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Champion[1927067]
· 98 likes · The tie breaker should be the total attacks made between the last tick and the next one instead of overrall attacks Also make it so that idiots like MeanMike cannot ruin the whole competition for 500 teammates, he made some …
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· 48 likes · Power Plays (Accelerated Life Loss) Elim Debuff (Catch Up Mechanism) Team Lives is added as a negative stats Debuff once attacking starts. For this year, that means everyone in Elim starts with -50% passive effect. This would achieve a few …
Lenin[2199004]
· 43 likes · please keep the 30m between ticks, that was very nice no other comment
With Elimination 2022 fresh in your minds, we'd like you to tell us what you'd like to see from Elimination 2023.
It's looking likely that significant changes will be made for this tournament in the future, so if you enjoyed something and would like it to stay, you dislike certain elements and wish to see them changed, or you just have a general suggestion that you'd like to air, drop it in this thread. Please be as brief and clear as possible with your comments - if we see an idea that we like we'll get in touch if we need further information.
The tie breaker should be the total attacks made between the last tick and the next one instead of overrall attacks
Also make it so that idiots like MeanMike cannot ruin the whole competition for 500 teammates, he made some absolutely abysmal decisions that cost us big time in the long run. Just goes to show that he is nothing without stretch to carry him. Terrible leader, he needs to come with a big fat disclaimer for every subsequent elimination.
unoriginal but fun suggestion, add a elim chain bar and create bonuses so teams can work together to build elim chains to earn/steal bonus points
min 5 hits per day or you get kicked
smaller teams (max 100 members per) im sure we can reuse the old names.
and for the people that love to watch the world burn (torn servers) bring back daily pushes so 1 team gets eliminated per day like it used to be before hourly elims were introduced.
Every person is in an individual 'team', play as normal - wait, that's just dog tags, isn't it?
On a more serious note, elims was great this year, the only real standout issue is monarch trying to fix the standings. Sadly you can't decide what they do since if you ban elims fixing they'll just be more secretive about it, the only other option is to stick them all in one team but then they win anyway, so... it's about as good as it's going to get! 30 minute ticks was a lot more relaxed than 15 minutes, still deciding if I like it more or less that way but elims is meant to be the most competitive attacking event of the year, so maybe 15 minute ticks are better?
Team Lives is added as a negative stats Debuff once attacking starts. For this year, that means everyone in Elim starts with -50% passive effect. This would achieve a few things * Real negative impact to leaches * Makes bounties more interesting to evolve people outside elim (I love chaos) * As teams drop lives, they gain in strength, making them more attractive for alliance flips, etc.
- 30 min ticks: a winner. Made it much more enjoyable.
- Pot luck: this wasn't good, it made nothing in terms of balancing the teams and made it too random that it wasn't possible to play with friends. In the end it was "come on join team X, I am there too" which convinced some players to join, this has to be one of the reasons this year teams were almost half the size of last year's. Maybe an invitation or two to be able to invite a friend might work too.
- The competition being too dependent on discord is not good, perhaps some kind of team-newsticker/better forum with stickies etc would be good to reduce this dependency.
- If pot luck, then should be a mechanism there to even out team strength, distributing top 500 battle stats evenly might be a start.
- Early discharge when hit by someone out of the competition or from a team which is already eliminated would be great. Pesky retals didn't serve the competition well.
- Less tickets to make flips easier, make it more exciting to watch too.
Note: I agree to what Champion wrote about tie break.
More meaningful rewards would be beneficial, particularly due to the amount of effort and the length of the competition and what it requires out of participants. This would also be of greater interest to players who have already achieved the merits. The token store is what it is, it just seems quite strange comparing Elimination effort to reward ratio compared to ranked war effort to reward ratio.
Being able to sticky forum posts would be helpful.
Someone had suggested an idea where each day, people under a certain hit threshold get kicked from the team. I would want to see something that considers activity, too, rather than just hits - because someone who does 0 hits but contributes in other ways can also be a valuable member on the team.
I think the planning stage is a day or two too long. The length of this competition makes it taxing.
My first elim, it was fun and kinda a preception from my experience. Cant wait to do it again.
My suggestion is remove potluck. Keep it random though, have signup period, then on a certain date use true level or whatever to divy the teams, if staff is looking for balance teams. Give a window of time before launch once this is done so teams can strategize.
Get rid of tickets and make it respect based.
What you saw was big dogs knocking around little guys, not much in a fair fight. Everyone was doing it even me. However if you make this into a massive RW set up without a ending point, the strate becomes deeper. Does a 100 want to smack around a lvl 15 for .05 respect? This gives lower guys more to do as well at attacking and farming at their level. Makes wanting to hosp onliners to keep them out of the fight. Makes it better that the last 30 seconds to line up a target and hit st the :59 mark. With respect being used that gives more reasoning to chase targets overseas, retaliate and even assist in hits. And if you wanted to, you can introduce a elim only chain as well to add bonus hits...maybe making it 4x the needed hits for a bonus and maybe 1 min between hits to make it harder to sustain.
Keep the lives, make it so teams cant go under 0 respect and take a life every 30 minutes too.
Just my little idea on how to maybe make it better
Or keep it the same too was fun regardless will do again.
Designate a day for voting on leadership roles and have systems in place to support them. i.e. Roles are displayed in game, with specific chats for those roles.
Basically add things so we're no longer reliant on Discord - it's a pain in the ass having to open a separate 3rd party app to participate effectively, especially on mobile.
