This is one of the things that were supposed to be proposed by the “WBP 2.0” project. Project was shut down for reasons(…), and I am about to quit forums, but I think this idea that we came up with some time ago, can still save competitiveness of CIU’s challenge missions.
Well, challenges have huge problem : abusing of “end session” feature to archieve better scores. Starting with replaying the wave to not miss any “pecking orders” and “early birds”, farming powerups, ending on farming big golden coin drops. (this strategy was discovered recently and is ridiculously tedious, but also effective on dailies) There is also space race, which is another topic…
So our goal was to make challenges competitive and not exploitable by end-session. There is set of changes designed by us, that could help with that.
Daily Challenges:
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Enemies spawned by bosses (On waves like Henterprise, Egg City, or Egg Cannon) no loger drop food, powerups and golden coins.
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You can no longer use difficulty modifiers (tourist, veteran, SSH etc.) Just like in space race, there is fixed difficulty for each daily challenge.
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Drops RNG is the same for everyone playing the challenge. (So for example: all players get one atomic powerup on wave 1, one golden coin drop and equal amount of food.)
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Ending session on daily challenge once, disqualifies from leaderboard. (There is a warning informing about that before ending session and after going back) Player can still continue the mission and get normal mission rewards, but won’t appear on the top 10 list.
Change nr 1 is obviously targeted at people who farm enemies spawned by bosses, to archieve higher scores. I don’t think this is something desirable, so it’s better to prevent that from happening.
Change nr 2 is here to make sure everyone can participate, even if they don’t have difficulty modifiers, it also is there to make change nr 3 possible.
Change nr 3 makes player’s score independant on RNG. (Right now one player can simply get random quadrouple coin drop and be 120000 points ahead of the others, only because of that.) Everyone gets the same drops, so better player wins, without external variables.
Change nr 4 makes abusing end session for score on daily challenges not possible. Casual players, who play those missions for other purposes (earning keys, or just for gameplay) can still finish them, even if they are disconnected, or end session, but they won’t appear on top 10 list.
This particular thing might be controversial, because “what about people who really need to end session, or are disconnected”. Well, shit happens. If you get dc-ed when flying daily challenge, then you are not going to win this time, you can try tomorrow. This is a small sacrifice, that we need to make, if we want challenges to become competitive. (We either disqualify disconnects, or we leave challenges unfun for everyone.)
In ideal world, “end session” would allow player to go back to exactly the same moment he disconnected (in the middle of wave), but I suspect this is out of reach for IA to imlement, so the best solution we could come up with was the disqualification.
Weekly Challenge:
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Enemies spawned by bosses (On waves like Henterprise, Egg City, or Egg Cannon) no loger drop food, powerups and golden coins.
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You can no longer use difficulty modifiers (tourist, veteran, SSH etc.) Just like in space race, there is fixed difficulty for weekly challenge.
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Drops RNG is the same for everyone playing the challenge. (So for example: all players get one atomic powerup on wave 1, one golden coin drop and equal amount of food.)
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Ending session for the third time, disqualifies from leaderboard. This pretty much means you can end session twice without any consequences, which is reasonable, because weekly challenge is a really long mission. (There is a warning informing about that before ending session and after going back) When disqualified for 3rd end session, player can still continue the mission and get normal mission rewards, but won’t appear on the top 10 list.
Changes 1, 2 and 3 are identical to daily challenges, so I won’t explain them again. Change nr 4 is different, because Weekly Challenge is roughly 3 times as long as dailies, so using “end session” once or twice is acceptable. It should be enough for people who use it for its intended purpose. (Or are disconnected once or twice when flying the mission.)
Alternatively, if “2 end sessions per weekly” doesn’t look appealing, there is another option that could give the same result. “One/two end sessions per day” - so player who used his all his “end sessions” on monday, regains them on tuesday.
Space Race:
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Mass Condensers and Speedy Recovery are removed from the game (or disabled for space race).
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Drops RNG is the same for everyone playing the Space Race. (Mainly because of atomic powerups.)
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Ending session once disqualifies from leaderboard. (There is a warning informing about that before ending session and after going back) Player can still continue the mission and get normal mission rewards, but won’t appear on the top 10 list.
Speedy Recovery and Mass Condenser allow “suicide strategy” that most people don’t really consider a quality gameplay. I don’t think we want this in game about shooting chickens. Removing Mass Condensers and Speedy from the game, or disallowing them on space race, should be good enough fix for that.
Changes 2 and 3, analogical to Daily Challenge. I won’t repeat myself.
So yeah, that’s it. I am not aware about the technicalities, so I don’t know if IA will be able to implement all changes I proposed in this post. However, if we want challenges to actually be competitive, both RNG and end session need to go. Fixing one or the other, won’t help at all. (It can in fact make it even worse, because if End Session is gone, but RNG isn’t, challenges will be even more luck-based than they currently are.) Both those aspects need adressing in one way or another.
In case rewriting RNG is not an option, then the best Stop-Gap solution we could find for that is to remove coin and powerup drops from challenges altogether, and replace them with guaranteed drops before or after each wave. (So, chickens no longer drop gifts, coins and atomic powerups, but those things are given to the player after finishing the wave, and are the same for every participant.)