Forum Discussion
17 Replies
I disagree. The type of bubble strategy employed in Arena 1~4 is very different from the bubble strategy used in Arena 5. Due to the shorter charging time, it is no longer about who hits the hardest at the start and then bubble up to win. There are other ways of bubbling up to win. So a stronger team doesn’t always win unlike in the lower arenas. If the team keeps going back and forth in their ELO score due to the losses, plus the fact they don’t gain much in ELO score when they win, of course they can’t advance a lot.
Level 20 magnetism will make the difference. Imagine a team with level 20 magnetism vs a team with level 15 magnetism, no matter how many tricks the level 15 team tries to pull off, it is impossible for them to win. So a team that has lots of members willing to pay to upgrade their disasters will basically bulldoze their way through competition to advance, breaking through the current deadlock. Maybe EA should do a survey on whether members of top teams are willing to pay to get level 20 magnetism.
And I doubt the higher cost of war chests is a deterrent to top teams aiming to get to Arena 6. Most probably, they had maximized their magnetism and MM already.
By the way, there are so few cheaters around these days that I actually miss them.
i think what you suggest will make the war more boring.
if a stronger team always wins even with poor strategy, what is the fun for that?
just like a football match, even strong team will lose the game with poor tactics. it is the real life.
strong team doesn't mean to have a strong war card only which tactics and game plan are also important.
if a so called 'strong team' is losing to a weaker team due to poor tactic, can they classified as a strong in this sense?
it would only say they have strong war card team only but not a strong team.
raising the level to 20 is only beneficial to hackers. It is the worst proposal i have seen.
again, the cost of war cards from level 16 to 20 in prediction is even more than the cards required from 0 to 15 as stated in my previous posting.
i have no objection for pay to win, but it is too much over if the war card level for 20.
Actually, I don’t really care if it makes wars more boring since
1. Wars are not exactly exciting as of now
2. This suggestion mainly affects the top teams or players who want to attain highest level for all disasters
I guess you are naturally more worked up about this suggestion since you have level 12 magnetism, being close to max level. I was actually half-trolling when I mentioned about changing max level to 20 since it doesn’t affect me (I actually gave up on actively upgrading after the max was shifted to 15). I do think it may work to resolve the current deadlock but I don’t think EA will implement it since I’m skeptical about EA ever listening to the ideas put here.
And fact is wars have always been about the level of your disasters. If it’s otherwise, will anyone bother to level up their disasters? I’m sure you put your level 12 magnetism to great use when fighting against teams that don’t have magnetism higher than level 10. Just that for top teams, they are all at equal footing since all are limited by the max level of 15.
Anyway, I don’t care if there is a deadlock among the top teams either.
I like your explanation what it means to be a 'strong team' in the context of this game.
Having higher level cards has absolutely no influence for resolving the deadlock. To understand this, you have to know how the ELO rating system works. You have to know the theory and the math behind this system. To get a first impression on how the ELO system works you can ask wikipedia.
Even If the top ranked team have level 100 disasters and all other teams stay on there current cards with a max level of 15, the top ranked team is not able to advance to arena 6.
You may ask: The top ranked team will probably win every war, so why not?
The greater the difference in rating points between the top ranked team and his opponent team become, the less points are gained for the win.
If the difference is only one rating point the winning team gains, let's say 30 points while the losing team drops by 30 points. Now the difference is 61 points and after the next war the winning team gains much less points, let's say 15 points. Only a few wars later the winning team won't get any further points for a victory.At the end, the teams can only advance to arena 6 when the total ELO points in the whole system is increasing. This happens when many new clubs are created, but if 10000 new clubs are created today, it takes months before this effects the top teams.
Also, as fantasistz has stated in post #9, pumping more points into the system has been done by double ELO earning events in the past. This has caused an faster inflation of the system.
And, of course, the whole ELO system can also have an deflation. This happens when more clubs are closed than new clubs are created.
For a better understanding of “How is the club war ranking calculated” please search for the thread by that name in this section of the forum and there is an extensive conversation between some obviously intelligent individuals (yours truly excluded of course) that gives keen insight into the Elo system and why EA is utilizing a “modified” version. There are some very interesting posts and may help shed some further light on this conversation.
Thanks, Pinnacle, for the advice! I had read through that thread and it is very insightful.
Superpraesi, I had participated in enough wars since the introduction of club wars to see how the scores change. Yes, the points gained will not be significant when fighting a weaker team, but it is still a gain over the significant loss when losing to a weaker team.
I just find it funny that my casual mention of raising disaster levels will gather so much backlash. I guess this is definitely something some of you are afraid of. Understandably so, since everyone is afraid of new elements introduced that ruin their game plan.
I do like to see big changes though. To shake things up a bit. Since things are getting monotonous now. Same old trick everyone uses : use umbrella III, boost III and vamp I at start, attack strongest enemies with jackpot, finish with MM. Some change the strategy a bit to suit changing environment by using duds at the start instead. If all members are in shields without the lead, sent out one or two guys with strongest attacks to get the lead. Use umbrellas as protection. Use dud between the time the umbrella is going down and the next one is being put up. There are no more new surprises.
I don’t mind changes even if it doesn’t help me in any way. How about introducing a special disaster that has the ability to launch attacks under shield? Or an attack that confuses the enemies, causing them to attack the wrong targets? Or an attack that turns the war map upside down for your target? Maybe an attack that causes all members of your opponent team to see nothing on your profiles, city name included. Then they can’t tell who is who on your team lol How about a “Balloon” token that causes a city to balloon from hp14 at Arena 5 to hp16?
About SimCity BuildIt
Recent Discussions
- 3 hours ago