Ludia Forums

Asynchronous PvP

I do number 2 too but only for legendary hybrids or Superhybrids to keep my lineup balanced.
From almost every screenshot of lineups here in our forum I conclude that the vast majority of players level ordinary creatures instantly to either level 10, 20, 30 or 40 if they can. Of course there could be some of us who do not but I do not think they are representative.
You almost never have opponents with level 10, 20, 30 or 40 in PvPs which is not reasonable from my point of view.

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I also can’t imagine a real player would put a splinter mod on a level 1 common. Even if he is not that skilled and smart he would know, that there is really no sense doing this. I also just can agree @Mary_Jo.

Exactly. Sure, there’s always certainly players that will occasionally do silly or weird stuff (trying to win tournament rounds with 3 T-Rexes for instance!) But most definitely not at the frequency that such things happen in this game with the PvP opponents. SR and Legendary mods in particular are almost more likely to NOT be where you would expect a human player to put them… which makes little sense when you figure they would have actually paid DBs to get that mod.

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Also, don’t see how even if this was what was happening, how it would be considered asynchronous PvP anyway. That typically means players are still battling each other, just not in real time. Think Words with Friends. Each player takes their turn, and then waits for the other player to go and back and forth they go but not in real time. There’s some slight variations on how an asynchronous PvP can work but ultimately one player will win and the other will lose based on their interactions.

I don’t see how when I am always controlling my dinos and the other side is the AI controlling it, how that is a PvP asynchronous or otherwise. It’s simply NOT. When I lose, it’s not because some other real player did something to cause it. Which is ultimately what a PvP is about. A computer randomly picking some lineup another player used in their match against that computer doesn’t make it any more of a PvP than if we are just playing dinos picked by the computer in the first place.

I’ll take your word for it. Would it be safe to assume that the PvP teams we face are a combination of real player created teams and fabricated teams?

Since we all do not know for sure that’s fair enough.

I would say they are 100% fabricated. Why would they take the time, space, and work that it would take to store every PvP match /lineup real players have used? It would be cheaper and easier to have the programming generate a random team that meets certain criteria based on the team you bring to the table. After said match it disappears into the abyss never to be seen again.

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Yes, my feeling exactly. There just wouldn’t be any benefit to doing it and developer time to create something with no benefit is not something any company does.

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Regarding asynchronous pvp, its just a commonly used term. It is used to refer to combat when one player is active, but the other is not. I understand it should probably be used for actual turn-based pvp, but I see it used a lot for card battles that don’t have any interaction at all and its just the game using another player’s team or home base (like clash of clans). So, just a badly named term.

Thank you for this thread!! I had hoped the PvPs were real, but as I played for longer I had the same suspicions that many have laid out here…

Regarding storing existing teams vs generating random teams.

Storing existing data is extremely easy and cheap usually easier and far more efficient than writing an algorithm to generate a decent random composition. They are likely storing the teams anyway for history and telemetry. Take into account that they would also have to generate those little pictures that look like facebook profile pictures for each random “user” they generate.

AI battles based on player constructed teams is a very common practice in mobile games. Why go to the trouble of generating anything and doing things differently when your player base does the work for you and it generates results that are closer to what is being advertised?

Agree that it definitely is often misused… but correct usage still requires that each player’s actions in some way do impact the battle, regardless of whether it’s an actual turn-by-turn interaction or not. That’s definitely not happening here.

For the very reason I pointed out… because it lets them put creatures in a lot more often that will hopefully entice players to pay to get them.

And we almost never see lineups that match what we know a lot of players use, like 2 commons and an Indoraptor. The type of stuff the AI teams do stays within boundaries that we know players don’t.

The PvE’s clearly are not using player teams, so it fails logic that Ludia would create a completely different way of doing lineups for PvPs, when they can just use existing PvE code to creating random lineups, and just tweak it to not use the lvl 40+ stuff.

Storing player photo images and rotating them randomly through battles is a completely different thing, since you don’t have to match them to the player’s level. There’s nothing about doing this that would support that they store full team data.

Regardless, I’m not sure why you are SO determined to explain away the obvious lack of a PvP in the game, but I don’t know that I want to continue trying to convince someone that is so determined to see it another way.

The PvP aspect of it would be that the teams are created by other players. But it sounds like you and Sionsith (and many others, I imagine) don’t believe that is the case. From my point of view, I’m still of the opinion that the team composition is created from other player’s teams.

You are certainly welcome to have your own opinion. I just don’t see it, particularly coming from a background of being a programmer myself.

I find this a very interesting discussion and I was trying to use logic and past experience to deduce the most likely explanation for what is happening. I’m usually very curious to find out how other developers make their games and also how players perceive the results. My apologies if I am making it annoying. I’ll stop now because I don’t wan’t to become antagonistic.

I agree that I like to debate things like this as well. But it does get to a point where the same arguments just are getting recycled so isn’t really productive at that point.

In retrospect it is ludicrous how long it took me to figure out that I was never playing real people (around 3 weeks) – the random levels really are a dead giveaway, if nothing else. So many times I imagined someone on another cell phone raging because of how I’d managed to outmaneuver their superior dinos. The moral of this story is I am stupid.

Don’t beat yourself up about it @Rabbit1157, we all start out by trusting what Ludia tells us about PvP and we’ve all kicked ourselves when we’ve figured out the truth.

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Just out of curiosity, do you still believe this given what you saw during the recent Rules Tournament? The way this Tournament was set up, there is a clear and obvious pattern that any rational human being would follow when choosing a team:

  • Prefer Pteros over Amphis
  • If you are going to use an Amphi, put it in 1st spot as a meat shield

I’m not sure what you all saw, but I saw way too many 2-3 Amphi teams with those Amphis in the 2nd or 3rd spots in the roster to believe that a human made that choice - even in Dominator. I can believe that there may be some folks in Hatchling through Hunter who might just be picking dinos randomly, but in Dominator? Really? Someone has played long enough to have a Level 38 Gorgosuchus but they haven’t figured out that they should not put it in the 2nd Spot in a tournament like this?

I don’t want to get sucked into the debate, but just wondering if the recent Rules Tournament changed any minds.

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