SoulKeep - fight against multi-accounts
Without going into details, the current situation in tournaments presupposes team play. equality of conditions in the league and the progression of payment for attempts forces us to split the gameplay into three components. For this, a team requires at least three players with different mindsets.
- it is necessary to conduct reconnaissance. play a couple of times with different openings.
- analyze and create a basic strategy for passing tournament maps.
- optimize your score. especially in those situations when the difference is a hundred, or even tens.
It is extremely difficult for one player to succeed against a team approach. This is at least time-consuming, and at most costly in terms of money spent on attempts.
It’s also very difficult to play with one set of cards with the maximum level when you are promoted from a high league to the first league. At a minimum, you will need the help of a neighbor who will let you play with his cards in a friendly manner while you climb up the leagues.
If you are angry about the team approach to competition (or rather, such a fight for a pool of awards), then I can give you the example of Formula 1 racing. there is a team game where satellites help one team member become a champion. no one shouts that this is not fair. no one limits the number of cars from each team to one. otherwise the race will cease to be spectacular.
What does team play give?
- more attempt is spent trying. I was once ridiculed by chat participants for this thesis. but statistics are stubborn things and they showed the correctness of my thesis.
- competition. At the moment, there is already competition between teams (clans, guilds), while there is absolutely no personal competition between players.
however, we are the only ones who openly talk about the fact that we play as a team. the rest choose to use the same strategy as above, but do it anonymously. and are quietly sucking up the pool of rewards and don’t care about the game, unlike us. and those who are familiar with economics know very well that development is precisely the presence of competition, and not its absence.
Why don't players unite?
At one time I came across players who had pronounced individualism. they maniacally did not want to share their work. Apparently they were worried that they would be left with nothing. I can assume that it is precisely these players who are most outraged by the presence of multi-accounts. because with their individualism they turn into mediocre players.
As practice has shown, if you unite and share your gaming experiences and strategies, as well as game cards, the final result is much better. It is this fact that irritates those who have followed the path of a loner.
and here there are essentially two choices. or start supporting team play in this type of tournament, which will give competition and more spending on attempts (there is an example of guild brawls). or reduce everyone to the level of mediocrity. when everyone has only one account. and you play one free try and maybe a second paid one. and then how lucky you are with the prizes.
Creation of personal tournaments
in the chat they repeatedly offered various options for tournaments where teamwork is absolutely not needed. and since part of the pool is set aside for certain tournaments, another option for developing the game is to create in parallel a type of tournament that will appeal to bright individualists.
Which tournament would I play myself?
- similar daily tournament in 10 leagues. Moreover, you can play in any league.
- the cost of an attempt is fixed and equal to the base cost within each league.
- spent tickets replenish the prize fund of such a tournament, where the prizes also include tickets. (in fact, you can play such a tournament, accumulate tickets, and then play a regular tournament, where the prizes already include SPS).
- each time a random league map and random battle conditions.
- score accumulates even if at some point you have 0 HP.
- The energy of cards is spent in the same way as in a regular tournament.
What is the highlight of this approach?
- firstly, there are tokens as prize money, which cannot be sold, but only spent on the tournament.
- secondly, it is not necessary to take a hero with you every time. Moreover, you will have to use other towers and place them cleverly in order to score a score not according to a single pattern. in other words, other cards will become more playable for not very rich players.
- thirdly, it is useless to have twinks in such a tournament.
- fourthly, players will get the necessary experience by playing a variety of cards with a variety of conditions at a base price, and not at a progressive one.
- fifthly, we will most likely observe personal competition separately in each league
- sixthly, a good player who does not want to buy expensive tickets can accumulate a lot of tickets in a cheaper way and spend them in the fight for the top
I certainly understand that every sandpiper praises its own swamp. But I adhere to the principle: if you reject, offer. any changes should provide new opportunities.
Posted using Splintertalk
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