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Gravestorm

1v1 Kolossium

661741.jpg

 

With update 2.41, we wanted to add a one-on-one mode (1v1) for the Interserver Kolossium (ISK). Here are the details.

 

Up until now, we've been reluctant about promoting 1v1 PvP, primarily for the following reasons:

  • The difficulty in finding a satisfactory way of balancing this game mode.
  • The risk of dividing players between too large a number of PvP modes and reducing the number of visits to the Kolossium (increased waiting times).

We now have some potential answers to these problems and that's why we wanted to introduce a 1v1 Kolossium mode.

 

We know that 1v1 PvP is a very important and passionate aspect of the game to some players. It offers quick-fire confrontations that bring out a single winner. This is also, theoretically, a more accessible activity because it doesn't require knowledge of the synergies between classes.

 

 

How It Works

The 1v1 Kolossium will work on the same basis as the other Kolossium modes. The player will be able to register for 1v1 mode and the matchmaking system will search for a suitable opponent and suggest that both players engage in combat.
If they agree, they will then be teleported directly onto the fight map.

 

1v1 mode will have a specific ranking (like the two 3v3 solo and 3v3 team modes, which each have their own ranking) because characters vary greatly in efficiency in these game modes.

 

 

Balancing

Class balancing in 1v1 has always been problematic because of themarkedly different roles, abilities, and game mechanics between classes. It is our opinion that 1v1 PvP is currently the least balanced PvP experience.
The abilities and game mechanics are so different that classes suffer a big "Nemesis”-type mechanic (class A may find it almost impossible to defeat class B, who has very powerful abilities to counter class A).

 

To get around this issue, we're going to dynamically register the results of each class against the other game classes (by level groupings and in 1v1 only) so we can calculate class A's average chances of beating class B.
This information will then be used by the matchmaking system to offer more balanced fights.

 

For example, if characters from the Sadida class have a better chance of beating characters from the Iop class in 1v1, the matchmaking system will take this statistic into account and will look for a “less effective" Sadida character to go head to head against a “more effective" Iop character to compensate for this imbalance between the two classes and offer a fight in which, theoretically, both characters should have a 50% chance of winning.

 

 

Waiting Time

Since the introduction of the ISK, the number of people visiting the Kolossium has increased considerably and we think we will be able to introduce this 1v1 PvP mode without significantly reducing the number of people in 3v3 mode.

 

It's difficult to predict how players who currently use 3v3 mode will to react to the arrival of 1v1 mode, but we know that some of our 1v1 mode fans don't play in the current 3v3 Kolossium mode. Their arrival will, therefore, increase the global Kolossium audience rather than reduce the number of players in 3v3 mode.

 

We also plan to look into the feasibility of simultaneous registration for several game modes (1v1 and 3v3 solo) to allow players to "populate" several Kolossium waiting lines at the same time (as soon as a fight becomes available in either game mode, it will be offered to the player).
This sort of feature isn't planned for the release of 1v1 mode; it's just a possibility we're looking into.

 

 

Rewards

1v1 mode will offer the same type of reward as the classic Kolossium (experience, Kolossokens, and kamas). We would like players to be able to progress through the game and generate enough wealth to craft or buy equipment.

 

However, the end-of-fight rewards won't be as good as those for 3v3 mode, because 1v1 fights generally don't last as long and because we want to encourage players to play in a team.
Currently, we're planning to divide the rewards from 3v3 mode by two to get the 1v1 mode rewards, but we might increase these rewards depending on the average duration of the fights and the waiting time imposed.

 

 

Maps

Initially, 1v1 mode will use a specific Kolossium map, but over time, we plan to create a dedicated group of maps.

 

 

Q & A

When will 1v1 Kolossium be available?

The 1v1 ISK should be available in beta form at the same time as the 2.41 beta version.

 

However, this system is still at an experimental stage, and we can't guarantee that the 1v1 ISK will be available in the 2.41 final version.
If results are satisfactory during the beta phase of version 2.41, we will integrate it into the 2.41 final version.

