Anyone familiar with the history of the Versus game mode format should be aware that it has continually been “a work in progress”. From those first days of king of the mountain (no shields and slices), to the introduction of alliances and seasons and the later restriction of shield use and the occasional character nerf, the development team has always kept an eye on the playerbase’s use of the format.
Considering this history, the cupcake issue really was never a question of “if” but rather a question of “when”.
Should the development team have acted sooner against this phenomenon? Yes because now they have a portion of the playerbase that is unable to reach as high and naturally feel frustrated.
Should they continue to adjust the defense settings to eliminate these 5* cakes? If their goal is to keep top scores within a reasonable target range than yes (although at least one or two alliances will still be able to put up pretty big points with or without baking).
But honestly, I think the devs have to reconsider the current Versus format. There are reasons why baking became hegemonic practice among top alliances:
- The point generation system and shielding
- Reward structure
- Communal cooperation
I would like to consider each point briefly.
1. The point generation system and shielding
As I understand it, the amount of points available in a shard is largely dependent on player activity and the use of shields. While the Versus events are advertised as player vs player, the reality is that if an alliance wishes to do well cooperation utilizing shields to build up points is the best, most effective means of achieving top rank. I’m sure the devs are aware that most of the top alliances are utilizing this method but from a layman’s point of view this goes against the spirit of what is advertised in game: First and foremost the “Versus” title and then many briefings that frame the experience in terms of conflict: “Defeat your opponents” (Fresh Cut), “Pounce to the top of leaderboards before your unsuspecting foes” (Predator and Prey) and the like.
And yet the most successful method for getting to the top of the leaderboards is not conflict but cooperation. Admittedly this is probably not the case in those mythic baby and intermediate brackets where new players unaware of the baking-meta and most effective use of shields probably just slug it out or learn quick. But my point still stands, under the current versus format you cannot expect top alliances to actively fight each other when the best method to top rank is to generate points through shield hopping.
2. Reward Structure
Versus events have two sets of rewards: Rank and Progression. As witnessed with the 15CP Iron Fist PvP fiasco, the 25CP final progression reward is considered by most informed 4*-5* players to be the most important reward. It is significant that the most important reward in the Versus format is a progression reward because it averts intense competition between alliances. If Versus events are intended to be competitive, wouldn’t it make more sense for the most sought after reward to be placed in rank rewards instead? The reason top alliances are willing and able to cooperate with each other is because most if not all their members can content themselves with gaining the “top prize” regardless of rank.
Certainly, I think this was intentional on the development team’s part and considering the negative forum reaction to suggestions of making Versus more competitive, most players prefer having a reasonable shot at “top prize” but I feel it’s worth pointing out that if the intention was to have versus be a competitive affair, having top prizes restricted to rank rewards would certainly go a long way to encourage competition. But before I get carried away on that thought, the point is that the current reward structure does little to encourage real competition among top alliances.
3. Communal Cooperation
Perhaps the most important piece of the puzzle, the social aspect of baking is perhaps its most appealing point. The sense of contributing not only to your alliance but to the playerbase in your slice as a whole, that you are helping everyone get a little bit further in their goals feels very rewarding. Many of the top players in the game will tell you that they have only continued playing for so long because of this social aspect. And I think it would behoove the development team to take this into consideration.
“But fight I thought you were opposed to baking and such practices?” Of course! That is to say in terms of competition and what is supposed to be a versus format, I consider this cooperative playstyle to be a perversion. But I understand why top alliances and many players do it and I think it’s important for the development team to understand this too.
Because who are we kidding? The best method for achieving top rank under the current Versus sytem is through coordination and cooperation, not conflict.
And so I encourage the development team to consider changing the title from “Versus” to “Co-Op Play”, change briefings to reflect the need to work together with your team and have an in-game link explaining the practice of shield hopping with each event briefing. Heck, if we are going to go that far we might as well reveal the usefulness of LINE and let them bake proper cakes. However, I think the reward structure should also be changed. Do away with ranking entirely. Rather have a progression system akin to the Simulator but with rewards for both personal achievement and alliance achievements.
Yes, such a system would arguably have players that spend money congregate into spender alliances but this is already very much the case now. In fact, you might even be able to get more F2P buying HP to hop if you structure the rewards scheme in a manner that is enticing enough.
I know for many bakers being able to help others added tremendous value to their in-game purchases and I don’t think that is something the development team should ignore. In fact for their health of the game and their profits, I think it’s definitely something they should be focusing on.
As for a “proper” Versus game mode, I have been scratching my head over that one for quite a while and still haven’t been able to come up with something I think that will work. A simple by the numbers W/L count would be too grindy for most people and how to take into account various roster levels and strengths calls into question the issue of fairness. The best I can come up with is a intramural versus event where you have to fight members of your own alliance for rank rewards. Point values for victory is determined by difference in roster strength: You face off against your teammates’ strongest team but you are free to bring any team you want and are rewarded more points for using “weaker” teams. You can hit the same teammate up to three times so at max you can play up to 60 matches over a 60 hour period and you can’t lose points. There would be both a personal progression reward system and rank rewards but no alliance rewards. I think such a Versus event type would encourage the use of different characters.
But I don’t know how feasible or fun that would be. Does anyone else have any ideas regarding a redesign of Versus events?
TL; DR: “Versus” is a misnomer when the best method for attaining rank is not conflict but cooperation. Instead of clamping down on this aspect, it would behoove the devs to consider changing the nomenclature employed to describe such events, the reward structure to encourage cooperative play and provide information in-game on how to effectively shield hop. Furthermore, a new versus mode should be designed. But that’s easier said than done lol