Upcoming War Changes

Discussion in 'Past Announcements' started by admin, Aug 22, 2012.

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  1. I kinda like the new ideas. Might start warring a little more once they're here. But have to get to hlbc first. Lol
     
  2. @sword: lol, the changes sort of attempt to negate the need to be hlbc
     
  3. The reward combat proposed rules should be reconsidered... Why should I lose plunder because an outside of war leaderboard account chose sides and pins me?

    I understand about pinning... Why not just use the "no outside hits" rules in place for tourney?
     
  4. Only thing I'm not a big fan of is the DTW at zero. It doesn't give the clan a chance to fight back of they are getting hammered. If your stuck on zero you might aswell go back to bed. If your dtw at 20% then the clan can try hit from pin and bring them down to the same level then regen to fight back
     
  5. Taking quests away from war as well also pretty much renders quests useless once u have them complete. Suggest more solo quests, ones that are harder and a little bit more rewarding. Something else to do besides just ebs.
     
  6. I wish we get achievements and equipment too!
     
  7. I participated in 6 weekend wars this summer. Here are my thoughts on the changes.

    Rewards: I agree the rewards need to justify the time and expense of going to war. If I were to hit haunting at the same level of activity as I do in a 24 hr war, I would make about 40B; with war my total plunder was anywhere from 2-13B minus costs for pots and mith.

    Simple suggestion #1: remove war tax. This way both winning and losing sides will make a little more plunder.

    Simple suggestion #2: have a payout system at end similar to what is done at end of eb for the winning side. This payout could be tiered to average clan strength. So if your clan average build is t2 then payout would be about the same as reckoning; if t4 same as fod.

    This payout system would be beneficial for several reasons.

    Firstly, it would reward all those scouts and assassins that go largely unrewarded now but which are an integral part of warring.

    Secondly, this would be a large carrot for the winning side.

    Thirdly, this would help prevent using many 0 stat accounts because the 0 stat accounts would drag the average clan strength way down and adversely affect end payout.

    Dtw and turtles:

    I completely disagree with changing fundamental kaw mechanics for war. If the goal is to minimize turtling, all you need are 3 simple changes. 1. Remove questing (as suggested by kaw-admin) 2. Prevent all outside hitting (as was done during summer wars). 3. Prevent clan mates from hitting clan mates.

    These changes could be implemented as options just like roster lock is on current wars.

    By keeping dtw as is, you reward activity as well as give someone the ability to shelter gold in case an ally gets bought at an inopportune time.

    That's all I got for now. Mostly because I hate typing from my phone.
     
  8. Thanks for all of your responses so far. Judging by the number of responses, it is an area of the game that a lot of you are passionate about.

    Based on your feedback, we will be making the necessary tweaks and adjustments. Most likely, we will be setting up opportunities for interested players to actually try out this new system before it is permanent.

    Rest assured, we do read every single post, positive or negative. We will need time to absorb the feedback before another update here on the forum. Please be patient during this process. Once again, thanks for the feedback and please keep them coming!
     
  9. Thank you for listening and posting that you are, kaw admin
    The passion of war and all its derivatives is what makes this game great
     
  10. I'm curious to see what you're going to do. Sign me up for beta testing
     
  11. I am sure it's been discussed but I like to recommend short war durations. Some of us do try to maintain real lives. And please do consider me for Beta Testing. Thanks
     
  12. I think items specific to wars would be good. No one does wars cause there's really no benefits other than mith which people don't really need as much as before. If there were item distributed by most plunder or maybe most actions or just by random wars would be much more common. Also the war items would have to be better than EB items because u can loose way more in a war than in a EB.
     
  13. Support in genereal ... Two more things to consider ...

    1. Weaken Pinned Hitters (in lieu of 30min wait)
    For example, paralyze use of att pots while underpin

    2. Improve War Scouting
    Successful scouting provides better detail such as Opp % troop levels and/or regen timing

    3. Mith spell -regen deferral
    This spell would enable the kingdom 'stack' regens and spring out of pin amd into combat

    bravo kaw ... Positive moves
     
  14. Great idea, too many eb-holics! We want war!!!

    Weekly War Events

    This means again we can't chose any convenient date, which doesn't make it easy to ensure participation of all a clan's warriors. would it be possible to plan some flexibility in the dates and time.

    Estoc's Edge

    Sounds great. Can we imagine a progressive expiration? lvl1=1week, lvl2=2weeks, etc?
    Warring every week is in fact pretty tough.