The spirit of Elimination, as far as I can tell, is being put in a huge team with all sorts of people and somehow organizing yourselves on your own and competing with similarly chaotic teams to emerge the last team standing.
With that in mind, Pot Luck is great. Don't let players decide a team's makeup before they join, don't let them invite their friends to join their team, don't give option for spouses to join same team. You get the idea.
Even if RNG favors one or two teams over the rest in terms of battle stats, activity, etc. let the competition play out. We'll root for the underdogs.
My only concern is, as mentioned by others, the dependence on Discord and the owner of the team server. I don't think Ched envisioned the event to begin with a scramble to decide whose server is the official one for each team. Unless he did.
For anyone who knows me and knows my posts in the suggestion forums, my input tends towards long, fully analyzed problems, with well laid out solutions. I often even try and present multiple options to solve a specific problem. I’m doing my best to keep this short(ish) since this isn’t my thread. My analysis isn’t as long either since this was prepared quickly rather than over the course of a week or more. Anyways, here goes.
My analysis identifies three problems with elimination, but in truth I think they are linked and best solved as a group of three related problems and so my suggestion attempts to tackle all three at once.
Broadly speaking elimination has three problems. First, it simply takes too long to arrive at the conclusion everyone knows is going to happen. Think of how long it took Rain Men to defeat Sleepyheads at the end. The result after 2 hours was the same as the result after 20 hours. Second, the logical consequence of the alliance system creates a meta where you focus down 1-2 teams to put them at 0 tickets until they are forced out. This creates a stale environment rather than a dynamic competition and results in the weird last second push mechanic, which is interesting and creates bursts of activity that people do like (especially with 30 minute pushes), but it creates a system where many/most attacks don’t matter. We want players to feel like their attacks matter. Third, too many teams are effectively eliminated right away. They don’t even have a chance to shift alliances. Someone has to go out first, but those first teams play only 48 or 72 hours instead of a competition that lasts a week or more. Sometimes this elimination is met with enthusiasm as they were at 0 tickets and felt that they had no chance. But again, this does not seem like a healthy situation. Better to find a way for them to participate and feel that they have a chance.
My Solution has a few parts.
Multiple teams lose a life every tick. This would require teams to have more lives. Ideally this system would not just be the bottom 2 teams losing a life. Perhaps even as many as the bottom half of teams. This would result in a much more chaotic environment as the meta around 3-4 teams having all the tickets would result in their own allies losing lives, thus creating a shifting alliance structure as “losing teams” are hung out to dry by the folks with 3k tickets. (addresses problems 1, 2, & 3).
When a team is eliminated all tickets are evened out. This forces a repeated scramble for tickets and requires the teams who are on top to consider the benefit of applying pressure at the bottom or preparing for a renewed push to take tickets. In some ways it may act as a slingshot/catchup mechanism lowering pressure against teams at the bottom as the teams who are doing the best start to prepare for a team to be eliminated, perhaps even allowing the team facing elimination to keep from being eliminated. (addresses problem 2 & 3).
The number of lives teams have and the rate of loss would have to be carefully calibrated, both the number of teams losing a life and the number of lives lost. A team going from full lives to dead in 8 hours is not a good situation. 25 hours of life loss ticks (as it does now) is less of a problem (in terms of competition length) when multiple teams are losing lives. I would personally suggest that the bottom 1/3 of teams lose lives. I would also suggest that the team in last place loses more lives, but not radically more lives. Perhaps last place loses 2 lives. And the other teams lose a single life. A larger difference would require teams have really high numbers of tickets that would result in longer elimination times later in the competition.
The point of these changes is simultaneously to keep more teams in the fight for longer and also make the whole event finish more quickly. It drags. Yes, the event needs time for alliances to form and fall apart, or individual allies to betray one another. But I think the end result is a stagger to the finish and a collective sigh of relief that the event is over. Shorter Dog Tags helped us see the benefit of shorter more intense events.
EDIT: Whenever the percentage of teams losing a life doesn't work out I would round up so more teams are at risk. The more teams are at risk, the more chaos and the greater need to flip on allies later in the competition.
If balancing out the tickets I would add in a 1-6 hour grace period after a team is eliminated, similar to the starting day of the competition, random times with no shown timer on them to allow for the teams to get a small breather, a chance to make and break alliances before their lives are lost again. This will work best with multiple teams loosing tickets to make up for the time when no tickets would be lost.
Formalize team archives so you can search previous year ranking and team membership and # of hits would also be helpful.
I don't think the game can introduce sufficient mechanics that would make in game more effective than discord, tbh.
Each year teams also built pretty much the same discord tool Bots in order to have effective management and be able to properly observe the field and the actions occurring. The Bots tend to be more readily interpreted than the in game tools. It may be worth integrating all those tools into the game proper to support balance.
Regarding factions and certain players trying to "rig" the competition - I appreciate why this is frustrating and we always see the impact of it, yet at the same time this is a crime game, individual factions having members participate in a game-wide competition would obviously do whatever it takes to secure the win, including exploiting all relationships and power that can be leveraged to support the effort. We can't make a competition that is stand-alone and separate from the rest of the game and I am not sure we want to. This us a significant challenge to navigate which becomes a part of the Elimination strategy and alliance management. It isn't a level playing field, and it never will be - I am not sure if anything can be done to "fix" this. Perhaps we need to lean into it more somehow?