After spending months confused by the developer’s inability to fix PvP while poring over 100s of posts bashing the WoW PvP system, I have decided to post my proposed solution to this conundrum. I suggest the developer should implement Asynchronous PvP.
In most games i’ve observed, PvP is asynchronous, with human opponent heroes being controlled by the app, esentially as bots. The human opponent is unaware his/her heroes are battling. The battle result only impacts the active player; the battle has no effect on the botted opponent’s score.
In some asynchronous PvP games the player is offered the choice to select from a small selection of potential opponents, each with a different challenge rating. The battle reward (or penalty) is based on this rating. (ie. the weakest offered opponent might be worth 10 trophies while the most difficult opponent may be worth 40) In this model the players choose the difficulty of their opponents, with the score increase/decrease relative to this choice. This method works well and is tends to be supported by players.
For some reason, Ludia has taken an alternative approach to PvP. Choosing to allow real players battle one another. Unfortunately it has proven unworkable and the perplexingly unsound algorithms have proven unacceptable. I can no longer support this approach. It makes little sense to continue down this path for two fundamental reasons:
- Most players despise this current PvP system.
- Insufficiently active PvP has resulted in most of my opponents being bots anyway.
I have concluded it is time for Ludia to abandon the ideal of true PvP, and I suggest they follow the asynchronous approach taken by other developers.