About the game
News
Sign in
Register
Top Players
Forum
3:07
1171
 online
Authorization required
You are not logged in
   Forums-->General game forum-->

[ICC / HWM Daily] FS 13


1|2

Author[ICC / HWM Daily] FS 13
All this discussion about stats and PoS lol


Its a good thing we have fsl 13. These days even level 15 players have fsl 12.. a relatively easy ultimate achievement. If the game already has 21 or 22 levels, its appropriate to have a higher cap for faction too. Once more people have fsl 13, these complains will become pointless because fsl 13>12.
I still think fsl 13 should give more stats.
for virtual_vitrea:
It's not the level, it's the low stats it gives so it makes it worthier to build faction resistance than one main faction.
it is better to go FSL 12 in main and 10 in other faction rather than FSL 13 main and 8 in other faction
It's not the level, it's the low stats it gives so it makes it worthier to build faction resistance than one main faction.

sure, that alternative might seem more worthy of your effort but it shouldn't have to mean that people who like to play a certain faction have nothing else to look forward to beyond fsl 12.

Its a plain fact that the player base in pvp is shifting to become more and more efficient with regard to the whole xp/fsp thing. Today i played CG with a level 14 guy who was fsl 11 along with resistances. The scenario Lord Syrian posted in #1 is going to be a rare one. Fsl 12 is now the new norm for level 15 players. If you can realize that then it no longer makes sense for you to play competitively below fsl 12 or without PoS at combat level 17. How many millions apart are these two combat levels? Anyway, it was just that earlier you could get no benefit from PoS beyond fsl 11 and now the situation has changed.

Another thing i wanted to add was that post 1 is misleading. Player A doesn't lose anything. It should be Team A+B is behind team C+D by +2%ini +2att +1def. That's just it. This advantage is shared by the two players of second team which makes it even smaller.
After average fsp balancing last year we can expect that there will be several players with fsl12 on CL14 and few of them will have some resistance against other factions too. And by the end of next year it will be pretty common to see fsl12 on CL14. Now I know many players who gonna reach fsl12 before by the end of CL14
Alright... I've been trying these past days to wrap my head around what exactly are the implications of introducing FS13 with low comparative bonuses. My idea is to propose a sort of game theory model that will make it clear which strategies are the best. By far the biggest problem is that there are too many variables involved. Then, it comes the problem that for each player, there are multiple strategies available, not just in the preparation to a battle, but to a long term char development (here, the big problem is to determine how many players will actively pursue FS13). Lastly, there's the problem of applying all this to different types of battles.

For the sake of simplicity, I decided to assume certain conditions:

-Assuming that all players have a main faction at at least FS12;
-Assuming the team allocation is a stochastic process (random CG type, no pre-made teams);
-Assuming all players are able to use Potion of Skill;
-Assuming all players have at least one fully built castle in a secondary faction;
-Assuming as payouts:

Big pay: be FS12 via PoS
Small pay: be FS13, or FS12 with no FS13 player(s) in enemy team, via main faction
Small loss: be FS12 via main with FS13 player in enemy team
Big loss: be FS11 via PoS, with FS12 player(s) in enemy team

It follows that the superrational initial strategy is to always play with main faction, even if it's only FS12, as that prevents the "Big loss", while allowing the "Small pay". The problem comes with the dynamic adjustments players can make to their strategy if it becomes frequent to have players in battle with FS13 main. In the long run, more and more players will risk low FS with PoS, betting on the likelyhood of meeting a FS13 player, as they would get the "Big pay". This dynamics seems to prevent a Nash equilibrium, since the probability of meeting a FS13 will go above and below 50%, making the decision of playing low FS with PoS more or less rational as a direct result. To further complicate this, the rationality of the decision depends on the availability of general statistics. And it remains a possible outcome that all 4 players in battle are low FS with PoS, thus mutually neutralising each other's strategies.

More than anything, I will be curious to see how it plays out in CG, and I hope you guys too. I don't know if we can get statistics on CG battles that would allow us to understand what the more rational strategies are, but maybe data can be collected from a small group of CG usuals, and we see it from there.

*I can explain the reasoning behind the payout chart options, if you want.
Big pay: be FS12 via PoS

This would be my choice tbh, mostly because it means I will be able to use my other FSL as resistance against the enemy. Even if I had FSL 12 demon or something, I will probably use tribal (if I had FSL 6 for example) with a PoS.
There still few FS13 to make the gamble, who can tell when there will be enough to have an impact. Perhaps this model can only be applied some time from now
I can only see people going to FSL13 before getting high (above 9) fsl in everything else if they

A) really love the faction
B) Gambling addict and can't afford other castles
C) Were already close to FSL13 due to anticipation (like yourself)
This topic is long since last update and considered obsolete for further discussions.
1|2
Back to topics list
2008-2024, online games LordsWM