fundinstrongarm

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fundinstrongarm last won the day on January 12

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About fundinstrongarm

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  1. And guess what? When he gets all those medals winning those battles his trophy count goes way back up. He won't be in the 1-2k trophy range for long.
  2. It's a daily (or 2-3) league. How much trophy level exploitation do you think could really happen? Especially when the goal is to win as many medals as possible. League based on trophy level would work fine, imo. Should have been that way from the beginning, imo.
  3. I think straight up rewards for skull count similar to WAR would be a fine place to start, imo. Perhaps not the best and would need some tweaking but better than nothing. Would deter the deal making to an extent.
  4. fundinstrongarm

    How have you experienced the new matchmaking?

    This Conquest: Tier: 2nd highest. Total number of teams 112. 23 will move up and 22 will move down. Us: Rank 335, level 47, 51 members, lvl6 HQ Enemies: Rank 263, level 57, 53 members, lvl7 HQ. Rank 332, level 65, 59 members lvl 7 HQ. Rank 398, level 40, 43 members, lvl 5 HQ. First time in this tier for us. We will likely get moved down a tier since rank 263 alliance is coming after us. Would be a more interesting Conquest if they weren't present but we expected tough competition at this tier. No complaints. Anyone have info on the other tiers? Number of alliances?
  5. fundinstrongarm

    War Tile Block (new feature) - Feedback

    No, the main problem was that one or two people could hold up 5 times their number easily by continually attacking a group, thus locking them down. There was no time to move after winning before you were locked down again. However, the cooldown timer is way too long and allows a steamroll to happen. I say shorten the timer the farther way they are from their Stronghold by 5-10 minutes per hex. That way, if fighting in your own territory or in middle areas you have time to move but as you get closer to enemy strongholds your timer is gets much shorter before you can be attacked again.
  6. fundinstrongarm

    War Tile Block (new feature) - Feedback

    I'm not sure it should be removed in SV cases but the timer needs to go way down, imo. Or, let it only work within 15-20 hexes of your base. Or, make the timer shorter the farther away from your Stronghold you are. I would like that feature. Shorten it by 5 minutes for every hex you are away from your base. Or 10 minutes/hex.
  7. fundinstrongarm

    War Tile Block (new feature) - Feedback

    I have noticed that the safe tile timer is longer than it takes to get supreme victory in some cases. It's kind of funny to see the little trail of timers as you move but leave 1 person behind. Not good, imo.
  8. fundinstrongarm

    War Tile Block (new feature) - Feedback

    Keep in mind that EVERY time you win ANY war you can't be attacked for at least 3 hours and 10 minutes, even for 1v1 battles. Again, too long, imo.
  9. fundinstrongarm

    War Tile Block (new feature) - Feedback

    In rereading it, I'm not a fan of a tower being invulnerable for long stretches of time. I'm not against a break, I just think the break has potential to be too long.
  10. fundinstrongarm

    War Tile Block (new feature) - Feedback

    Part of the version 4.5 update: After a War has ended on a Tile every player from the winning team (the losing team will be sent back to the Stronghold as usual) will have time to move from that specific tile without getting attacked. There will be a small clock on the Tile to symbolize that. Once every player moved away from the Tile, the block is gone. There is no War-Block if a Tower was only defended by a Tower Guard since the Tower Guard does not have to be on the Tile physically. Currently, the standard amount of time to go away from the Tile is 180 minutes. Additionally, for every King/Queen that was on the Tile when the War was won, 10 extra minutes will be added.
  11. fundinstrongarm

    War Tile Block (new feature) - Feedback

    Nobody needs to worry about RR2 24/7. Ever. 7 hours of invulnerability on a tile is way too long, imo. Maybe flat 3 hours would be fine.
  12. Yeah, current time is too long, imo.
  13. fundinstrongarm

    War Tile Block (new feature) - Feedback

    I think it should be 10 minutes per member only. 24v24 gives 7 hours of invulnerability, which is too long, imo. Or, 2 hours plus 5 minutes per member. Maybe 3 hours plus 5 minutes per member would be okay. I know you wanted to wait until after we played but felt the current time is too long.
  14. fundinstrongarm

    How have you experienced the new matchmaking?

    You realize this can be manipulated as well, right?
  15. fundinstrongarm

    How have you experienced the new matchmaking?

    Nope, even with a "fix" to random matchmaking it will still happen. You have to understand that with 150 per tier, it will happen no matter what. However, random matchmaking will wreck almost everyone's gameplay for Conquests with lopsided matchups so is a bad move, imo. Personally, I'd leave things alone. The costs of towers and research will sort out who can maintain top tier capability and who can't well enough. Low level alliances will be much harder pressed to not be relegated just due to points.