Announcement

Collapse
No announcement yet.

TWL PROPOSAL

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Star Fox
    replied
    Originally posted by Godzero View Post
    I would love to hear more expansion on these kinds of ideas. Not like in the past with "newb squads" that only have a vet captain, but just genuine mentoring, and a new attitude in the zone that this is what the top players should be doing if they feel like they have already "mastered" this game and/or their particular ship. They could prove their skills through other new people they've personally trained instead of whatever it is they think they're proving by getting a 10th medal next to a bunch of other 16-year veterans on an overly-stacked team, AGAIN.
    Masters of trades IRL often will take on students to pass their knowledge onto them. IMHO, the mark of a true pro in this game's future won't be someone having a bunch of pixels next to their name (medals) earned by Walmarting teams, but being someone who is willing to create a squad that isn't 3/4 their friends/old squaddies, and take on protégés who aren't much more than raw potential to start with.

    Probably doesn't need to be EVERYONE to make big changes, but If even a few of the top squads were willing to split and play with pupils, the competition in the game would go way up from there only being 2-3 actual teams in any given league. The natural tendency in games like this are to play with your friends, but if you are all in chats together already there is no real reason why you couldn't just keep the teaming together with your friends in wbduel, javduel, ?go base, and for TWD adopt a mindset of friendly rivalry like "my new apprentice will beat yours" or "mine will be good enough for TWL this season"

    But it would be better if a couple serious vets took the initiative themselves and the rest followed suit ... instead of staff forcing it upon everyone and dividing up the top players like some sort of TW Draft Tournament-type of setting, since assigning players "values" gets a little messy to put it lightly.
    Listen to this man. Time and time again it's the same 2-3 squads that outclass any of the rest by a mile. Anything but finals is typically quite a bore to watch. There are very few upsets. Upsets are what everyone loves, just look at the NCAA tournament. But I really haven't seen it happen too much in TWL. We need to spread the veterans around a little bit.

    This is really tricky though, because it's not very sporting to force tight-knit groups of space-buddies that have been flying together for several years to break off and join different squads. I've yet to think of, or see a satisfying solution to this. One of the best ideas was the draft tournament, but that didn't really work out either because everyone just used aliases, though it was still a little closer than TWL because of some anonymity. We need a way to incentivize spreading skill levels more evenly among squads. The how is difficult.

    Regarding Ricko's initial suggestions, I very much like the idea of more games, though I understand Ephemeral's concerns about lack of time and resources to run everything smoothly. I very much dislike the idea of awarding more points for absolutely crushing newer squads. Most vets will view these matches as a waste of time, and many new players will be quite discouraged by this. Another problem is that all of those benchers on Fierce/Pandora will stay benched instead of getting a turn against the weaker squads. How is that possibly a good thing? That means even fewer people get to participate.

    Leave a comment:


  • Rule
    replied
    I understand what you are both saying with squad identity. There was a time that this zone could fully support your views. Unfortunately the issue with this now is that the majority of vets that feel the same way, likely some who may chime in with agreement, are all stacked on one of the few competitive squads left, thus negating any rhetoric about expanding the competitiveness of TWD or TWL. Only a very select few have shown the willingness to make any effort to change that. You WILL NOT add competitive squads unless these vet players either choose to split up or are provided the ability to expand out without having to separate from their friends that they have squaded with for god knows how long! Hell, maybe they still wouldn't even if given the ability to. I certainly hope that through the ideas we have all shared we are able to come up with something that will give back a much needed edge. I definitely appreciate you guys taking the time to read and acknowledge my ideas, agree or disagree.
    The truth is alot of these vets that are on the few remaining competitive TWL squads are not worth worrying about. Half of them will be inactive once TWL is finished. Their are lots of other vets around, who will be intrested in a revamped twd league. The future growth of TWD relies on taking everyone who wants to be involved, heavily recruiting new players, improving the league and building from there. Not worrying about x amount of players who want to stack on the same squad, with some acting like turds to the rest of the zone (I have stated previous examples enough in other threads). If those squads actually do break up - long-term then you will see some new growth. Once TWL-D is finished we will see some squads dissolve, and some player movement. Also I think caps of newer TWD squads need to set long-term goals, for making sure they are involved in the next TWL. Thats where I would ask players like Dethdefire and Ricko if they are really in it for the long-term - running a squad that will be active till January or if they plan to fold long before/or just before TWL because of life committments or the fact they have to be on a TWL conteder.

