Zillah

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Zillah last won the day on November 3

Zillah had the most liked content!

About Zillah

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  1. We are seeking loyal players who donate at least 500k and have at least 2500 trophies. We keep knights,Ogres, wolves, canons, monks and barricades boosted 24/7. Several of our players have been with us over two years. We are from all over the world and speak English. We especially like friendly players who chat sometimes; doesn't matter if your English is not perfect! If we can pick up just 2-3 4000 trophy players we will be a top 100 alliance. Are you in a top 5 alliance, but like to take a break sometimes? Then become a regular in our alliance, jumping back and forth as you desire.
  2. Pro League Rewards NEED to Improve

    Flare does need to differentiate. There is a huge difference finishing 100th vs 750th vs 5000th, but the rewards do not show this. Various ways to solve this. One might be a color coded system using the stars . If you get top 1% your stars stay gold until end of next Pro league, then reset. If you finish top 5% they turn silver, top 10% they turn bronze. Gold, silver, bronze medalists all get different rewards in addition to the color coding. As for Pro gear IT HAS to stay rare to maintain it's value. Once it becomes as common as Uber gear the thrill is gone. Then Flare will need to introduce a new gear class "super pro Uber gear".
  3. Pro League Rewards NEED to Improve

    Flare does need to differentiate. There is a huge difference finishing 100th vs 750th vs 5000th, but the rewards do not show this. Various ways to solve this. One might be a color coded system using the stars . If you get top 1% your stars stay gold until end of next Pro league, then reset. If you finish top 5% they turn silver, top 10% they turn bronze. Gold, silver, bronze medalists all get different rewards in addition to the color coding. As for Pro gear IT HAS to stay rare to maintain it's value. Once it becomes as common as Uber gear the thrill is gone. Then Flare will need to introduce a new gear class "super pro Uber gear".
  4. Fix the base defense algorithm

    Very good idea. I've wanted this awhile. For those of us who love to tweak their bases, the major limitation is the time to put everything back after your tweak doesn't work (most likely!). Let us save layouts, just like equipped gear allows.
  5. Fix the base defense algorithm

    And now the chickens are coming home to roost from Flare's gate tower laziness. The number of bases in the top 100 alliances that use only a handful of towers is an epidemic. This makes a mockery out of the game, that so many top players think 2 or a handful of towers are as effective as 21. How did Flare let it get to this point?
  6. Going down to only 40 scores counting was a good move. It reduces the entire alliance being penalized for inactive players, and almost all alliances struggle with inactive players. You kick your inactive players, only to probably replace them with our kicked inactive players. It also tended to make wars closer. 4 battles in the last war was great. It reduces the slog factor and gives a smaller margin for error, increasing the tension. Why not make 3 battles the limit? That way, no room for error. Every battle is critical, you mess up and boom, several hundred skulls lost permanently. With 4 battles, you have one "do over" built in if things go south, with 6 battles you get 3 do overs. Other possibilities-a great reward for an alliance's top skull getter of the entire war season, a good reward for #2 and nice reward for #3. Likewise, for among all six alliances in the war 1) a special prize for the player with the most overall skulls and prizes for #2 and #3. Instead of showing only your own alliance's individual scores, show scores for players in all six alliances ranked in order so players can battle it out for the top individual scores and rewards. Kind of a mini pro league.
  7. Fix the base defense algorithm

    Yes, much of succeeding as a RR2 raider is managing poor unit AI. Some units are prone to run past a tower, others are prone to stupidly get stuck at choke points or sharp turns or stuck in place if in a large group. Giving players a chance to choose among a couple of preprogrammed instruction sets for each unit would add a sorely needed additional level of strategy to the game. For example, a choice for Ogres to move faster at the expense of less damage, or pyros to have a greater range, but slower aatack speed. Basically let each troop be customized a little, independent of pearl perks. This is already done to some extent with pearl perks, both by the perks Flare chooses to be possible for each unit, and by how a player chooses which perks to max first. But any strategic element vanishes as soon as everything is max perked. A better option would be mutually exclusive perk paths, forcing a player to choose. But beyond pearl perks, why not have 3 options for each unit/tower which a player can choose amongst, each of which involves trade-offs and allows for more strategic play.
  8. Fix the base defense algorithm

    Agree, it's not that the gate towers are hard, it's more that it is a boring ass strategy. The most effective RR2 strategy is stinking gate towers? And two towers can be as effective as 21, seriously? This is what constitutes good strategy? As a player who loves coming across someone's novel and challenging base, it's a shame if RR2 doesn't take steps to prevent itself being so dumbed down.
  9. A ridiculous number of bases are now choosing to use only a handful of towers in their layout to game the algorithm Flare is using. The most common variant is a total of 2 towers in the layout, both poison towers at the gate. So if a raider takes down a gate and 20 of 21 towers the raider gets a small penalty. But if a raider takes down the gate and misses 1 tower on a two tower base, a huge penalty. In both cases the raider leaves one tower. So do we tell new players not to waste gold and time upgrading and unlocking towers, but to just build, max and perk two poison towers and stick em at the gate? The Ninja event is already semi-ruined by being mostly about not taking down the gate before taking down the gate towers. I hear top 5 alliance war battles are largely about not missing gate towers. Should the name of the game be changed to Gate Tower Revolt? Holy crap! Give players more incentive to use more than two towers! In fact the entire reward system and incentives to have a deadly base could use serious tweaking. /Rant off/
  10. Pro league monthly scores

    Why not? The time you finished 10, you got more points than 99% of competitors. How can that not be relevant?
  11. Pro league monthly scores

    Ok, thanks. Will give this some thought and digest what you are saying. My sticking point is this, if you finish #100 each week, that means there are no more than 99 players better than you each week or that have more points than you. So in no single contest do more than 99 people have more points. But at the end of the monthly contest, suddenly 400 people have more points than you? There is a statistican next door to me, maybe I need to talk to him.
  12. Pro league monthly scores

    Not following you. If your rank is say 500 each week, and the monthly ranking averages each week, how can you end up ranked 1000 for the month? What am I missing?
  13. Last month I thought my monthly ranking was too low. So this time I'm watching more carefully and same thing is happening. If your four weekly score rankings are #500, #400, #600, #400, wouldn't you expect your monthly rank to be in the same range? Not like #1100? Anyone else noticing this?
  14. Major attack bug

    Thank you.
  15. Major attack bug

    He is now level 130. Was lvl 129 when attacking me in previous war. Worked out well for him... We are now battling SoCal, his alliance and their loser bonus, for first place. Would be nice if an official Flare employee would confirm his skulls did not count. Is that so much to ask?