Idea to help fix Indy war

Discussion in 'Ideas + Feature Requests' started by h0neyB00B00child, Aug 25, 2016.

  1. Casting for Indi should cost 1 crystal as well, that is to be use in the war.
     
  2. I dont think this idea would work OP. Weve all been in a one sided war where your teams just getting sat on for an hour. Not getting an action in 20 mins isnt hard when 15 people are spamming your coming out of ko. You come out, get a notification of 30 incoming and are right back in KO. Half the losing roster would end up with 3 day war ban in lopsided wars.
     
  3. Gimme your ring
     
  4. I like the idea where the losing team get war tokens but not items -support
     
  5. Anything not favor those noobs, free loaders, it will go downhill quickly and become to another round wars or primal wars.
     
  6. I like to ask:
    How many match ups are made for each specific indi schedule?
    How many players per team?
    15? X 2 = 30 players per match up
    So you think there are more than 2000 ee participants per indi schedule? :lol:


    Just like many were butthurt when 2000 sb was given to 2000 event items tier..

    How about LL WAR? Do you realize how hard it is to join a war clan?

    Yes implement that, support op's idea. Let the game die through it. ;)
     
  7. Full support,but when have the devs listened to us lol, they just care about $
     
  8. 7 day SS, out for 50% of the event.

    Casting WoC should cost 1 xtal(like a deposit). You can then still xtal 1x during war, if you do, you get 1 back as a minimum(the deposit) with a chance of gaining the used 1 back as current system.

    Activity during war - you must have at least 1 outgoing action success/fail within every 10min period.
    Otherwise be at risk of inactivity check and SS.
     
  9. I think this is more of a problem in the lower brackets, particularly where people start casting for war with alt accounts to hunt for items often in addition to warring with their main account.

    The attention-demands of EE war means that it is very hard to effectively war two accounts simultaneously. It would be impossible to take on the extra responsiblity of volunteering as tracker/wc, so immediately that player becomes reliant on the rest of the team.

    In Honeyboo's bracket I've witnessed one player cast four accounts in the same war, matched 1-3. It was reported to devs, but seemingly no action taken.

    If that is not a clear example of "an excessive number of accounts beyond that which are realisticly playable" then I don't know what is. TOUs need to be tightened.

    What OP touches on is the old carrot/stick method to control behaviour. Currently dropping event items for # of actions and 300 items for a team win is a great incentive for players to war during an event. Devs have also been very generous in restoring the top 500 War event bracket for this series of events, and personally I hope it is retained. The competition for top 100 is very fierce, contested by, um, 'dedicated' warriors. But the game needs to cater for players who do not have the availability to compete for the top-end rewards, and top 500 is a nice bonus on top of the overall event rewards.

    I also hope we can all agree that the game needs to have a constant influx of new warriors, remembering we all started confused and made mistakes. To achieve that the game needs sufficient incentives to attract people away from the safety and reliability of Epic Battles. Unfortunately those incentives are being abused by players warring simply to gather event items, because a loss can be more profitable than spending the equivalent investment of time in EB grinding.

    Most of the responses given would seem to prefer a 'stick' approach to correct this behaviour. Extending 'Shattered Swords', increasing the entry costs, etc.

    But there is also the 'carrot' approach, to provide further incentives to reward 'good' behaviour, i.e. more activity and more extertion to try for a team victory.

    Currently a player can lazily gather 300 items for doing little, and 600 items if everyone does a little bit more (assuming the other roster is also all-active). That's means you can get double items but you have to work for it, and you have to rely on everyone else on your roster doing their bit too. Well... OP has explained the reality of that.

    If the 'stick' approach of reducing items based on # of actions is not feasible, because it would de-incentivise new warriors, then only the 'carrot' approach remains.

    As we do not want to encourage item hunting as a motivation to cast for war then we cannot raise the amount of items given for actions and plunder.

    So then logically we can raise the rewards for a team victory. Instead of only doubling the lazy player's items why not triple it? Give 600 items for the win, making the ratio 900/300 instead of 600/300. Or even higher?
     
  10. I sent email to support for not getting any drop for war #5 lowlands, we were full hyb vs ps1 roster, of course they ztroops asap, left us to spam for 5 minutes straight for regen times, any attempt at spy action was fails, spent basically the whole war spaming targets that were dtw or ko'd, support sent me a reply basically saying try harder, ok I had to lecture them about the builds and the mechanics, these developers and support people do not war, they have never done lowlands or indi, I told them they need to check how many times I pressed "attack" button, it must have been 2 times a second for the entire hour, and they say try harder, they got no clue what kind of effort it takes to get a successful action with that kind of match up and strategy, so honestly it does not matter how much you try or don't try, they have successful action blinders and nothing else is counted, I told them to go ahead and join a few wars and then tell me to try harder, they won't.
     
  11. Disabling ALL pots and having a crappy formula for bfe and bfa in LL WARS esulted to resulted to the death of attack build and hybrids. It's now a shadow game where only a hansel and ps can get event items decently. On LL wars, it doesn't matter who will win, as long as you build hansel and ps, you will still get the minimum items.
    RIP LL WAR
     
  12. Normal winning rate for Indi Wars is about 50%, every two wars you can get up to 900 tokens/event items. My suggestion is to give 600 for win and up to 300 for actions to winning clan members and zero to losing clan members. This way for most serious warriors the net is the same, but leechers would get zero unless they participate actively in the war for winning.
     
  13. Don't give rewards to the losing team, problem solved
     

  14. Now heres a solution. Double rewards for winning side and give 0 for losers. Since win rate is around 50% you would come out about the same. And this would eliminate people who dont try. No win no items