    Leave a comment:


  • Dethdefire
    replied
    Originally posted by Rule View Post
    Everyone does have their own views on this, mine are:

    I think improving squad/player identity is very important and part of the reason we are where we are now is both are at an all time low:

    Long-term squad loyalty is a rarity nowadays. Not always players fault there either as squads come and go. Some caps are absolutely useless and should lose the privilege to cap after x amount of short-term remakes. Aliasing is widely accepted by staff and caps, so its fine for a player like Hurricane for example to use 3 different names as long as it fits the current TWD/TWL rules. I think that's garbage. A large percentage of the aliasers in this game, are not benefiting the game, a lot of them are trolling, trash talking etc.

    When I was capping, their is really no way to know if a new player is genuinely a new addition to trench wars, a player from another zone or one of our many aliasers (who have often worn their welcome so thin, that they try to reinvent with a new name) - this makes recruiting harder, if your a cap who has principles. Yes, you can run it by staff, but often you get incomplete answers, as they need to maintain the privacy of the individual. So why would you recruit them in first place? as a cap you would rather recruit genuine players who want to stick with your squad, not transient aliasers.

    When you kill player identity and squad identity's (IE player x can play lj, ld on this squad, lb -that squad) you begin to kill off whats important in first place, the basic idea that a group of players can band together and create something special. Allowing players to play on multiple squads kills rivalry, kills identity and my opinion is far more of a detriment then a plus for TWD or TWL.

    I think with TWD activity at all time low it may be important initially to put a focus on TWDD and TWJD first - as its the best chance for squads to compete against each other regularly IE 3 vs 3 etc. That said maybe its equally important to put the focus on TWBD where you can get 6-8 players actively involved instead of having 4 on the bench watching.
    I understand what you are both saying with squad identity. There was a time that this zone could fully support your views. Unfortunately the issue with this now is that the majority of vets that feel the same way, likely some who may chime in with agreement, are all stacked on one of the few competitive squads left, thus negating any rhetoric about expanding the competitiveness of TWD or TWL. Only a very select few have shown the willingness to make any effort to change that. You WILL NOT add competitive squads unless these vet players either choose to split up or are provided the ability to expand out without having to separate from their friends that they have squaded with for god knows how long! Hell, maybe they still wouldn't even if given the ability to. I certainly hope that through the ideas we have all shared we are able to come up with something that will give back a much needed edge. I definitely appreciate you guys taking the time to read and acknowledge my ideas, agree or disagree.

    Leave a comment:


  • Rule
    replied
    Everyone does have their own views on this, mine are:

    I think improving squad/player identity is very important and part of the reason we are where we are now is both are at an all time low:

    Long-term squad loyalty is a rarity nowadays. Not always players fault there either as squads come and go. Some caps are absolutely useless and should lose the privilege to cap after x amount of short-term remakes. Aliasing is widely accepted by staff and caps, so its fine for a player like Hurricane for example to use 3 different names as long as it fits the current TWD/TWL rules. I think that's garbage. A large percentage of the aliasers in this game, are not benefiting the game, a lot of them are trolling, trash talking etc.

    When I was capping, their is really no way to know if a new player is genuinely a new addition to trench wars, a player from another zone or one of our many aliasers (who have often worn their welcome so thin, that they try to reinvent with a new name) - this makes recruiting harder, if your a cap who has principles. Yes, you can run it by staff, but often you get incomplete answers, as they need to maintain the privacy of the individual. So why would you recruit them in first place? as a cap you would rather recruit genuine players who want to stick with your squad, not transient aliasers.