 

Will a 1v1 ranking (leaderboard) be available on the official website?

In the long run, we plan on adding a 1v1 ranking on the official website (as for the 3v3 modes), but we can't yet guarantee that it will be available in time for the 2.41 final version release.

 

Are you planning to do any specific class balancing for 1v1?

We think that the class victory ratio system is a better-suited solution to the 1v1 balancing concerns than implementing specific balancing.

 

Is the ISK 1v1 going to replace the alignment attack system?

We're not planning to prevent attacks on characters of other alignments, but we do eventually want to remove the honor points system, which is too full of errors to work correctly (it's too easy to circumnavigate and exploit).

 

We think that a 1v1 Kolossium system will provide a much better 1v1 PvP experience, with a very large number of fights available, material rewards and experience to progress, much more balanced fights, and a much greater number of different opponents (thanks to the ISK).

 

For us, it's also the opportunity to better pool our efforts for arena PvP.

 

Will the class victory ratio system also be applied to 3v3 mode?

Initially, this system will only be used and tested on the 1v1 Kolossium.
If this system works well, we will look into the possibility of also allowing the 3v3 modes to benefit from it, but in a different way. We may consider using the victory rate of class pairs compared to other class pairs, so we can estimate the strength of the different class synergies.
This is a very ambitious project from a technical point of view and it is not currently planned. But we are aware that it's a solution that is likely to improve the quality of Kolossium fights.

Edited by Gravestorm
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trash and nerf in the same sentence. @Goatee would be thrilled. 

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It'll be interesting to see if they manage to balance the system correctly - if so this ought to be quite fun :D Though I'm curious what they'll pitch ouginaks and sacs against...

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I think they're being pretty lazy with the balancing.  They're going to just let you "skip" certain classes instead of doing alternate spell versions for pvp which is probably the only real way to balance it without screwing up pvm.  It'll be fun, just might get boring if you're paired vs the same classes all the time.

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Just now, Chris Eggroll said:

I think they're being pretty lazy with the balancing.  They're going to just let you "skip" certain classes instead of doing alternate spell versions for pvp which is probably the only real way to balance it without screwing up pvm.  It'll be fun, just might get boring if you're paired vs the same classes all the time.

That is not what they said.

5 hours ago, Gravestorm said:

For example, if characters from the Sadida class have a better chance of beating characters from the Iop class in 1v1, the matchmaking system will take this statistic into account and will look for a “less effective" Sadida character to go head to head against a “more effective" Iop character to compensate for this imbalance between the two classes and offer a fight in which, theoretically, both characters should have a 50% chance of winning.

They are not going to not put you against certain classes.

Instead, they will put you up against a member of that class which is innately good/bad against yours, who is worse/better.

 

So if srams are too good against sacs, and there are srams and sacs in matchmaking, they will put sacs against worse sram players to give both players a chance, since if the sac and sram are both of equal skill the sram will always win.

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Ok, I guess I assumed that if three people are in the queue, Sadi, Iop, Sram, and Sadis are very good against Iops, and all are the same level and rank, you would be paired vs the Sram?  

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If all the same level and rank, I would assume so too.

But not everyone is going to be the same level and rank.

in a situation similar to that, you could be paired against the sram, or against an iop with an above average rating.

Edited by Sommanker

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I can already hear the air rushing to inflate people's already massive egos

Edited by CAFATT

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All in all this feels like a pretty sensible solution to the balancing issue. It'll just be a bit of a rocky start as it'll take time for all of those statistics to smooth out,

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Never having to see an osa sac or xelor in kolo again. Thankyou ankama

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Quote

The redesign of shields will lead to a high demand for Pebbles.

