just ruin the army

Re: [Idea] Online PVP

Posted: Thu Apr 02, 2020 6:47 pm
by Tiralan
When Nuvelle proposed this to me, Ive been playing advocate of the devil, in coming up with scenarios inwhich this is a bad idea.

The viability of ranking armies is one of them. Yes they will get deads, and we have to look into ways to protect the ranking armies a little bit, but not boost training/ranking further, as thats fine as it is, and we dont want a loop there.
I have some solutions for this matter, but I will come with my ideas when there is proper feedback on this general idea.

Finetuning will always be done, this is a mechanic change like none before, one of the core principles of the game is being touched here.
The main argument is more action, and less 'dead' time between the wheels. I support that idea, ofcourse this will never be implemented if its not balanced in some way.

So keep on giving us scenarios to think about, possible issues and things we might have forgotten in the process.

Re: [Idea] Online PVP

Posted: Thu Apr 02, 2020 7:38 pm
by Kasavubu
The one time we did have offensive PvP (some test during an age break to try out new battle system I believe) - it became a sport to hit the one that had just hit half a second before he could heal. So to make this viable, initiating an offensive PvP should give some sort of protection (to give atleast some time to heal up before getting retaliated against).

One thing I don't like is that as PvP'er you won't be able to 'take a chance' if no merch/HT stored to hit that last target (before a drop or not), if you know you'll be able to be online next 3/4 ticks. Maybe instead of bringing more options to pvp'ers, this will limit their abilty to pvp.

Another; hard counters to certain armies will be too strong perhaps. If you border a main with some cav users, some lancers can all take 'm out easily.
Some units will become obsolete. (Who's ranking with templars or ellies when this happens?).

Overall - not a fan

Re: [Idea] Online PVP

Posted: Sat Apr 04, 2020 10:52 pm
by Elsa
I like the idea. Probably you will see more online pvp armies instead of putting a whole main next another main.

So no more training next to an enemy main which is fair. I hope this will implented is the game cause doing nithing and staying online waiting till some enemy goes iffline is biring

Re: [Idea] Online PVP

Posted: Mon Apr 06, 2020 1:23 pm
by Mikayel
Hi,

My two cents:

1. If you implement online PvP the way you have ideas to do it, that would be the most unpopular tlk implementation/addition ever :) Consider me lost as a player. And imagine - this comes from someone who is generally very supportive <---------
PvPing while always forced to FH after that seems odd and unwelcome for me. Having different stats for pvp and ranking seems again strange and an upgrade which will require a lot of dev work and after that a few months of tests, then when it goes live - 1 year of bugfixing. If you're going to such lengths, think of something more useful. PS: Keep in mind that with those changes HTs become even more important; About autoclickers I'm sure you can find other ways of dealng with them rather than worsening player experience.

2. I like the idea voiced from some people of online pvp via agreement. Maybe think more on that line.

All in all:
- Don't have online PvP, unless it's after agreement
- Don't waste time on implementing stamina, which basically means separating the same functionality into two and not having anything new that grabs the attention. Instead think of new things that will be cool for the playerbase.
- Fix the damn tournament and merch ticks, shouldn't be that difficult to find a solution

Re: [Idea] Online PVP

Posted: Mon Apr 06, 2020 10:10 pm
by Tiralan
To get some relief of your stress level, merch/tourney ticks will be fixed in next age ;P

Re: [Idea] Online PVP

Posted: Tue Apr 07, 2020 3:17 pm
by Cranberry
Since it was posted on april 1st, I was a bit hesitant to reply. But since it is still sticky on Telegram, lets start:

Discussion points:
Good idea? bad idea? Don't care?

Very interesting idea at least. One of the biggest problem of the game atm is that people want to rank and at the same time dont want to weaken the main army. This problem is solved if training doesnt affect the str of main.

I also really like the idea that onliners can be PvPed too. There should still be protection after a drop or a PvP, but you have to think about your army more, instead of just refreshing every 5 minutes. It also makes playing from phone easier.

HTs - allow use for stamina as well as HP? We can let each HT heal one or the other, not both at the same time.
Probably getting 2 of both with the same conditions? so seperate them and get them with the same conditions
- stamina HT only gain if you didnt train for 12 ticks
- regular HT only gain if you didnt train/pvp for 12 ticks

Anything I missed?
- 1 tick protection after active PvP
- 6 tick protection after getting dropped and getting PvPed
- 1 tick protection after active strike with battlepoints
The last one will get the most discussion, needs the most tweaking. When do you get protection and when not. After a failed drop? A SF runs into main?

Can we pay to regain stamina faster?
Sure, possibility to FH, same costs as HP?

Re: [Idea] Online PVP

Posted: Mon May 25, 2020 7:00 pm
by Urcaguary
Why is downtime in between wheels, pvp and drops a bad thing? I think its one of the things that keeps people playing tlk. To be succesful at this game it is good to be available at least 16 hours a day. But you dont need to be paying attention16 hours a day. You only need to pay attention for like 6 hours a day in total. During those 10 hours of the game not having any action is the time where people do their work so they can slack 2 hours on the job. It is the time where they dive into their study books for an hour and then get a break of 30 min playing TLK. It is the time where people eat, clean (i hope) and travel. During most of the games out there you can only play the game when youre playing attention to it and to make this such a game? I think thats a bad idea, especially since this game requires a lot of thinking and communication (which sometimes gets heated and needs to cool off). If you cant handle doing nothing for an hour because the aforementioned activities dont apply to you or are all finished. Most tv episodes take about 45 minutes and most other gaming matches/rounds/whatever take less than an hour so can be played.