time to increase the the inactivity penalty in the battle arena

Discussion in 'General Discussions' started by polishpimp, Feb 4, 2013.

  1. polishpimp

    polishpimp Well-Known Member

    There has been a lot of discussion about inactive players, I think its safe to say the majority doesnt approve of them. Obviously Kano thinks its fair to penalize them 15% of their health after 6 hours of inactivity and its pretty clear thaty most players think even more needs to be done. Until Kano can figure out how to increase participation or fairly penalize these players even further....the active players who actually support the arena and these games will continue to suffer.

    Its has become painfully evident that the stats of the players participating in the arenas across the board have been steadily increasing which have resulted in much larger health amounts in the arena themselves....although there numbers increase from one arena to the next....the inactivity penalty has remained the same.....resulting in less of a penatly arena after arena and more of a hardship for the players actually competing. At the very least the percentage of health loss for inactive players should be increasing with the average gain in player health stats, basically a "cost of living increase".

    As the players stats rise and the inactivity penalty shrinks....the already very minimal return in terms of rewards on ones investment of time and stamina shrinks as well.....how long before the active players quite participating as well?

    I do realize that Kano has suggested a couple of ideas as far as ranking or lack of for inactive players and that is great.....but that doesnt address the fact that players stats are rising, which causes the arena to last longer and more player resources to be spent while the penalties shrink and the rewards remain the same. Perhaps a partial solution would be to raise the rewards. An active player that has spent hours and hours and countless amounts of stamina gets what for finishing in the top 20? If the winner is lucky to break even....what about the rest of the hard working rankers and supporters of Kano?
     
    Last edited: Feb 4, 2013
  2. God of Bacon

    God of Bacon Member

    Why should the rewards be raised? You get a percentage based on your level/income plus all the experience you gain while attacking in the arena.
    Your Details (Last Battle Arena)
    Your Rank is 10!
    During the Battle Arena you gained 7,414,681 XP!

    If you're talking about raising the amount of experience you get per attack in the game I'm all for it, but I think the ranking rewards are set up nice how they are.
     
  3. The Protector

    The Protector Banned

    If inactives want to be inactive let them be inactive.

    If they rank higher then they rank higher.

    What they don't get is levels(except maybe 1 when collecting)


    Last 2 MS VC arenas I was active and missed reward tier.

    However here is what I gained out of it.

    From the arena before last:

    Your Details (Last Battle Arena)
    Your Rank is 109!
    During the Battle Arena you gained 1,635,691 XP!

    Attacks 10,973
    Kills 9
    Wins 9,608
    Losses 2,016
    Biggest Attack 2,023,799 damage
    Status: Dead
    Rank: 109


    Now heres what happened in the last one:

    Your Rank is 158!
    During the Battle Arena you gained 4,477,242 XP!

    Attacks 32,526
    Kills 30
    Wins 28,776
    Losses 3,833
    Biggest Attack 2,026,923 damage
    Status: Dead
    Rank: 158

    I'd like to see a inactive gain over 40 levels in there.

    The current way it's setup is fair.

    Active players that actually are active and not just meeting 100 attacks or slightly more are being rewarded by gaining levels.

    Inactives at the most will get 1 maybe 2 levels out of it.
     
  4. polishpimp

    polishpimp Well-Known Member

    Perhaps i should have been more specific....the Fp should be raised. An active player who wins finds it hard enough to break even, everybody else that was extremely active falls far short usually. This is especially true for the higher level players who need far more XP to level.
     
  5. polishpimp

    polishpimp Well-Known Member


    your missing the entire point of my post, although i dont agree with inactives getting anything, thats not what this is about. I dont know about you....but since the first arenas Ive noticed a huge increase in the majority of battle arena participants health.......which means more stamina must be used to kill them than ever before. So the inactive player back in the first arena whos health was 10k....lost 15% after 6 hours leaving them with 8500 health. Now that same player has doubled his health to 20k and is still inactive, after 6 hrs they lose the same 15% but their health is still 17k. So it will take much more stamina to kill those same players than before....yet the rewards remain the same
     
  6. slave

    slave Member

    yes and no pimp,

    yes the health of the the majority of the players has increased, arena has brought on health awareness
    however att/def has all also increased
    stamina has also increased - im just not sure if those even out
    but i know 15 percent one time reduction is pathetic, once someone hits the reduction it should trigger to reduce again eveyr hour until either the person starts attacking or is eliminated - active arenas are so much more interesting than non active ones....

    favor points did increase after the first couple arenas to the current format there is now. but the format is sadly lacking
    first place pays 75 un. I m quite sure in any of the arenas ive won, ive spent more than 75 un. i have heard of people spending hundreds of un to be successful. i think the reward tier is ok the way it is for the first few tiers, but when you get down to the final 13-14 people (the 1.8x xp mulitplier tier) those people should be getting 1st or second place fp rewards, and
    1st should be like 200, second like 150 and third 100. I dont see anything wrong with someone actually being able to gain fp for winning arena. I mean they are winning right? we started with 1300 people.....and one left damm straight that person should be getting something significant and 50 or 75 is not it.....
    the way it is right now....the only winner is kano, arena winner should be compensated like an arena winner not a consolation prize of half or a third of what they spent, and yeah yeah i know people get the xp, but its nice to get a real in game reward too....
     
