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War refuse changed

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Chicagoguy

Baron

Posts: 249

Joined: Sat Sep 08, 2012 12:12 am

Post Wed Aug 20, 2014 2:57 pm

War refuse changed

The new War Refuse is not worth buying now since in the future it will only protect your Main city.

One of the many reasons people used WR was to protect their Castles and Manors from getting stolen.

Now they have NO protection with this new WR system.

The notes say that Manors will also not be under protection while in WR, but that is still active in the Beta.

Why the change like this?
We just needed a way to better protect our stuff, and if we sleep, it's nice to know that everything you worked to get will still be there in the morning.
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Forum_acct

Baron

Posts: 214

Joined: Fri Jul 29, 2011 8:50 pm

Post Wed Aug 20, 2014 9:31 pm

Re: War refuse changed

Yeah, WR should protect manors/castles/villages/sub-cities always.

You would only need as few as 9 other players from your alliance to help take it. That is assuming loyalty is still reduced 5 pts per attack.

I still haven't decided about oases. I believe old HK protected oases too.
iPhone 4S 32G
iOS 7.1.2 (11D257)
RotK beta version - current as of date of post
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Chicagoguy

Baron

Posts: 249

Joined: Sat Sep 08, 2012 12:12 am

Post Wed Aug 20, 2014 10:12 pm

Re: War refuse changed

Old HK protected everything under your name.


I would actually like to maybe see a selective WR.

Maybe a coin a day to protect an oasis, and 2 coins a day per city??
Kind of like how it worked with enhancing, except WR them..


Just my 2 cents on this topic.
I'm not sure I like this new version. It's aggravating to go into WR, but still get attacked and lose resources.
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Baron

Posts: 214

Joined: Fri Jul 29, 2011 8:50 pm

Post Wed Aug 20, 2014 10:44 pm

HOLD ON NOW: Re: War refuse changed

So even on WR, another player can attack your oasis but you CANNOT ATTACK BACK the SAME OASIS UNLESS you GET OUT OF WR??

That is completely unfair! :o :evil:
iPhone 4S 32G
iOS 7.1.2 (11D257)
RotK beta version - current as of date of post
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Chicagoguy

Baron

Posts: 249

Joined: Sat Sep 08, 2012 12:12 am

Post Wed Aug 20, 2014 10:52 pm

Re: War refuse changed

Yup.

Agrees.

WR will not be worth buying if it doesn't truly protect ALL your locations from plundering and attacking.
Otherwise, what's the point in even having WR if you can still get attacked and lose things?
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Forum_acct

Baron

Posts: 214

Joined: Fri Jul 29, 2011 8:50 pm

Post Thu Aug 21, 2014 5:32 am

Re: War refuse changed

New update:

been reported to me that you might still be in WR even if you attack someone's oasis. Meaning, you can have your oasis attacked and you can attack another player's oasis and still be in WR

The warning that pops up about getting out of war refuse may be a false warning.

The reason for thinking this is because the player's war refuse timer still had time on it after attacking another player's oasis!
iPhone 4S 32G
iOS 7.1.2 (11D257)
RotK beta version - current as of date of post
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Chicagoguy

Baron

Posts: 249

Joined: Sat Sep 08, 2012 12:12 am

Post Thu Aug 21, 2014 1:00 pm

Re: War refuse changed

Yup.. Replied to the post on the Bug reports page.
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Forum_acct

Baron

Posts: 214

Joined: Fri Jul 29, 2011 8:50 pm

Post Sun Aug 24, 2014 12:43 am

Re: War refuse changed

Ok so we definitely agree on including the oases in WR protection, but what about anti-bullying protection?

I would suggest max 5 Attacks on oases, max 5 attacks on sub-cities (including castles) as well as the Home City. Attack mode only which allows occupation.

Again, I don't mean Plundering - plundering can remain without limits.

ALSO regarding oases: currently you can Attack and occupy oases even when defender is in WR. I suggest changing this to only allow Plundering of oases when defender is in WR.
iPhone 4S 32G
iOS 7.1.2 (11D257)
RotK beta version - current as of date of post
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Chicagoguy

Baron

Posts: 249

Joined: Sat Sep 08, 2012 12:12 am

Post Sun Aug 24, 2014 3:06 am

Re: War refuse changed

Maybe 5 "Attacks" total against a player? Doesn't matter if it's an oasis, manor, castle, main, etc.. 5 Total...

The plundering still may be an issue.

The biggest issue is that even with the anti-bully rules, a player can still strip another players city down to nothing.

I think we also need a Cranny, or the warehouse needs a hard set number of resources that it protects as you upgrade it. Right now, the amount the warehouse protects is based on an algorithm and I think that algorithm is based on amount of resources currently in the city and how full you are.

I think they need to make it a set number, or bring back the Cranny and let players build as many crannies as they like. Keep in mind, the more crannies they build, the fewer houses, barracks, or warehouses they can build, so you would be leaving it up to the player to decide how secure he/she wants to be vs the other aspects of the city.

After a few days of this new War refuse system, I still think it needs to go back to protecting everything including manors, castles, oasis's.
I saw a guy attacking oasis's and taking them from people, while sitting in War refuse. How fair is that?
Since people have no way of protecting their oasis's other than sacrificing troops, there is almost no good way to protect yourself now.
If someone is hitting oasis's and see an army in one, all they gotta do is send more troops for another hit and the end result is the same.

Anyway,,, my 2 cents on the topic.
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Forum_acct

Baron

Posts: 214

Joined: Fri Jul 29, 2011 8:50 pm

Post Sun Aug 24, 2014 3:27 am

Re: War refuse changed

Yeah a cranny is better for keeping players around and progressing.

Let's say with some tech and decent warehouse level you achieve 30% protection. After five attacks a defender will still lose all their resources.
(Unless I'm wrong about how it works - I've never farmed anyone 5 times in a row.)
iPhone 4S 32G
iOS 7.1.2 (11D257)
RotK beta version - current as of date of post
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