    When you kill player identity and squad identity's (IE player x can play lj, ld on this squad, lb -that squad) you begin to kill off whats important in first place, the basic idea that a group of players can band together and create something special. Allowing players to play on multiple squads kills rivalry, kills identity and my opinion is far more of a detriment then a plus for TWD or TWL.

    I think with TWD activity at all time low it may be important initially to put a focus on TWDD and TWJD first - as its the best chance for squads to compete against each other regularly IE 3 vs 3 etc. That said maybe its equally important to put the focus on TWBD where you can get 6-8 players actively involved instead of having 4 on the bench watching.

    Leave a comment:


  • Dethdefire
    replied
    Originally posted by Ricko View Post
    That's definitely jumping to conclusions lol. If you look I was in Penetrate for 10 months, Cobra for 5 months and squadding with the same core of friends across numerous squadnames for 7 months since 2011 and 2 squads that I was on for 3 months each, that's effectively 5 squads over nearly 2 and a half years which isn't too bad.

    I understood exactly what you meant, I mean if people wanted it so you could league on 3 different squads then so be it....I just think that takes away a lot from the game. What I said wasn't a propaganda statement at all, many active players will know I have roughly stuck with the same group of guys for the last few years.
    Well, I never said that I wasen't good at shooting myself in the foot! lol.

    Leave a comment:


  • Ricko
    replied
    That's definitely jumping to conclusions lol. If you look I was in Penetrate for 10 months, Cobra for 5 months and squadding with the same core of friends across numerous squadnames for 7 months since 2011 and 2 squads that I was on for 3 months each, that's effectively 5 squads over nearly 2 and a half years which isn't too bad.

    I understood exactly what you meant, I mean if people wanted it so you could league on 3 different squads then so be it....I just think that takes away a lot from the game. What I said wasn't a propaganda statement at all, many active players will know I have roughly stuck with the same group of guys for the last few years.

    Leave a comment:


  • Dethdefire
    replied
    Originally posted by Ricko View Post
    I think allowing people different squads for each league would become a bit of a headache tbh from an administrative side and IMO competing across the board with your squad is what builds comradery between squad members...if say I run a wb squad and we have enough guys willing and wanting to learn how to base as a squad that can be a lot of fun to try to improve together and every basing win means that much more.

    Having players split out across different squads is leading us down the direction of reduced squad loyalty in the zone; yes you could complain that loyalty is somewhat to blame for squad stacking over recent years (or just people greedily wanting free titles) but we need to maintain or promote squad loyalty as building close knit relationships with squaddies is half the appeal of this game.

    My squad Gladiator I set up a week before the DDOS attack is aimed at being a combination of vets and newbs with the aim to help train up newer players in TWD whilst also building a strong squad ethos. If no newer squaddies are online we can put out a competitive line and beat better squads, but when they are online we drop the level of who we play and try to help train them. I believe that newb squads arent really that productive in developing new players, infact they just end up getting destroyed in TWD matches. The way forward is to recruit a decent portion of newbs on to your roster and integrating them with more experienced guys who can show them the ropes.... throwing in a vet or 2 into a 4v4 twd match who help 'carry' the newbs to wins is more beneficial than having 4 newbs in together being beaten 50-15 every time and losing any motivation to attempt to become better at the game. You can argue that a vet hitting 18+ kills every match won't help the newbs develop, but it will....they will learn by watching how good players fight and grow confidence in their own ability through winning matches even if they only go 4-10 to start off with.

    Let's be honest, winning is what makes games fun, if we have newbs flying beside vets it will accelerate their development skill wise and allow them to take enjoyment from the game in winning more. Losing 20 games in a row isn't fun for anyone and in this day and age where people have so many games to play why would they stick at one where they just lose all day?

