cay

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  1. Here's a little typo. It should be 600 troop defending rating. Are you sure these values are correct because my calculation worked for all battles in our conquest: The last column is: 3425-1100+3539. Here is another example where you can see that the difference is very small.
  2. I think, there is a way to have a blind war and to evaluate alliance strength as well: Right now you are not able to fight or befriend somebody when you click the info of a hero. Hence, my suggestion is to add an attack button. When you click on it, you will only see a rough medal range, e.g. "400+" or "1000+". Then you could fight that person for no food. You'd gain XP and gold but no trophies not medals. There should be a cap on these fights, so people do not take advantage from that. E.g. 3 fight per player or something similar. When you click on the info of the alli, you would see the level and their average medals. Alliances will not know their own average medals. This will make it tougher to find out who you're fighting against. To make it even more tougher: In the first two conquests, the maps were 4-sided mirrored (everyone had the same terrains to work with). In the recent conquest, it varies a little. So, when you have a coordinate system with the center right in the middle of the map, it can be programmed the following way: ๏ปฟ Flare has the original map with 4 players in each sector. There is a virtual map with which the alliances work with: For this, each alliance will "roll" a dice with 1-4. Depending on the number, the alliances will be moved to one edge. Since it's random, 2 alliances could be in sector 1 and none in sector 3. Since the map is symmetrical, flare can easily transform movements from the virtual to their actual map Alliances first need to fight against each other to have a common value which they can exchange to get to know each other. The other alliance might not know that alliance A only wants to find out whom they are fighting with and will go for Supreme Victory. The time for validation is much smaller like that. I already posted this idea here:
  3. cay

    Thinking out loud...

    I think, there is a way to have a blind war and to evaluate alliance strength as well: Right now you are not able to fight or befriend somebody when you click the info of a hero. Hence, my suggestion is to add an attack button. When you click on it, you will only see a rough medal range, e.g. "400+" or "1000+". Then you could fight that person for no food. You'd gain XP and gold but no trophies not medals. There should be a cap on these fights, so people do not take advantage from that. E.g. 3 fight per player or something similar. When you click on the info of the alli, you would see the level and their average medals. Alliances will not know their own average medals. This will make it tougher to find out who you're fighting against. To make it even more tougher: In the first two conquests, the maps were 4-sided mirrored (everyone had the same terrains to work with). In the recent conquest, it varies a little. So, when you have a coordinate system with the center right in the middle of the map, it can be programmed the following way: Flare has the original map with 4 players in each sector. There is a virtual map with which the alliances work with: For this, each alliance will "roll" a dice with 1-4. Depending on the number, the alliances will be moved to one edge. Since it's random, 2 alliances could be in sector 1 and none in sector 3. Since the map is symmetrical, flare can easily transform movements from the virtual to their actual map Alliances first need to fight against each other to have a common value which they can exchange to get to know each other. The other alliance might not know that alliance A only wants to find out whom they are fighting with and will go for Supreme Victory. The time for validation is much smaller like that. I will also put this under Suggestions since Madlen likes to keep things organized
  4. How are lost troops calculated? If you can't answer this question, could you answer this: In which scenario does the winner loose more troops (assuming only number of players and troops to be different): 5 attackers with 2000 troops and total skull count of 35k, 3 defenders with 1050 troops and total skull count of 10k 6 attackers with 2400 troops and total skull count of 35k, 3 defenders with 1050 troops and total skull count of 10k
  5. I checked in actual battles and your above calculation works great. Thanks! (You only need to change 5 to 4.5 and 50% would be correct)
  6. Hey Madlen, first of all: Thanks for the explanation! I think, you have a little flaw in your calculation: After 5 hours, the 'Time-multiplier' will be reduced to about 4.5 since 5h/(10h-1h)*8=4.44 You assumed to have 5h/10h which would be 50%. Einen schรถnen freien Tag noch!
  7. cay

    Negativity around Conquest

    Your answer doesn't make sense at all. @BobotheMighty posted his and his alliance's personal opinion. Nothing wrong about that. How can 90% hate conquest mode if only 60% don't like conquest? I really don't understand how you come up with these numbers. There have been more people on this forum who support the general idea of the conquest including me. Haters are just much noisier than us. That's the reason why Flare has to take a close look on your opinions and have to evaluate it carefully. They already improved the conquest a lot but still things have to be optimized. There are enough topics about suggestions. Hence, I won't repeat them here.
  8. Overall, I received less than 100 Pro Crystals (5, 4...16) and 2 Pro items. Really bad rewards. I do like the conquest in general but the rewards are way too low since one conquest blocks 3 events (ninja and war). Hence it should have as much rewards / similar rewards like 3 events. For me, this means around 30k pearls (assuming 1.5 Ninja events), 200 gems and nice ubers. 200 gems and 2 pro items were covered with the rewards but I didn't receive anything close to 30k pearls.
  9. Hey, thank you for implementing the instructions / flags! It helps me a lot guiding my alliance members around. Though, we are an international alliance and not everbody knows how to see the flags / is not interested in watching tutorials provided by you. Hence, it would be great when each instruction will pop up in the conquest screen. The path with lowest energy cost should be highlighted as well. When they do not want to go that path, they need to confirm.
  10. cay

    Conquest "Order All" command

    Yes, or if you cancel all, it should be possible to redirect everybody
  11. Will we find a "fellow knight" in our dungeon for 1 hour? Couldn't find him yet... ๐Ÿ˜‰ ๐Ÿ˜ Would be great to have a new unit in the dungeon! ๐Ÿ˜‰
  12. So you don't sleep at all when you need farm boosts every 4h - or somebody else helps you during that time. That's -4 ads. BM - same thing. Melting ubers (or legendary items) without boosts during sleep is totally sufficient (except during BS event). -1 ad. Taverns -actually it's 2.5 ads per 24h. -2 ads Free chests - do you get up for one chest only? -1 ad Concerning upgrades: let's say 3 builders, a wave, a spell and a troop on one day (if this is the case then you have a bad upgrade rythm) - +6ads Hence, 37 ads for "normal" stuff and 6 for upgrades. You can maintain that speed for a week but not a whole month. If you fight as much, you may skip tavern ads. That should be enough.
  13. cay

    Basilisk hiding near gate

    Hey, an alliance member told me the basilisk towers near the gate do not hide anymore since the new update. At first, I didn't want to believe him. Hence, I checked it on my base and other bases. I screamed back my troops and the tower still didn't hide. They came out a little faster as well. Can anyone cofirm this?
  14. Check the date when my message was written.
  15. cay

    Black smith event doesn't work.

    @Mogor Thanks for your reply. I also filed a ticket. Not sure how they might compensate that. I can only forge 4 traps now ๐Ÿ˜•