GuntherBlobel wrote: I don't think this is a great endorsement of the game and it's intended progression rate.
GuntherBlobel wrote: with abundant 50 pt matches once you climb above 800 pts.
GuntherBlobel wrote: Just because you Sentry-hopped to 1300 today does not mean that a new player will be able tomorrow
HawkeyeSucks wrote: GuntherBlobel wrote: I don't think this is a great endorsement of the game and it's intended progression rate. Never said it was. 208 straight days of gameplay to make real progress is absurd, that was more my point. GuntherBlobel wrote: with abundant 50 pt matches once you climb above 800 pts. Not true, at least not for me. I have to spend at least 100 in skips before I find a 48pt match, let alone those juicy 50pointers GuntherBlobel wrote: Just because you Sentry-hopped to 1300 today does not mean that a new player will be able tomorrow Also never said that either. The bigger picture was you need to be in a top100 alliance and persevere through the **** to get anywhere in this game.
loroku wrote: I've never personally seen a 50-point match. I take it that's the maximum? It actually took me at least a month to see anything higher than 29.
Lerysh wrote: The reward at 1300 even existing is a clear indicator the devs expect some people to reach that point. They even said once that progression rewards being too hard to hit was a problem for PvP, and then they lowered the point values on a lot of things.
GuntherBlobel wrote: Sheild hopping is only possible because of server lag. It's an exploit that happens to put into the game. The devs may be fine with that, but they didn't design it. As far as I can tell they have never done anything intentional to make Progression awards more attainable.
HailMary wrote: GuntherBlobel wrote: Sheild hopping is only possible because of server lag. It's an exploit that happens to put into the game. The devs may be fine with that, but they didn't design it. As far as I can tell they have never done anything intentional to make Progression awards more attainable. Huh? Why is server lag necessary for shield hopping?
GuntherBlobel wrote: Well maybe you should get still get 1 win in before you get get hit and lose more points than you won. So maybe its not strictly required. A round with Sentry takes about ~1-2 min to play. That's how much time you should have before someone else his you. But you can safely unshield for ~10 min. The difference has to be server lag or queue lag. Within minutes after that you can observe the 200 pt loss you narrowly avoided. The point is that shield hopping is not simply resuming play. We all know that. Winning additional points between shields is an artefact of the system and not by design.
GuntherBlobel wrote: A round with Sentry takes about ~1-2 min to play. That's how much time you should have before someone else his you. But you can safely unshield for ~10 min. The difference has to be server lag or queue lag. Within minutes after that you can observe the 200 pt loss you narrowly avoided.
MarvelMan wrote: GuntherBlobel wrote: A round with Sentry takes about ~1-2 min to play. That's how much time you should have before someone else his you. But you can safely unshield for ~10 min. The difference has to be server lag or queue lag. Within minutes after that you can observe the 200 pt loss you narrowly avoided. The reason shield hopping works is because it takes someone X amount of time to find you in the queue and Y amount of time to fight the match. If you finish your match(es) in less than the shortest X+Y you can reshield before the defensive loss occurs. That is not server lag.
GuntherBlobel wrote: Lerysh wrote: The reward at 1300 even existing is a clear indicator the devs expect some people to reach that point. They even said once that progression rewards being too hard to hit was a problem for PvP, and then they lowered the point values on a lot of things. They said that when people challenged them to show that anyone had actually reached 1300. Before shields existed it was impossible. If the zombie horses left you alone long enough to keep scoring, eventually 0 pt matches halted your progress. Shields weren't introduced to help people get high scores. That's why they changed them shortly after their release to make people invisible when shielded. Sheild hopping is only possible because of server lag. It's an exploit that happens to put into the game. The devs may be fine with that, but they didn't design it. As far as I can tell they have never done anything intentional to make Progression awards more attainable.