 

Edited by Gravestorm
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20 hours ago, Rob said:

trash and nerf in the same sentence. @Goatee would be thrilled. 

because people like him know that class is utterly broken, so they enjoy it to irritate people and dont admit its really unbalanced. noobs fr

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3f67d927269b56c82370910223f43598.png

 

I'm well aware that Sadidas have the upper hand on a number of classes, especially if they're unfamiliar with the way to defeat them. I'm also all in favor of some slight nerfs here and there - that being said we've already gotten a couple of nerfs, for example ruining our awesome synergy with Feca and making poisoned wind in 99% of all fights useless - but utterly broken or unbalanced?

 

you-keep-using-that-word.jpg

 

They were utterly broken pre-revamp. Remember that time? Where they were basically useless for anything? Ratters were killed, PvP Sadidas were killed, PvM Sadidas were killed a long time ago. The revamp made us useful again. We don't have to invest 4x as much as a Iop to compete anymore.

 

And unbalanced? Sadidas gain their power the longer they fight and can output trees. It's basically Dofus' version of that song they play at the Oscars when actors keep rambling on and on and on. So, if you're taking your sweet time and don't wanna wrap this fight up quickly, that's your fault for losing to Sadis then.

 

Don't hate Sadidas, embrace them. And learn to understand them.

 

they-hate-us-cuz-they-anus_o_4543059.jpg

 

@Rob stop dragging me into ramblings like that.

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1 hour ago, Goatee said:

3f67d927269b56c82370910223f43598.png

 

I'm well aware that Sadidas have the upper hand on a number of classes, especially if they're unfamiliar with the way to defeat them. I'm also all in favor of some slight nerfs here and there - that being said we've already gotten a couple of nerfs, for example ruining our awesome synergy with Feca and making poisoned wind in 99% of all fights useless - but utterly broken or unbalanced?

 

you-keep-using-that-word.jpg

 

They were utterly broken pre-revamp. Remember that time? Where they were basically useless for anything? Ratters were killed, PvP Sadidas were killed, PvM Sadidas were killed a long time ago. The revamp made us useful again. We don't have to invest 4x as much as a Iop to compete anymore.

 

And unbalanced? Sadidas gain their power the longer they fight and can output trees. It's basically Dofus' version of that song they play at the Oscars when actors keep rambling on and on and on. So, if you're taking your sweet time and don't wanna wrap this fight up quickly, that's your fault for losing to Sadis then.

 

Don't hate Sadidas, embrace them. And learn to understand them.

 

they-hate-us-cuz-they-anus_o_4543059.jpg

 

@Rob stop dragging me into ramblings like that.

sure, you are all the same. douchbags <<<<. just like wakfu, feeling suprior to others for being unbalanced. ankama doesnt know to balance anyway, with your poor excuse from 1.29 hurr durr. keep enjoying ur throne till you eventually get thrown away

 

Afbeeldingsresultaat voor fact meme

 

Edited by Feca

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First of all, you're using that meme wrong.

 

Second of all, I'm not feeling superior to others for being unbalanced. I'm merely very happy that Sadidas don't suck as much as they used to for way too long. I said "don't suck as much" because have you seen other classes lately? I'm not gonna trash talk a specific class because I don't feel like expanding this conversation for you to hate on more classes, just gonna tell you that if you dislike Sadidas you don't wanna see other classes in 1v1 PvP.

 

Third of all, I've been playing Sadidas for 10+ years and seen other classes become PvP gods and fall way below any interest. Sadida's already been down there. We're unlikely gonna fall down for a long time. So, stop your whining and work on a strategy to defend yourself. Become a Sadi-killing Feca if you wanna hate this class so much.

 

Ankama doesn't know how to balance classes, I give you that much. But that's nothing new to anyone. They even acknowledged it several times themselves for a long time, too. Literally in this announcement even:

 

Quote

Class balancing in 1v1 has always been problematic because of themarkedly different roles, abilities, and game mechanics between classes. It is our opinion that 1v1 PvP is currently the least balanced PvP experience.

 

Last comment here: If Ankama would finally work on pvp and pvm separation for spells all this balancing crying would stop.

 

56909583.jpg

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