We came third this conquest very close to second, my alliance which is ranked 1169, others were 792, 886, 899, I felt the matchmaking was balanced even though we had only 9-10 players on the map out of which only 6-7 were good active, out of the three alliance, 1 was stronger than us had good amount of players more than us and at good levels, 1 alliance were twice as more than us in numbers and were active pinners though less strong than us, the third we came to know their existence in the last day which were also I think were in the same range as the others. So I think the matchmaking was balanced because its difficult to match make based on alliance activeness as it varies, as I saw our players were less in numbers compared to other alliances but 3 of our members were strong enough to compensate the low numbers. So matchmaking is good so far.
2. Anti Pinning Feature
I love this feature as of now, reason is during mid game all of our players were pinned, our progress was set back for a day (as we had few players, pinning move made by opponents is our Achilles heel, our numbers are less so pinning is not an efficient strategy for us), if it weren’t for anti pinning feature all of our team would have been stuck in a pin loop till the end of the conquest season. So anti pinning feature was our Savior as we can be only pinned once and we had enough time to avoid being pinned again. Late screenshot attached.
3. Entering the Map/Participation Reward
This is a low alliance problem I think. There are some players who never enter the map no matter what, I have to add many pleases to my request asking them to help the team yet some players do not enter the map yet benefit from the hard work of others who toil in frustration in the battlefield so the alliance moves forward and gets the rewards (this doesn’t include players who take a leave for a conquest for personal reasons, I’m talking about the players who never bat an eyelid towards conquest even when online) . May be just like war can you guys design a system where players are rewarded for participation, this might make some more players to take part in conquest.
4. Who joins the battle (I kindly request this feature)
Can you guys design a way that the leader and or generals can decide who can joins the battles, because there are some players who don’t listen to strategy and are low level/not strong enough but with good intent and cannot get skulls join the battle and decrease the chances of our winning. Imagine a battle 3 vs 3 of level 80-100, suddenly you find level 30 player of your alliance don’t listen or accidentally joining the battle, he cannot earn skulls but he will give away skulls so much that a winning can slip away from your hands just because a low level player enters a battle which the player shouldn’t have. This is problem I have faced many times, right from conquest 1, even though it didn’t this conquest, but I’m always afraid someone might join a battle which the player shouldn’t be in, some good players think that joining every battle is helping, but they don’t realize or care for the underlying math or strategy, this has hurt us a lot of points and towers. In the screen shot attached, if any one player not strong enough joined that battle we would have lost.
5. Command Screen
When I have to give orders to players to move to a certain location I had to memorize the location and type it into the chat box, if there are more than 4 players its difficult to memorize and give the orders in chat box, also the chat box can get filled with other problems, so the location details is lost in the long list of chat. Same applies to stickies. Instead can we have a internal conquest mail box plus a command screen
a. When I want players in a particular tile, I just select it and click the command icon and a command screen opens up, where I see all the players, I check box the players and click come here, and automatically the players receive in their respective conquest mail box about the location and may be also short instruction which leaders and general can give with it for clarity, and the mail box blinks when new location is updated by the leader/general.
b. Finding player location (its already on its way the next update so waiting for it)
6. Energy Details + Worker Time
Energy details from point A to point B regardless any player is there or not, there are many times we need know how much energy we need to move to a certain location even when we are not there (only the revealed area of the map), would be nice to know the time taken for worker to build a tower even when there are no players on that tile.
Sorry for mistakes, Thanks and have a good day