War Refuse Exploiting - ideas & discussion
I hope that players will offer their input and suggestions for HKRotK to become a fun, challenging, and long-lasting game environment that caters to both PvP and PvE type players. It also needs to cater to both hard-core and casual gamers if the game is going to make money.
The following are some ideas in an attempt to better balance the PvP & PvE world for hard-core and casual players with respect to how War Refuse affects fair play and "ownership":
1) 12-hour WR bypass: Player A attacks player B and player C. Immediately after combat is finished, player A purchases WR. Players B & C (and ONLY B & C) can still retaliate (attack back) player A for 12 hours following the latest attack by Player A.
This addresses the scenario in which Player A plunders several times, steals all player B's oases etc. while the defender is asleep because on the other side of the world it is nighttime. Players cannot be expected to purchase WR every night to keep playing this game and protect what they have worked for, especially at the high price of 20 gold per night. It also addresses the situation in that the person with the money has too much advantage over the other. If you are going to allow someone to attack another person, that person must be given the chance to defend his interests in a fair playing field.
I feel that it is ok to spend money to help and improve your own account progress, but it is not right to be able to have what you "own" stolen from you with no chance of defending it or getting it back just because the attacker can pay for it. An attacking/aggressive player can deny another person's right to progress this way! It is not right to enable one player to ruin another player's game experience

Balancing the features and their costs and effectiveness is the key to keeping the majority of customers happy, and keeping them playing for a long time. Other suggestions regarding WR and PvP:
2) Give each player one free 7-day WR card. If this is done, it needs to be explained in the tutorial.
3) Offer each player one free "opt-out" any time after Novice WR period is ended. This means that a player is PvE only (immune from attack) until the player decides to end it and join PvP. Future "opt-outs" will have a gold cost.
----- 3a) And/or when opting out of PvP, the player's account is transferred to a PvE server.
4) World Map PvE combats only earn half the XP and Prestige of PvP combat.
5) Less map energy given to players in WR, and more to players in "PvP mode."
6) Change the process of how player-occupied oases/cities are captured or adjust the difficulty and/or requirements for losing/gaining these places.
In the end, we don't want to drive too many players away before they've had a chance to level up enough to access more areas of the game. Hopefully others will offer input now and after launch.
iOS 7.1.2 (11D257)
RotK beta version - current as of date of post