@Superpraesi wrote:
@BlazinsZ
There are many points in your post #55 that sound very illogical to me. Don't think this complicated.
If no player is able to carry war simoleons and war items from one club to another club, the farming of war simoleons and war items in other clubs than their main club is stopped immediately, that's it. It will work for war items as well as for war simoleons because farming this stuff is stoppable. Not stoppable are the farming of disaster card levels because it wouldn't be fair to take the card levels away only because a player is changing the club.
I have my doubts what you call 'farming' , I don't really do ''farming'' i think, so I have no idea how it works. In my club we have a second club, where we go from time to time (especially during events in wars) and we enjoy the easy chests there, but, is hard to get items there, because you can't being attacked due the inactivity of enemies, so i can't call that ''farming'', if you mean ''farming'' just doing hop between clubs just entering and buying stuff for randoms market, well, that will certainly end with your suggestion, If not, what do you mean by `` farming ''?
I'm going to do your method of quote lol.
You wrote:
What do you want to say?
The farming of any resources take place wherever the action take place but also where it is easy to reach the farming goals. What do you want with many war parts in A1?
I disagree, 1 strong and 9 feeder is a bad strategy to farm war items. It is mainly used to farm war simoleons with a very positive side effect of making many points for chests.
The only active player in the team has to spend more war items to get the lead than he gained from the repairs. He uses only boosts from his feeder cities to save his own boosts.
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Again, I want to know, what do you mean by farming? I said that A1, A2, A3, are dead because when i go there, i only spent my items, when i have a lot, I just lose them there. For me, a simple way to get items is being attacked, I think it's the easiest way, so, when you have a club with 9 feeders and only one account that is yours, you get a great benefit in which your city is the only one you can get out of the shield and receive new parts being attacked, Anyway, I think that most of those who have 9 accounts and a single level 15 are cheaters, simply because I have seen again and again how the other 9 accounts do not even repair 1 single building in the whole war, in fact they do not even they care about the items. I know that your suggestion can solve some issues, but not the 9 feeders, 1 account (with no shield buster), obviously there is a big advanture for these guys, they have 10 cities green for only one city, and your city is the only one to be hit, It is still a good way to get good resources, especially if getting resources in other clubs is no longer allowed. Really doesn't convince me
You wrote:
Using 1 strong and 9 feeder as a main club to climb up the ranking is no longer functioning as soon as the other clubs with same ranking has also high level disasters.
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Lol, how it worked before, and this disaster was the same, of course if you fight against an enemy with major disasters, that basic and overwhelming strategy about 9/1 will not work, but that never intimidated or bothered them so they will stop using it! many times we defeated players like these, they simply stayed in the bubble with a lousy score to wait for the next war, and they kept appearing, again and again, and the truth, most of the time we beat them, but it is BORED, for team of 10 real persons. I really don't know what they are interested in, whether it's the ranking, or going up levels, or they just like that form of play, I don't know, but there were many, and we had to watch that single player for 2 days and be in that annoyance, their strategy helps them to climb very high, but certainly against a very active team and with good disasters, they have to lose, but they do not abandon that boring way of playing.
You wrote:
Open Wars has been played by people who don't want to play a strategic game or by people who abuse these Open Wars to mainly farm points to level up their disasters. I do not think, that a strategic thinking club, has played Open Wars with their main club and risked the hard earned ranking points.
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I disagree completely. this does not necessarily end the strategy, open wars is just a simply way to avoid the ridiculous form of rewarding system of the game, since the game is kinda contradictory (I am so friendly that I say kinda), you need points to reach chests but better use duds to reduce them, you have to stay bubble and repair carefully but you need to attack for COM tasks, and others. But, when both enemies already know the result, perhaps because of a big difference and there is nothing to do, nobody loses an arm, or leg, or the `` magnificent ego '' for agreeing to uncover some cities so that the enemy finishes reaching his next chest or vice versa (Because as I said, finish with 15990 and not receive your next chest ... good ... I guess it's honorable to leave it like this, I don't seem to know anything about honor, lol.). it really seems stupid to me that the war ends in the first 4 hours, and then everyone gets stuck in the shield, waiting 2 days for everything to end, it's for my boring, but hey, everyone has their way of playing, actually, although it seems silly to me.
I guess I haven't had the opportunity to play with `` strategic thinking club '' yet, even though I've been in the game for 2 years, since once we have lost or won, using the Bio we can decide to end in an open war, and the vast majority of times we both agree, except certainly those with whom we do not achieve communication because in reality the communication between clubs is very bad. Of course, the winner is the winner, and the enemy must open his cities first. If you are the winner and you lose it in an open war by mistake, oh well, how awkward must be that lol. Who is difficult to deal with is those who speak different languages. But today most of the enemies I encounter have a discord to talk.
You wrote:
You misunderstood something. I have never suggested extra place for items in the club. No extra place at all. The only difference would be, all the war related stuff, that is still be stored in your own city, would disappear as soon as you leave the club.
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I never said I understood your suggestion as extra places, but you did say that when you returned to the club, you retrieved your items, so actually your items depends of the club, no your storage, idk how you think that can work, you can run a club for wars and another for COM. Also with that, you can like have 120 plungers in one club with that storage of 500 capacity for example, in a another club you can get your storage full (normal items), when you return, you have now 620 because you recover your items. I don't know how you would handle that.
To be honest, I don't like the suggestion very much, and I can imagine many protests when the change is made. Surely you already have a home, but for players who are changing clubs, it will be an unpleasant nightmare. Suppose you have a good inventory of 20 umbrellas, 30 duds, 12 pumps III and more that you have gained with much effort during months, Suddenly you have an argument in that group, the president changes his mind, and you have to leave, or he removes you from the club. You have lost absolutely everything, and in a way, quite unfair.
Maybe you spend weeks looking for a new club, and you don't like any, you have to leave again and again, and always, start over with 0 war cash and 0 items. Maybe you spent 6 months in a club and someone leaves and stayed in 9 players and they don't find more players ( is really hard to find active players with high levels bth), some get annoyed and leave, they stay in 5 players, you have to decide to go out and lose everything and find a new club or stay hoping that club can survive and bright again. It is something heavy that the truth is that I don't think it works.