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Wednesday, June 16, 2010

More Infos From The Big "Z" Team

Sometimes it's a good thing of being a clan member..
You will receive any update news about the game.. Your voice will be heard if you bring your tagged name in front of Zynga team..

Here are the response from Zynga about current issues and also the some upcoming features (including the one we already have now)..


Fight Loots Will Be Permanent!
In the short term, Zynga is planning to release some rather nice new items (Already released) that can only be earned through PvP (Fighting), as well as making all Bangkok loot drops available. In the longer term, they plan to make the drops more suited to your level, so that a level 300 player isn't getting brass knuckles and butterfly knives.
They are also working on some new systems to make fighting more interesting (Fighting Arena). These sort of features tend to require more time, so it may be a bit before we can provide additional details. They are working on this, however. Plus They're planning on making some changes to robbing to reduce the amount of time after a property finishes before it is able to be robbed and increasing the amount of damage you can do to a property.
They also have some ideas on how to make fighting more attractive in Las Vegas, where banking your money won't be quite so easy.
Zynga's current plan is to remove the ability to hitlist a player unless your health is above 20. No more phone calls to the heavy hitters from your hospital bed.


Improvement of Inventory System
Although this isn't a short-term project. Zynga is already in the process of making improvements to how your inventory is displayed as a whole, and hope to provide more details on this in the near future.


How The Result is Determined for Robbing

Basically, when you attempt to rob another player, the result is determined based on the following:
(Your Attack Skill) + (25% of your Mafia Attack Strength) + (A Random Roll based on 75% of your Mafia Attack Strength)

vs

(Defenders Defense Skill) + (25% of their Mafia Defense Strength) + (A Random Roll based on 75% of their Mafia Defense Strength) + (Robbing Defense Boosts, if applicable)

As an example, lets say you were trying to rob someone's Flophouse (each player brings one extra friend along for the robbery). Your Attack skill is 800, and your two best offensive weapons, armor, vehicles, and animals add up to a total attack strength of 600. Your opponent has a Defense skill of 400; their two best defensive weapons, armor, vehicles, and animals combine for a total defense strength of 600; and they don't have any Robbing Defense boosts. You initiate the robbery and the following numbers are used:

Your result will be:

A number between 951 and 1400
800 (Your Attack Skill) + 150 (25% of Mafia Attack Strength) + a random number between 1 and 450 (75% of Mafia Attack Strength)

The defenders result will be:

A number between 551 and 1000
400 (Their Defense Skill) + 150 (25 of Mafia Defense Strength) + a random number between 1 and 450 (75% of Mafia Defense Strength)

So what this means is that your Attack and Defense skills are still very important in robbing, and every point invested in them will give you a real advantage during robberies. Yes, there is still an element of randomness in robbing, but probably not as much as some of you may think.


This is a common topic on some forums and fan pages..
I think let's the experts talk about this, I will just wait and see.. Xixixixixix


PS : Thanks to Rashed and Mak for the infos!

4 comments:

R2 said... [Reply to comment]

Very nice information, thanks a lot!

Unknown said... [Reply to comment]

I can't believe only one other person posted a reply to this and I was hoping this would start a discussion.

This formula works great in the example shown above where the amount of skill represents a significant number of the mafia strength; not too much but not too little. However, it fails at a couple points:

1. At lower- to mid-range levels (maybe 100-500) you will have a significant mafia attack power to skill points. For example, suppose I am level 250. I have a decent attack rating for that level of 500 and a mafia attack rating of 50,000. Plugging this into the formula above gives me a number between 13000 (500 + 12500) and 50500 (50000 + 500). In this case my attack rating is insignificant.

2. Lets look at the other extreme. Say in this example I'm level 2000 with an attack rating of 4000. Now say I want to rob a pawnshop, meaning I'm using two mafia members, giving me a total attack skill of 500. My results are now a range of 4125 (4000 + 125) to 4500 (4000 + 500). In this case the mafia randomness is insignificant.

Not to sound harsh here but this formula almost sounds like something created by a kid who failed out of high school algebra. There should exist a much better formula to incorporate BOTH attack rating and mafia strength without making the total randomness too large.

P.S. If Zynga would like my services in creating this formula we can discuss pay :P

Anonymous said... [Reply to comment]

matthew you make zero sense. The randomness is supposed to be as much less as possible so if its insignificant its supposed to be a good thing. So your second point is silly. You should pay Zynga for making that stupid comment. And your first point is a little better than the 2nd one but i dont think your mafia strength will be insignificant because if u will be robbing a player the same level as you, if he has a much lesser mafia strength than you get a significant advantage over him. Even though it will be only be like 200 or so points but it will be consistent. If you are planning to rob high level players with a much greater mafia strength than your mafia will be insignificant but then again it should be. You are gonna get your ass kicked trying to rob way high players than u anyway

Unknown said... [Reply to comment]

Anonymous, are you the Zynga employee who developed this formula? I say this because you were so focused on YOURSELF that you clearly did not grasp the points I was attempting to make.

The whole idea of adding randomness to these battles with mafia strength is to add a BALANCE of randomness. Not too much, not too little. You say that insignificant randomness is supposed to be a good thing. Maybe for you it is, but that is not the intention of the game developers now is it?

I was not offering real life examples, although there are circumstances in which these examples will exist. The first point showed an example of extreme randomness, while the second showed an example of extreme non-randomness. In both cases, the concept of MODERATE randomness breaks down.

And don't say there are not players who will attempt to rob someone many levels higher than them, even if it's purely by chance. For example, if you click on the robbing board as, for instance, a 500-600 player, you MAY be robbing (or trying to rob) a player up to 1000 levels higher.

Anonymous, don't let your narrow-sightedness show by posting comments like these until you look at the whole picture.

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