Hello Mayors,
Today SimCity BuildIt was updated with a new feature - Club Wars.
Do you have any feedback to share about Club Wars with the game team? Please, use this thread, we will be happy ...
Thanks elmorewood for the support of the Olympics concept and for your thorough analysis. Quite frankly EA would gain the same benefit without the risk of losing folks who are opposed to Club Wars - personally I have no issue as the majority of active players in our club seem to enjoy the competition and it is absolutely great for teamwork, communication and sharing within the club. There are a couple of things that are problematic first it is expensive and time consuming and second linking club wars to the COM was not one of the brightest moves made and needs to be corrected immediately. Thanks.
Anonymous
9 years ago
Hello again,
I've been watching this thread very closely and I've been reluctant to share the methods that the team I belong to has developed to addapt with the mechanics I believe EA has added to ClubWars to encourage teamwork on a higher level. Sharing these tips with this online group puts our team at risk of giving some of our advantage to other teams but we are getting bored on the battlefield so here we go.
First recent issue posted was the attack cards being different for some players. This random? attack card dispersal was implemented to insure that all war items could be used throughout an active team of minimum required players. If everyone received the same cards, that used the same war items, soon after a couple of battles everyone's invenyory would be packed with war items that could not be used by any individual or other members of their team.
Second and maybe the most common issue posted is the war delivery cost. Although our team has noticed this cost has been decreased by about 30% in the last few days, I further believe the cost scale system was a game mechanic with a purpose. Our team has been trying to work in pairs or groups with the higher level players feeding city items at affordable prices to the lower level players to fill their less expencive war shipment, all of their war shipments. Then these war items would be sold to our many club members evenly. Although our team considers this method to be still in a testing phase it has proven very cost effective. If you don't have any lower level player in your club, get some. There are many new players that have arrived to try Simcity and want to participate in ClubWars. This cost scale mechanic also some what disables high level players paying their way to victory and encourages communication and team effort. Simcity desperately needed more teamwork mechanics and EA answered the call, for free. ClubWars needed to insure that new players could compete against the higher level players and this cost scale system meets this requirement.
Third large issue posted is the war assignment on our Mayors Challenge. The mayors Challenge has become far too repetitive and new content was needed to keep the ball rolling. EA has removed at least half of these war assignments recently :/ but in my opinion they could have added a couple of extra assignment slots so players unwilling to participate in ClubWars could easily avoid them. Instead EA listened to the outcry within this thread and created a continued big yawn Mayors Challenge in my opinion. The war process can be timed correctly to have one battle finishing during the early portion of the Mayors Challenge and a second starting near the middle with battle commencing near the end. Allowing all war assignment to be easily completed.
Fourth issue heavily posted is the shield. I feel this is a required function to enable players to repair but also to allow attacking teams to disable their opponent, the player can't attack while under the shield. I understand the issue this is causing because of teams activating ClubWars and then sitting on the battlefield doing nothing, maybe a protest, lame in any case. I hope it won't be long and these teams will be punished or banned for wasting other players time.
Fourth issue I've noticed is the energy bar. This is nessasary to prevent a highly stocked teams from laying waste to an opponent. If not for a limiter put on team attacks the other team could time attacks throughout their members and the other team wouldn't even have a chance to attack, shields drop, rince & repeat, I hope you see the point. If you start a match and your energy bar is less than full, open the score card and check the matchmaking score above the Club names. Is your score way higher that the other teams? Is it possible that a handycap was added to your team to equal out the matchmaking?
Fifth issue I've seen in my opinion should be the least of concern. Rewards. There is an individual reward chest system to reward the players as their score increases in addition to the team reward chest. Instead of excessive spending making these reward "meaningless", look at ways to reduce costs like I previously mentioned. It's more effective on every level to obtain victory with teamwork.
Our team has developed additional methods to deal with other more complex game mechanics in ClubWars but these haven't been discussed in this thread yet.
My complaint reguarding ClubWars is that the majoity of players that I have encountered haven't bothered to participate in the battle. One or two matches encountering issues that any individual player can't overcome turns into judgment toward the developer for creating errors. Our team has activated ClubWars everytime the legthly timer allows and the only major error we have encounted on the battlefield is our opponents unwilling to participate. Matchmaking does take time to develop due to team scoring needed. Most PvP games I've played take months to produce meaningfull fair matchmaking but most other PvP games don't allow the opponent to sit and do nothing for hours either.
I did not independantly figure out any of these methods to deal with all of the barriers implemented in ClubWars. All of these have been discovered within a group/team environment that we have made in our club prior to ClubWars release. We identified the advantage of lower level players long before Clubwars and the vast advantage a well mixed team could produce. When any member had any issues with Simcity on any level, with any activity, we would share them it in a team setting and work together to find solutions. Above are some of the many effective results.
Simcity has become more that a sit on your couch and build a city, it has evolved into a pure multiplayer experience. I encourage all players to try to take advantage of what EA has built, it's truly on a new level of mobile gaming and in my opinion this concept is flying over too many players heads.
In advance. If any player that has posted within this thread or that might read my sugestions and take offence to any of the content I have provided. I wrote this simply as a possible source of solutions to many issues within this thread and I had no intension of offending anyone. Although I might have used examples of information provided within this thread, in all cases it was repetitive complaints provided my multiple users that provided my examples.