    P.S Gladiator is recruiting.
    am not sure if you understood my idea exactly. As an example, if Gladiator qualified for only TWLD and TWLJ and you had a player who also was able to play competitively in TWLB he would have the option to join a TWLB squad during the soft lock to participate in that league. Gladiator would be his primary TWD, TWLD and TWLJ squad and Squad B would be his secondary TWLB squad for TWL only. It may or may not allow for a few more competitive squads to emerge during twl. I think it is worth a shot. This would not have any impact on you experimenting with another league as a TWD squad. I don't know how staff verify eligible players but I cant imagine it to be that difficult to compile a list together for referencing. I would much rather see a small headache in handling a few extra competitive squads than the large headache we continue to see from disastrous TWL seasons.

    Ricko, I respect you as not only a vet of the game but as a top notch player. However, It is really hard for me to take your statement of squad comradery seriously when you haven't been on a squad longer than three months since the end of 2011. I don't know if that was just a statement to support your recruiting propaganda or if maybe you have just been inactive from the competitive scene. I have been known to jump to conclusions so forgive my ignorance if that is the case. I do suppose everyone has their own views on this topic. I just don't see three month stints on squads as being symbolic of "Squad loyalty." At this point TW is probably a game that "Squad loyalty" should not be a topic in. I have never played any game in which changing squads so frequently is a normal and acceptable aspect of the game. The appeal of the game has not been "Squad loyalty" for YEARS. The appeal of this game has always been that you can come in for a relatively short period of time have a little fun playing and chatting with friends and then leave. That appeal has been greatly reduced by the lack of competitive TWD games.

    The absolute importance here is to promote and focus on developing competitive teams of players to not only keep the remaining vets interested but slowly introduce new players into the game at the same time. This will not be accomplished only by bringing newer players into squads with a handful of veterans. While these squads will indeed help newer players develop over a long period of time, they will certainly in no way make TWL more appealing or competitive for veteran players. YOU WILL NOT accomplish this by merely tweaking a few small aspects of TWL. My argument is not just that we need to develop new players. It is that we need to do it while retaining the veterans that we have trough not being closed minded in our approach to make BOTH TWL and TWD a more competitive place. I made the original DragonGuard out of a group of pub players, as I have done in every game I have played, and together we transformed it into a decently competitive squad over a period of three years. I know the process and its not a fast enough answer to our immediate dilemma.

    Leave a comment:


  • Ricko
    replied
    I think allowing people different squads for each league would become a bit of a headache tbh from an administrative side and IMO competing across the board with your squad is what builds comradery between squad members...if say I run a wb squad and we have enough guys willing and wanting to learn how to base as a squad that can be a lot of fun to try to improve together and every basing win means that much more.

    Having players split out across different squads is leading us down the direction of reduced squad loyalty in the zone; yes you could complain that loyalty is somewhat to blame for squad stacking over recent years (or just people greedily wanting free titles) but we need to maintain or promote squad loyalty as building close knit relationships with squaddies is half the appeal of this game.

    My squad Gladiator I set up a week before the DDOS attack is aimed at being a combination of vets and newbs with the aim to help train up newer players in TWD whilst also building a strong squad ethos. If no newer squaddies are online we can put out a competitive line and beat better squads, but when they are online we drop the level of who we play and try to help train them. I believe that newb squads arent really that productive in developing new players, infact they just end up getting destroyed in TWD matches. The way forward is to recruit a decent portion of newbs on to your roster and integrating them with more experienced guys who can show them the ropes.... throwing in a vet or 2 into a 4v4 twd match who help 'carry' the newbs to wins is more beneficial than having 4 newbs in together being beaten 50-15 every time and losing any motivation to attempt to become better at the game. You can argue that a vet hitting 18+ kills every match won't help the newbs develop, but it will....they will learn by watching how good players fight and grow confidence in their own ability through winning matches even if they only go 4-10 to start off with.

