In this patch we have rebalanced how all of our points are granted. You'll notice that a lot of the changes here reference community concerns or feedback as these changes were designed hand in hand with your suggestions and thoughts on how the points system has been working since we introduced it. With these changes, hopefully things like base cap and missile block farming will become things of the past.
We have received a large amount of feedback (and data) that shows Missile Block points are being over-awarded and are too easy to gain massive amount of them. To this end, we have:
We agree that taking down an elephant feels unrewarding for the effort required. This was partly caused by a significant proportion of the points for eliminating units are given for killing entities/soldiers, which in the case of elephants is a single entity, meaning one player got all the points for killing the elephant, rather than being spread out amongst all those who fought the beast. To remedy this we:-
Previously when a unit was shattered the remaining points left available for the health and kills of the entities left running away were lost, we have changed this!
Ability buff/debuff points is a long requested feature, and one we have often steered clear of implementing due to the challenges in making it work satisfyingly without also being abusable (e.g. sitting in a corner buffing each other's speed instead of playing in the battle). We have implemented a version that we are confident will properly reward players for supporting one another, while also not being easily abusable.
However, these points categories have never been tracked before, and we have no basis on which to begin balancing their values. Due to the sheer complexity of the calculation method, we also don't have any data that can shine enough light on the very specific situations that generate these points. So, to combat this, we have included the calculation side of these points in the background, but they will not be displayed on the scoreboard nor will you receive any rewards for them. This is to allow us to collect lots of metrics data from which we can reach a suitable balance.
We may well need to make changes to the underlying mechanics/calculations that generate these points, so we're holding off on going into detail about how they work until we're ready to turn them on properly (but the details will come soon!)