  7. Armin

    Armin New Member

    i really dont understand what the fuss is all about,
    let the inactive players be inactive if they want to be so,
    i myself have entered the last Battle Arenas with the hope to do well,
    as we all know the Battle Arenas start at different times every time and its just not always possible
    for all players to be online when it starts, has happened that i also could not be online by the start of the Arena
    and i was dead already when i came home from work,

    So why do we get upset by inactive players ?
    Just kill them off and get the reward, its a small chance for the lower level players to maybe get one kill and a few XP out of them, just please dont try to get the inactive players off the board or there will be no more Arena soon.

    Kill the inactive players off and be happy of all you get out of them.

    it everybodys fault if we have inactive players in the top 100,
    it should be everybodys interest to kil them off first,
    so the active players will get the reward they deserve.

    Thanks and happy hunting
     
  8. Larry Skary

    Larry Skary Member

    i agree it is time to put a larger penalty on inactives. it should be more like 30% health loss after 3-4 hrs and losing more each hour for inactivity after that. i myself do seek out the inactives first but it is hard to justify going for a reward of less than 100 million when the health of the inactive is 1 billion. that is alot of stam and health loss to you for nothing.
     
  9. polishpimp

    polishpimp Well-Known Member


    All very valid points Slave. I did consider that other numbers such as attack , defense and stamina were increasing as well but based on my experience they dont seem too be either increasing at the same rate or its just not having as much of an effect as the increased health. Im not sure why this is, perhaps its got something to do with the way things are calculated in the battle formula, maybe its not taking into account that health rises by 10 per SP rather than 1 per SP for Attack and DEf. I really dont see increased stamina being a factor for 2 reasons...One being the 2 SP cost of stamina , 2nd that increased stamina has an adverse affect on the overall percentage of the attributes in which perks re based on.

    I remember that the rewards were increased, but as u said they are still woefully lacking. Its bad enough in MS......its an absolute night mare in FB. I remember Kano also saying that the amount of rewards were going to be based on the number of participants....I shudder at the thought of how many participants there must have to be to increase the rewards....lol

    Considering that Kano created the battle arenas with the higher levels with a shortage of PVP action in mind....Im thinking that Kano is of the mindset that the rewards are not only the FP but the levels gained by the additional PVP action. What they are seemingly forgetting is that the low to mid levels are getting waaaaaaaaaaaaaay more levels for far less stamina expenditure in far less time. A higher level has to do go all the way to to accomplish even a small portion of this and at much steeper price. Not to mention.......In the arenas Im in.....the higher levels pretty much knock each other out fairly early to eliminate the potential threats, so at best...only a couple of higher leveled players even get the meager rewards the arena offers.

    Im not sure Kano gets that 75 FP doesnt equate to squat when your a high level and need hundreds of thousand of XP to level and that bosses and or challenges are all thats really available. We all know how much FP those things burn. Seems to me Kano has everything ass backwards. FP and SP are growing on trees at the lower levels....at every turn there is another achievement offering rewards....the highe r in level u climb the less frequent these things become. If Im not mistaken....I thought the whole idea was to level up....that more of anything in these games was better. Personally it makes no sense to me that a player gets a level achievement and its corresponding rewards every hundred levels early on yet the higher in levels u go the less frequent the achievement become. How hard is it to go from level 100 to level 200 in comparison to going from level 10100 to level 10200? In essence the more dedicated a player is and the more they spend in time effort and even real money doing exactly what they the games are designed to do....the less they get....anybody else see a problem with this?

    Sy, got a lil sidetracked....lol. Basically I agree...the only real winners are Kano, with second place going to the lower levels and the most dedicated of players that have made Kano finishing in dead last.
     
  10. Adam Maguire

    Adam Maguire Member

    On FB VC, you don't get finishing rewards without 100 attacks. That puts people on the radar as they become active. 1700 ish players register for the Arena every time and perhaps 2-300 are active. The Arena would be downright boring and quick if we removed the inactives. And so, they can't be punished too hard.

    However, I would think that maybe the 15% should be increased to 50% after say 2hours. That way, the people taking them out, get a reward for their time spent wiping out the riff-raff.

    Please bear in mind, my comments relate to the Arena on FB VC as I am unaware of the Arena conditions elsewhere.
     