    Let's be honest, winning is what makes games fun, if we have newbs flying beside vets it will accelerate their development skill wise and allow them to take enjoyment from the game in winning more. Losing 20 games in a row isn't fun for anyone and in this day and age where people have so many games to play why would they stick at one where they just lose all day?

    P.S Gladiator is recruiting.

    Leave a comment:


  • Dethdefire
    replied
    Originally posted by Rule View Post
    I agree with those who say TWD needs to be revamped and focused on. With TWL basically all but done, heavy emphasis should be applied to TWD, bringing in more new squads and players.

    Between now and January 2015 (estimated TWL start date), something needs to be created for squads to compete for in TWD, and we need to find a way to make it more competitive, fun and inclusive for the majority of trenchers to be involved in - as TWD activity is declining rapidly these days. Any chance of TWL being improved on, starts with overhauling TWD.
    Why not allow players to be in a separate squad per league? If you are in just a one or two league squad but can compete in two or three leagues why in the heck should you be prevented from joining a different squad in another league. All three leagues are "combined" per squad in the terms of competition. Why not treat each league as a separate entity for the purpose of twl. I think this would help spread around competitive players that find themselves dormant in leagues they could participate in with less stric roster rules. Just an idea.

    Leave a comment:


  • Dethdefire
    replied
    Originally posted by zidane View Post
    I like the idea of playing each squad 2 times, i think weekday games would be a mistake as there would be a lot of no shows which would probably jeopardize the quality of the games severely. I also believe that TWLD/TWLJ games should be a best of 3 rounds like it is in TWD, no reason to make it 10 minutes of gameplay. I'm sure someone has already suggested these 2 ideas, I'm just agreeing that i think it's good
    Weekday games would be a mistake if they were scheduled. However I strongly feel that if two squads have the line and ability to play a game, by the choice from each squads captain, at any given point of the week they should be allowed to do so. We have nothing to lose by having one bot available per league during the week to support this. Obviously a staff member would need to be available and present. This may in fact reduce the demand for bots on weekends and help things run not more smooth but more flexible, without shutting down twd.

    Leave a comment:


  • Turban
    replied
    oh, this thread had a second page already.

    Leave a comment:


  • Turban
    replied
    we could always implement a mentoring system where a captain could basically reward his/her hardest working new members for being active and improving as a player. there's a lot of ideas that could be implemented, but not all of them synergize with each other and most would require a lot of hard work from the coders. i don't want to overburden them, but we do need something to make the process easier to run newbie squads. i've always wanted to have some sort of training system implemented to TWD, but that's probably something that'll never happen.

    nevertheless, all things considered it would still be up to the veteran players to actually do all the hard, dirty work. creating a squad and actively recruiting members, trying to keep everyone happy and giving them tips on how to improve as a player. that's a lot of hard work to actually making it a success and not everyone is up for the task. alone you can't do much, we would need several people participating in this project that actually have the motivation to see it through. at the moment we currently have a couple of things that are kind of preventing any kind of "mass recruiting" of new players, such as the 35 roster limit rule (which should be scrapped or at least temporarily removed until twl qualifications begin) and double squadding rule. i would love to help multiple squads to grow, but without a change in the rules i'm technically limited to one squad.

    our current twd structure isn't really newbie friendly. that's a fact. if we can recruit hundreds of new players into TWD while getting them involved in this whole "squad community" thing, which imo is something we can still do even at the current state of the zone, our activity levels should theoretically grow. if our new recruits stay in the zone for longer than they usually would, and log in more often, then our population should also see a steady growth over time.

    just my morning thoughts.

