Nov 24th, 2011
Ann Arbor, MI (USA)
I'm loving how the new update looks, but I will be withholding judgment on the HP system until further information has been released. As of right now, I just don't think there is enough data to decide whether I like it or not. Here's a list of the pluses and minuses I've seen stated in the chat box, and my thoughts on it.
What many feel the HP system has going against it
1. It will slow down gameplay across the board.
2. New players will be screwed over by it, because they will not have much HP, they won't have many credits to pay for revival, and won't have any friends who are willing to lay down the cR to revive them.
3. The HP system seems like even further punishment for players while they are deranking, which only adds to the frustration of already wasting a bunch of stamina on losses.
4. Will lead to the top players having to revive everyone else in order to keep the game moving, so that they can continue to get wins. If the lowest players are not revived, it will set off an upward-moving chain reaction.
What some feel the HP system has going for it
1. Will help to decrease macro/ghost mouse usage.
2. Will provide an added level of strategy to the game.
3. Firestream has begun adjusting final scores to more closely reflect the strength of the players involved in the battle, so the final scores are no longer completely random.
4. Will force stronger players upwards in skill by discouraging deranking.
- - - - - - - - - - - - - - - - - -
In light of all that, I still think there are things that aren't being considered.
For instance, the amount of HP that each player is granted will have a significant impact on the success of the system. If we're talking +/- 100 HP, there could be a problem. If we're talking +/- 1000 HP, then it's a very different story. There could also be HP-producing buildings added for even MORE strategy, as well as HP items (similar to the good ol' Potion/Super Potion/Hyper Potion from the Pokemon games) that are available at the item shop (hopefully without a steadily increasing price) and can be found after solo wins.
Additionally, we do not know what the cost of reviving oneself or someone else will be. Revival might also require something that is available for purchase at the item shop, or could also be picked up in item drops. Perhaps there will even be a "Revival Bank" that each player has, not unlike the Stamina meter or Energy meter. This could be outfitted with the ability to increase max revivals with new territory buildings, and could refill in a similar way to stamina or energy.
Obviously we are bound to begin forming opinions with any sort update announcement, but right now I think there just isn't enough information to pick one side or the other.