  11. polishpimp

    polishpimp Well-Known Member

    The problem is not those who show up late with the intention of playing, its the players that enter and have zero intention of playing. For starter...their dead weight prolongs the arena by hours and hours, it also takes far more stamina to have to clear them out so the end rewards become even more insignificant when someone has to spend 100 FP on stamina to win 75 FP. Then there are those that arent active as far as attacks in an effort to "fly under the radar" ....but sit there and monitor their accounts and go into Defensive mode near the end of the arena....accomplishing nothing but prolonging the inevitable and making the active players spend even more stamina.

    The extra XP from inactive players would be fine if the XP actually offered a decent return on the stamina spent. As of now most do not and all the inactives do is prolong things and further diminish an already meager reward.


    Another problem is that most inactive players that actually obtain a decent rank is because their numbers stink so bad that nobody wants to be the one to waste their resources on them....should the arena really be rewarding crappy accounts in favor of solid accounts that get killed early so as to eliminate potential threats or to get better kill rewards? If u come across 2 players...1 has 500,000,000 health and a 400,000,000 kill reward and the other has 1,000,000,000 health and a 150k kill reward....which one are going to take out first?

    I suppose your right that its active players fault for not taking out the inactives first. The problem with this though is (1) even more players will be complaining about start times and that they were dead b4 they got to play (2) Many if not most inactive players start out in D-mode, leaving the active players a the available targets. (3) this is a competition and the idea is to win, you would have to get all the active players on board with the idea of taking out all the inactives first and I just dont see that happening. Im not going to go out and clear out all the crappy numbered inactive accounts knowing full well that my competition is out there raking in all the better numbers and taking a substantial lead.

    Its not like were talking about cutting the health of players who show up a little late, were talking about players who havent played in 6 hours or have no intention of playing at all. Maybe the answer isnt to cut there health even further in case they do come in after 6 hrs with the intention of actually playing. Maybe the answer in part is to increase the damage and XP for the attacking player on an inactive player after 6 hours. Maybe after 6 hours the inactive players kill reward should start rising....both the ideas would increase an active players desire to go after them. Another idea would be to lessen the amount od defensive stance they have available the further they go in the arena as inactive....this would help prevent players from holding up the show and making players waste more stamina when the outcome is already inevitable.
     
  12. The Protector

    The Protector Banned

    Yeah I had less attacks than you last arena and think I got more than you out of it even though I fell short of reward tier.

    Attacks 32,526
    Kills 30
    Wins 28,776
    Losses 3,833
    Biggest Attack 2,026,923 damage
    Status: Dead
    Rank: 158

    Got a good 43 levels out of that lol.
     
  13. polishpimp

    polishpimp Well-Known Member

    Those are damn good stats and boat load of levels....way more than i got and I was focusing on the bigger guys and gals with better XP. This pretty much proves the point that mid levels can fare very well using a little common sense and strategy and they dont even need to win to do better than the big guys and gals. How many refills did u use? and how much stam do u have if u dont mind sharing? Imagine if u would have gone even further....how many levels could u have gotten if u made the top 10 ( 60-80? spending far less stam)..not to mention the FP, SP and coin
     
  14. The Protector

    The Protector Banned

    Sure I dont care bout my viking stats so here it is(Try not to laugh at my horrid stats)

    Level 3718
    Health 15800 / 15800
    Energy 119 / 835
    Stamina 2162 / 2201
    Total Attack 4727
    Total Defense 10487

    I forget how many refills i used....lol.


    One click on your arena profile its like....nooooooo just dodge that one.
     
  15. polishpimp

    polishpimp Well-Known Member


    What u did was amazing considering u are all Def. Hopefully some other will see this and get off there lazy butts and do the same so they can quit whining....lol Its amazing how many players dont check a profile page first before attacking....its simple things like that can go a long way.
     
  16. The Protector

    The Protector Banned

    I might be weak on viking but every arena I make I will give it hell lol.
     
  17. Adam Maguire

    Adam Maguire Member

    how many people register for your arena & how long does it take pimp? roughly like
     
  18. Wonder Bread

    Wonder Bread Active Member

    Just wanted to clarify quickly that the the 15% health degradation after 6 hours of inactivity isn't a one time occurrence. If a player still hasn't hit 100 attacks after 12 hours, there's further degradation, and so on.
     
  19. Demonik1

    Demonik1 Well-Known Member

    Attacks 28,203
    Kills 31
    Wins 23,606
    Losses 6,371
    Biggest Attack 13,543,385 damage

    thats what i did in the last arena using 6 refills i think and my stamina boost and 5th day daily reward of about 1200 stams...my max stamina is slightly over 4300...i gained 27 levels, 28 if you count the reward exp for getting 4th and all i got was 10 fps.
     
  20. polishpimp

    polishpimp Well-Known Member


    Very good example of why the rewards need to be increased. It gets far worse the higher in level u are. Good looking stats though Demonik...NICE JOB!
     

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