    Leave a comment:


  • Rule
    replied
    Originally posted by Godzero View Post
    I would love to hear more expansion on these kinds of ideas. Not like in the past with "newb squads" that have a vet captain, but just genuine mentoring, and a new attitude in the zone that this is what the top players should be doing if they feel like they have already "mastered" this game and/or their particular ship. They could prove their skills through other new people they've personally trained instead of whatever it is they think they're proving by getting a 10th medal next to a bunch of other 16-year veterans on an overly-stacked team, AGAIN.
    Masters of trades IRL often will take on students to pass their knowledge onto them. IMHO, the mark of a true pro in this game's future won't be someone having a bunch of pixels next to their name (medals) earned by stacking teams, but being someone who is willing to create a squad that isn't 3/4 their friends/old squaddies and take on protégés who aren't much more than raw potential to start with.

    Probably doesn't need to be everyone to make big changes, but If even a few of the top squads were willing to split and play with pupils, the competition in the game would go way up from there only being 2-3 actual teams in any given league. The natural tendency in games like this are to play with your friends, but if you are already all in chats together there is no reason why you couldn't just keep the teaming together with your friends in wbduel, javduel, ?go base and for TWD adopt a mindset of friendly rivalry like "my new apprentice will beat yours" or "mine will be good enough for TWL this season"

    But it would be better if a couple serious vets took the initiative and the rest followed suit instead of forcing it upon everyone and dividing up the top players like some sort of TW Draft Tournament-type of setting, since assigning players "values" gets a little messy to put it lightly.
    Well said Godzero. Mentoring for the sake of helping new players needs to be massively focused on if the leagues are to have any chance of significant growth. The reality is we need to balance the values that traditional vets appreciate - like remaking TWL a cherished event, while also realizing points like what Dethdefire has said: The time of TWD revolving around TWL is over. When one league runs 365 days a year, 24 hours a day (and the other 3-4 months) - we must enhance it and make it a competitive/fun league that is inclusive to newbs and vets - and gives as many people as possible the opportunity to play in leagues - on teams that are not completely unbalanced. We have to make it a friendly league for new players to be a part of, and you can't force existing players to play in some ridiculous style TW draft league, where teams are randomly chosen. And the newb squads with vet leadership for example Play, don't work as a long term solution as come TWL time the squads get dissolved and the caps/vets on them go back to existing squads. Basic truth you can't force caps or vets to do anything they dont want to do.

    I think if a player has never played on a TWL squad he could be classified as "new" even if hes been pubbing it for five years, or playing chaos. Definitely going to be a wide variety of different skill levels of new players. I think if majority of existing active TWD squads (+ new post TWL squads) would take on 5-10 new players we would see immediate growth, and vets who are not interested in moving would still get to stick together with friends. Make TWD a competitive league, where caps are awarded and recognized for recruiting new talent, where rookies are given recognition etc and where squads actually have something to compete for and enhance TW. One idea would be score-resets: example Pub score-resets every two weeks, maybe TWD should score reset every x period (IE two weeks, one month, two months) with top TWD squads given recognition (IE Squad X - TWJD - 3rd place medal - Period May-July 2014). Then you reward squads for competing + create a more active league. Top it off with a TWD cup which is inclusive to as many active squads as possible, where the top 3 squads get recognition. I think newer players need to be part of squads that win something, as opposed to being on the squad that gets kicked around TWD every day.

    Lastly you have to create a better connection between squads and pub. Need to strengthen pub as much as possible. Back in the day we actually used to see vets playing pub more. Its the first recruiting ground for any TWD squad and before many newbs can make it to TWD they need to develop and learn the basics there.

    Then come January 2015 you have a stronger league system, more established squads (newbs, newer players can grow alot in active leagues over a period of 7,8 months) and you run TWL for the 3-4 month period with way more new players involved (ideally including as many active TWD squads as possible), while still keeping the strengthened TWD system in place. I like the idea that come TWL, squad's also have a minimum number of players in training, then you don't end up with what we have had for many seasons now top tier squads with 0-1 newbs. Give squads a separate 5roster spots in TWL for example for players in training that way no squad is "forced" to play ppl they don't feel are ready yet in key TWL games, but all squads are still training players and boosting twd activity.

