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EA could reduce the score needed to reach Arena 6 by 100 points making it realistically reachable.
The points required is not the problem. It’s still the same leap in points as getting to Arena 5 and 4. The problem is the flawed system rearing its ugly head fully in Arena 5, impeding the teams from advancing.
Here’s my guess on why the top teams can’t advance as fast as they used to do so.
Nowadays, almost every team at the top uses shields to score their wins. Even if that top team doesn’t use shields to get their wins, high chance that their opponents do. And the opponents will restrict the amount of points they get when they choose to hide in shields, whether to win, or to try to win (at Arena 5, it’s possible to win even when trailing by 50k, just need to hide and strike).
As we all know, when teams choose to hide to win, they usually have a very narrow lead. With a narrow lead, the ELO score will not increase a lot. So of course, Arena 6 seems so far.
And at Arena 5, it is entirely possible for a weaker team to win a stronger one due to the prolific use of shields and fast energy charging time. So a really strong team may not keep advancing like they used to at lower arenas.
Simply put, it can’t be helped. Lowering the bar is not going to solve the problem. Teams may drop out of the Arena 6 zone as soon as they get in due to the difficulty in advancing.
No matter how good the strategy of a club is and no matter how much money has been spent upgrading the disaster, at some point each club will have reached a rank where the other similarly ranked clubs have equal or better strategy and disaster. At this point, all clubs have an average win rate of about 50%.
The impact of a wide lead in the used variant of the ELO rating system is very, very low. Even with double as much points than the opponent team you will only get a few more rating points. What really matters is, weather the opponent team has a higher or lower rank as your team. For a win against a higher ranked team you get more rating points than for a win against a lower ranked team. This makes it very hard for the top team, to get far more rating points than the second ranked team.
Further, each war ends in an equal transaction of rating points. If the winner gains N rating points, the loser will drop by N rating points.
My understanding is that the entire rating system is a closed system in which the total number of rating points(= number of clubs * 1500) is distributed to all clubs according to their strength.
Putting these things together, I think, arena 6 can only be reached when the whole community of clubs participating in club wars is growing.The fact is that the players with the highest rank are all at the same level, they already have BMM level 14 or 15, and Magnetism level 15 (they seem to be the only interesting attacks when you're in the top), also these guys know they are in a high league, they prepare themselves very well, not like the rest of us in peaceful leagues lol.
They use whatsapp, discord to have a good communication, have a lot of resources and boosters prepared, so practically, the war is balanced. if they are in that league, they've been through a lot of enemies with bubbles for a while now, so they uses the bubble strategy too or knows how to fight them.
When you are in Arena 1 and you're a pro, you win and win and win and finally you get to Arena 5, but you can't do that in Arena 5 because obviously is the top, is the final, things are pretty tight and all the alternatives to win are already being used, the effort you have to give to win is high... If there were more levels for the attacks, or something that makes a difference, maybe a gap could be made, something that makes a single team earn a lot above others, like having magnetism level 20 for example, but the limit is 15, so... the supposed unbeatable bubble strategy also can't make a club win and win forever... so, those clubs win 2 wars, loose another 2... and stay like that. The problem is when you lose, you lose all your boosters and you gain just +250 war points, not enough to fight the next enemy cuz you're still in the hard arena, you so lose more wars in a row when the first lost came.
Since there's only +10 cash as a reward, most are not desperate to get to that league, also i can't imagine how expensive the war chests would be... 16 000 for the first one blue chest? lol
Perhaps EA should just set the limit of disasters to level 20. This matters a lot to top league players and since it hardly affects normal players like us, why not? Who pays the most to get to level 20 will get the advantage to advance into Arena 6.
The scaling of the war card is a kind of sick
for Magnetism,
the increase of required cards for level 3 to level 5 is 10; level 6 to level 10 is 20; level 11 to level 15 is 40.
it is supposed that the increase of required cards is 60 but not 80 in this sense,
the required card for card level upgrade from 16 to 20 are
16(400); 17(460); 18(520); 19(580) and 20(640).
in general the cards required to upgrade from 0 to level 10 are 612.
to upgrade to level 11-13 required another 660
to upgrade to level 14-15 required another 640
if the limit is set to level 20, and the increase requires 60 cards up only,
the cards needed to advance to level 20 are another 2600. (total 4512)
It is a really crazy number. it is only beneficial to cheater.
Please don't increase the limit any more or all true player(for those who are willing to pay for fun) will leave the game.
the gain of elo is irrelevant to the card level of your teammates.
even thought the card limits set to 20, it is no help to speed up the track to arena 6.
your wild guess is definitely wrong.
please recall your memory for road to advance the war from arena 1 to arena 5.
it takes almost half year for the top team to advance the next arena
the reason why the time is shorten because EA has launched some lighting event and double elo earning event in the past.
it is no correlation to the wining strategy at all which the bubble strategy is not a new thing.
people also win by bubble at those old time.
to be honest, the required elo rating for the same ranking is increasing very slowly.
several months ago, only the top 500 team are able to reach arena 5.
nowadays, even a weak team can be able to reach arena 5.
it is just a slow process. i don't think people are willing to advance to arena 6 at this moment as the final chest may require 132,000 war points.
for the true top team, most of people stocking lots of booster.
most of the top team have their sister clubs to earn the war cash and booster from an open war.
it is not really a big deal to the true top team to lose the war continuously at top 200 level.
for people who runs out all booster after several lose of war, you should have made some mistakes.
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