Ezequiel
Well-known member
- Joined
- Nov 3, 2016
- Messages
- 214
- Reaction score
- 181
- Server
- America_2
- Main Char
- I- NoLimitsArg -I
- Clan
- -Supreme Resistance-
As is public knowledge, the attack and defense system changed completely, in which the defense is practically impossible to happen and the attack clearly always works. I think that as the initial point of this latest update it was intended that the great alliances do not exchange maps with each other, something that continues to happen today, since as expected these great alliances divided their clans into 3/4 sub-clans that maintain a map only. This is done so that it is more difficult for attackers to take portals, and that is why between these divided clans to avoid an attack always at the time of the vulnerable phase they continue to exchange their portals.
Each server is a different world, from what I saw and there are many complaints that you developers are only taking into account what happens on a single server. It does not mean that what happens in Europe_1 will happen in America_4, etc. That is why I come with this proposal since nowadays the attacker has absolutely all the advantage and the defender always tends to lose, which became an infinite loop of map exchanges.
We know that within the game there is an economy in which today it is much easier to hunt or obtain dinodollars than in previous years. In the Game Update May 23, 2024 (Site Conflict Adjustments 3.2) it was implemented to improve production through said dinodollars that are donated to the clan, their price is as follows:
This implementation on servers with constant wars is bad and has a disadvantage for the owner/defender of the travel gate/claim because attacking is totally FREE, that is, the attacker does not use his resources and can simply attack as much as he wants without losing any a single dinodollar.
- Example: Suppose that the defending clan has a portal and improves its yield to GOOD (10,000 clan dollars), and continues improving until EXCELLENT, which said clan would be using part of its resources to improve production by spending 83,000 clan dollars. After this, an attacker arrives, attacks and obtains the travel gate/claim completely free without using resources.
Clan Dollars spent:
- Defender: 83,000 Clan Dollars
- Attacker: 0 Clan Dollars
So I wonder, is this really balanced? Or is it how everyone sees it, that the defender has an absolute disadvantage?
To avoid the constant exchange of maps between alliances and the defender feeling totally disadvantaged and at a disadvantage, they should take the following into account:
The act of attacking a travel gate/claim should stop being totally FREE.
- Draining a travel gate/claim in Basic status should cost 5,000 Clan Dollars.
- Draining a travel gate/claim in Good status should cost 10,000 Clan Dollars.
- Draining a travel gate/claim in Very Good status should cost 28,000 Clan Dollars.
- Draining a travel gate/claim in Excellent status should cost 45,000 Clan Dollars.
That's right, the attacker should use the same amount of resources (clan dollars) that the defender used in said portal to improve his yield. This should not be a problem for anyone since it is more fair and equitable for everyone, even so with this system the defender continues to lose more Clan Dollars than the attacker because improving yield to excellent the total cost would be 83,000 Clan Dollars while the attacking clan would only use 45,000 Clan Dollars to take said travel gate/claim.
This system prevents divided clans from constantly exchanging portals and also makes the defender feel that it is worth improving their production, since today the defending clan feels it is unfair to use their resources and that the attacker can do it completely for free.
I hope you take this idea into account or at least you can use something from all this