    Then put some of the ideas that are out here like Ricko's to a vote and see if the majority of active TWD/TWL players want a different point system, or prefer the traditional one.
    Last edited by Rule; 04-10-2014, 12:01 AM.

    Leave a comment:


  • Godzero
    replied
    Originally posted by LF View Post
    I'm sort of impartial to most of your suggestions here. I don't hate any of them but none of them give me any sort of epiphany either. I do like playing twice as many games, thus prolonging the season instead of shortening it. IMO the single biggest thing we could do as a zone is to stop stacking squads in specific divisions but thats nothing new. If pandora's 25 LB benchers, 10 LD benchers and 10 LJ benchers, as well as Fierces 20 LD benchers were to have split among the less competitive squads we'd have ourselves a hell of a good season instead of 1-2 powerhouse squads in each league and a bunch of garbage like we do every year. There's no way for staff to enforce this though, its on the general playerbase to be part of the solution instead of continuing to contribute to the problem.
    Originally posted by Rule View Post
    I think we need to realize that if no mentoring, or recruitment of new players into existing squads is done, if players continue to cluster on the same squads year in year out, the leagues will be finished soon. This season most of the caps I talked to who ran top twl tier squads simply could not name more then 1 player on their squad who would fall into the bracket "new". Those who genuinely love league play, and only login for it need to give back more to the system they enjoy - make it more friendly and inclusive to the rest of the zone. Recruit newbs, get players from other zones that are dying (EG, Chaos etc) and keep trench wars league rolling. .
    I would love to hear more expansion on these kinds of ideas. Not like in the past with "newb squads" that only have a vet captain, but just genuine mentoring, and a new attitude in the zone that this is what the top players should be doing if they feel like they have already "mastered" this game and/or their particular ship. They could prove their skills through other new people they've personally trained instead of whatever it is they think they're proving by getting a 10th medal next to a bunch of other 16-year veterans on an overly-stacked team, AGAIN.
    Masters of trades IRL often will take on students to pass their knowledge onto them. IMHO, the mark of a true pro in this game's future won't be someone having a bunch of pixels next to their name (medals) earned by Walmarting teams, but being someone who is willing to create a squad that isn't 3/4 their friends/old squaddies, and take on protégés who aren't much more than raw potential to start with.

    Probably doesn't need to be EVERYONE to make big changes, but If even a few of the top squads were willing to split and play with pupils, the competition in the game would go way up from there only being 2-3 actual teams in any given league. The natural tendency in games like this are to play with your friends, but if you are all in chats together already there is no real reason why you couldn't just keep the teaming together with your friends in wbduel, javduel, ?go base, and for TWD adopt a mindset of friendly rivalry like "my new apprentice will beat yours" or "mine will be good enough for TWL this season"

    But it would be better if a couple serious vets took the initiative themselves and the rest followed suit ... instead of staff forcing it upon everyone and dividing up the top players like some sort of TW Draft Tournament-type of setting, since assigning players "values" gets a little messy to put it lightly.
    Last edited by Godzero; 04-10-2014, 12:26 AM.

    Leave a comment:


  • Dethdefire
    replied
    Originally posted by Ricko View Post
    Eph - the qan change 30 seconds before the match is still not relevant to this TWL proposal and in this proposal I clearly stated TWLB playoffs should be best of 3 to 15 minutes every round. By setting these rules early we won't end up with the same incidents such as the bot change last minute., plus 3 races to 20 minutes is way too long.

    .
    Yes TW has struggled due to continual 'suggestions' that just keep on adding to the side of other issues, but TWL is a wing of the game, not the game itself. Formatting how TWL is run to benefit the zone is different to continual changes to the lev or weasel.

    With the TWL site being re-structured/changed at the moment it makes complete sense to sort out what the TWL structure will be next year and the coding needed to make it run smoothly.
    Check out my trench wars death match league idea and let me know what you think. I think it's not only a good new idea to get new players involved but also a way to introduce them to some semi competitive play

    Leave a comment:

Working...
X