You should make each player have a nemesis that they gain extra plunder on or gain plunder when some one else attacks your nemesis
I like the proposed changes; however, I feel that the best implementation of the changes would be to create a list of selectable war options - an a la carte menu of options, if you will. For example, having a check box to enable/disable quests. Also, an option to disable outside hits is essential, I think, to keep the playing field level and prevent massive clan alliances from pushing smaller, newer clans out of the tournament system. Again, having choices is the most important feature, IMO. If we could pick and choose which features we want, that would make it more interesting for all parties.
Really love every change the Devs have suggested, hopefully these new changes will breath new life into system wars.
Sorry all, am i misreading. All i can see is that if i get a load of spies to pin my side, then i can then ask them to xstal and stl other side? Also, only refers to troops being zero so steels are ok then. I see a lot of post saying "makes spies ineffective" but all i can see is advantages. I have been out tonight so maybe im reading it wrong ?
Damn... We can't hit when our troop regen from 0% to 50%..??? On that way we can easily get hit from opponent kingdoms..!! and what we do at that timeHalf troops.? It will take time 30min.. And what we do..? Just look at our phone
Adjustments such as the "no quests" during the war, in myopinion, would be betterto have as a toggle option, the same as changes to locking roster, and the length of a war in previous updates. It would allow more flexibility for the two participants to show what kind of war they really want.
General Support! ... something must be done to make war more ummm, entertaining. I do, however, feel the discussion should focus on strategy. My sense is the rest is just fluff that can be tweaked going forward (events and estoc's edge is just distracting from the important stuff haha). Strategy: Quests YES! Ban them by all means. Strategy: Combat Incentives Support the elimination of dtw while at war, but will be tricky. VARIATION IDEA - The attacker (or assn) should be rewarded with a 'kill' (at 0%) and the one dying should loose a 'life'. This way, the one killed must activate a 'life' to resume play. If life not resumed, the kingdom remains in purgatory and can be hit at 20% regen. But no offense actions may be taken until repeatedly killed (3x?) or the 'life' pill is taken. The life pill would also ENABLE use of xtal. Strategy: Combat Rewards Apply a plunder based reward for each 'kill' (suggest this should be a simple formula, say 2 or 3x the players 'allies bonus' for the given match-up) Thanks for listening KAW ... we're on a good path! Cheers
Awesome. Not to sure about outside hits taking you back to 0 troops when you finally get back to 50%. Seems like it will bring clan loyalty/growth back. Dang devs, I'll have to go back on my word of NEVER to war another SW again. Can't wait to try this and see how it pans out
Oh, there's a surprise the devs make a change that means its important that you don't get pinned during war. (You lose a percentage of your overall plunder and not be able to hit for 30 mins.) How do you avoid being pinned? Use xtals. Bingo... more profit for the devs. (I bet u they remove the maximum of 6 xtals per war, I'll also place a wager that the free bonus xtal that arrived in the oracles packages without announcement will disappear shortly and we'll only be getting 5 for our hard earned cash) Dear devs, please start making changes that are aimed at improving the game, not at making more and more money. We are not opposed to you making a 'fair profit', we know this is a business, but you are treating this game and it's players like a cash cow. And with every change I get closer to the door.....
Time to bring the 'war' back in Kingdoms At War I like the changes with the exception of the weekend wars (because I work ALL weekend) maybe make them on a Tuesday or Wednesday?