Of course inno had to overcompensate, just cap 66.6, no need to complicate things. KISS, remember.
on that note, if they had kept it additive rather than multiplicative, and even merged the attrition boost with the one for traps and decoys (so that 1 trap is countered by 2 siege camps to net a 1x multiplier on the attrition) I would have been much more for it - though in the current form I'm happy with them being separate obviously, with this change it makes much more sense to have them modify each other.
instead, it's "simple" - not overcompensation - they did the bare minimum change to accomplish that 66% cap with no understanding of how it's going to affect the strategy and gameplay. This is a two week long game, a small change makes a HUGE FRIKKEN DIFFERENCE. I'm not talking about encounters, I'm talking about the strategy of how top guilds will fight each other. It will not be more inclusive to small guilds, it will be significantly more hostile to everyone. I can visualize this kind of crap easily as an autistic person that's been running strategy in this game for years.
On another note, stop with the stupid randomness for attrition, if the multiplier is 0.52 (two siege camps no traps) then give 0.52 attrition per sector and round it for display and/or defence boost determination, so that every 3 hits equals roughly 2 attrition in reality. Inno's RNG is messed up, everyone who plays knows that, and I don't care if over the long run it might actually show statistically to be accurate, RNG functions in games are intended to be smoothed out rather than true random (and I don't think this is true random)
roughly:
Code:
attrition =
1 - (count(neighbouring siege camps) * 0.24) + (count(neighbouring traps) * 0.48)
attrition = min(attrition, 2) // if the attrition multiplier was > 2, set it to 2
attrition = max(attrition, 0.335) // if the attrition multiplier was < 0.335, set it to 0.335
player.attrition += 1 * attrition
and if I may, add to that, if it's a decimal, count fights as /= 2 so that there isn't the imbalance with negotiators being able to do more encounters per point of attrition. It made sense to double the encounters per negotiation, but not to allow them to use half the attrition. So either divide the number from above by 2 if it's a fight, or multiply it by 2 if it's a negotiation (one or the other, but not both!)
I'd still much rather see 75% or 80% (0.25 or 0.20 instead of the above 0.335)