    Strategy

    Quests are locked during wars and end of dtw

    Finally no more turtle wars! Last round of summer war was on that aspect very disappointing... Hide and seek @ war...

    Reward Combat
    if outside of war players can reduce the warring member's plunder in a war, i can imagine each war might end osw... Well, might be the end of clean wars :mrgreen:
    It will be the clan with most hitters in AND outside the war that wins.

    In any case, looking forward to it
     
  15. Looks to be end for lot of Hansels build players if this changes comes into effect as mentioned. I ´ll also stop playing KAW anymore, think about it once more again.
     
  16. So what does this mean for spy builds whose only defense against attack builds is being DTW seeing as attacking makes more money then stealing?
     
  17. Sounds cool.
     
  18. Test post...please delete
     
  19. I applaud the Devs for looking at the war system. I agree with all of it except the outside hit! That is just dirty pool. I think all folks in a war should be protected from outside hits and even folks outside the war from buying their allies. Other than that 
     
  20. Just wanted to make some suggestions in response to the forum invitation. This is long, sorry. Please read it.

    I REALLY appreciate that you are trying to make wars better. As obviously, under the current system, the better you are at war, the less fun they are (perfect dtw x 24hrs).

    Consider this: If an atk did not make the attacker lose troops, many of the game mechanics problems would seem to go away.
    In terms of making this fun for everyone, what should happen? They should be able to pick it up for 1-2 minutes, play, and quit. I think that's brilliant. Very active players should also be rewarded for their activity.
    And we want to reward players who PvP, and still have a PvE experience that is worthwhile.

    Your proposal rewards the winning clan with EB bonuses (drops/plunder). The PLAYERS who won the war, should get a bonus. All players should get a simultaneous item Estoc's Edge 0% that increases their WAR plunder. ( 1% per war win to max 5%; -1% per war loss (negative modifier not possible), AND -1% in 4weeks, or resets to zero if no war in 8weeks).
    This can be abused if people can war in a way where there is no real challenge. This COULD be fixed too, but I won't address this here.

    The wars themselves, we want people that are able to BE hit if they hitting. I think the auto-join was a bandaid... If my clan goes to war while I'm on vacation, I don't deserve to be stripped clean. People should be able to hit me if I'm trying to hit them. If I fail an atk, I COULD lose troops but don't have to. If I succeed in an atk, I SHOULD NOT lose troops. If I am attacked, I should lose troops if I successfully defend or not, just LESS for a successful defense. This way 10 non-LB players CAN kill a LB player, but it's hard....
    If your army (troops AND spies) is brought to 0, you are "dead" and have a short respawn (if 30 minutes people will lose interest). In a war, if your whole clan is dead, (or 50%, or 75%?) you lose the war.

    This would work for PvE as well... You just need to have the EB monsters hit back. How ridiculous is it that our armies can WAIL on an opponent with no return fire?

    Players should be able to join a clan, be unable to leave that clan until current war/EB finished, but switch their activity on or off at will with minimum number of minutes (?2) before state change (from EITHER active or inactive). Could set war conditions so that regen (if it occurs at all - replace it with respawn) only happens while "active".

    Other really important war changes: all outside actions should be prohibited. Including having allies bought.

    Next part is gonna make me into a whiner, but i'm gonna say it anyway. I know some people in the game really LOVE osw, but what is that really about other than facilitated cyber-bullying? Why should a player lose BILLIONS per hit, just because they have played forever, or spent a million RL$, and have crazy sums of money sitting out for stupidly expensive upgrades, and sleep occasionally!!! Take them to war within the game. People don't war because it is too risky or too time consuming... People should lose the same amount per hit no matter how much is out, and it should be in proportion to who hit you. If a giant hits you, you lose virtually nothing, if a tiny player successfully hits you, you should lose quite a bit. And those amounts should be directly reflected in the "winnings" of the attacker, not the current fixed amount based on how strong the attacker is. The disconnect between losses and winnings is frustrating, and serves what purpose? If I have no money, you can't win any; but you should still get credit for successful war actions.

    A LB player might choose to take on a group of 10-20 small players to prove his/her might! The side with the greater COMBINED strength, should get less reward for victory.

    A clan (or maybe even an individual) should also just be able to say they want to war. Your matching system should match them with a suitable opponent who is also looking for a fight. People can then war on their own time. They MUST ALSO be able to war another agreeable clan of their choosing.

    Hope to see some worthwhile changes.

    cheers!
     
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