Forum Discussion

Re: Club Wars: Arenas - Feedback

I myself love club wars...But there are some issues... ..First it takes a long time for the energy second the first time you buy items in the war store good prices...then prices go up too high to fast if you need extra .... my main issue is My club has a problem with other clubs Hiding behind there sheilds it takes away from everything that the game stands for and I think that is a bunch of * EA please put a time limit on the shield or at least disqualify the club or clubs that Participate in that... No club should be allowed to hide under the shield the remainder of the wars games that is not fair to everybody else My clubs had to wait close to 10 hours because the other club stayed behind there sheild until the war was over .. this is unacceptable ... I enjoy the wars it makes Simsbuildit more fun...can you . make a booster that we can use to destroy the shield... or at least put a time limit on how long a city can be under a shield ...But something has to be done and soon..EA... please fix this....






9 Replies

  • The problem with teams hiding behind the shield is one that has been confronting our team lately. We have a large team and when we oppose a smaller team they have been jumping ahead then hiding under a shield for the remainder of the war. A change to war playing is needed. 

    We have several suggestions:

    1. Limit the length of time a City is able to be continuously shielded. Example could be 25 to 50 percent of the total length of the war. 

    2. When matching teams for a war pair them not only based on team points but also team size. If this is done at least at the lower levels, 1 through 5, it would make the games much more competitive. 

  • With four new attacks the war store, personal chests, and purchase packs need an adjustment.  Magnetism remains the most efficient attack, so the availability of its cards (and other older cards) is essential to development.  The problem is these new attacks will displace what could have been Magnetism cards providing a legacy advantage to older players / penalty to new players.  That’s bad for the long term health of any game.  Simple solutions might include increasing the number of cards dropped in personal chests by about 25%, for war store either add a 4th slot or decrease the refresh timer, and add a few more cards to each premium pack.

  • I've tried to post on this thread multiple times and my reply appears at first then disappears as soon as I refresh the page. Anyone got any ideas what the issue is? Is this thread closed?
  • SimilitudeB's avatar
    SimilitudeB
    7 years ago

    Maybe it's too long.  Let's try it like this...

    I'm president of a mid-level club (savannah arena) that plays for fun before a win so please consider my comments from that perspective.  I don't really care what happens in the top arena, though I'm sure others do.  Either way I don't need to explain how tedious it has become fighting teams that go under bubbles and sit it out.  What I don't understand is why EA don't fix it.  So, whatever good it may do, here's my suggestion:

     

    • Once a city is under a shield/bubble repairs become automatic.  Let's say you play in arena 3 and have 12 damaged buildings and for each one you repair you get a reward.  But if you as mayor do not repair them, your citizens will do it themselves.  So every 30 minutes (this can vary by arena) one building will be repaired whether you like it or not.  If you repair it yourself you get the reward and the clock is reset back to 30mins.  If it's repaired automatically you lose that reward. After a maximum of 6 hours all are repaired and you exit the shield bubble whether by choice or not and are back in play in the war.
  • SimilitudeB's avatar
    SimilitudeB
    7 years ago
    This will not only make it impossible to hide indefinitely, but will encourage more active participation (i.e. spending money EA... take note!) for a number of reasons:
    • You'll have to repair damage reasonably quickly to get all the rewards.
    • Or you just don't get 'bubbled' at all (there wouldn't be a 30min clock until you're under that shield) by repairing before shield is activated.
    • It removes some of the power club presidents have over members to make them follow their rules and tell them how and when they are allowed to play under threat of expulsion, which I find appalling.  We are all independent players with our own cities and nobody should be at the mercy of another player. 
    • It will allow you to see a city repairing over time and know when you can hit it.  This encourages a player to 'self repair' and come out sooner to surprise the opposition.
    • It would eliminate the repairing of all but one damaged building so as to gain all (but one) of the rewards since repairing all but one building would mean you'd be out of your shield in 30mins.
    • If you choose to wait out the 6 hours you still have that option and can either forfeit the rewards or try to repair one every 29 mins and still get the rewards while you build up your stock of war items, energy etc., or take time out to sleep, work etc.
    • It will make the game more open and fair and ensure that there are regular targets available to hit, at least until the final few hours of the war.  Battling (not hiding) is after all, the point of the wars, isn't it?  
  • SimilitudeB's avatar
    SimilitudeB
    7 years ago
    All of this benefits EA as well as us - the more activity there is, the more we expend our items and spend our SimCash.  Hiding under shields isn't allowing anyone to use or spend or do anything.  Of course there are some disadvantages e.g. you might get 'bubbled' while you're asleep, come back out in 6 hours and get 'bubbled' again without knowing or being able to do anything about it. But so be it.  It will be the same for both teams so loss/benefit is equal.  New tactics will be figured out.  The top clubs will keep spending money and guess what... you might find the little clubs spend more. I'm not saying this will solve other problems like club rotation (aka cheating) but it's a big start.  EVERYONE WANTS THIS so get it figured out EA.
  • @SimilitudeB - I really ideas like yours re: the "bubble issue."

    Every time our club faces a team that stays shielded (and we get them all the time, regardless of who is ahead in points), I'm reminded of this very annoying, unpleasant aspect of the game. EA has been given countless ideas (both here in their forum and via support emails) on how to make the shield's use more equitable. Part of me believes the company has no intention of making any change until players start leaving the game in droves out of protest (and by then, it will likely be too late). 

    Therefore, each time I have a different idea how the "bubble issue" could be addressed, I come back here and make a suggestion. Here goes...

    If EA doesn't want to make changes to the time that cities are allowed to stay bubbled, then how about changing your club wars algorithm to take into consideration the average time a team's members have stayed bubbled in the previous war, and match the team with another team that has a similar "shield time"? For instance, if a team spent 30 percent of the previous war under bubbles, then for the next war the club matching algorithm would look for a team with +/-30 percent of the time spent under a bubble. Let these turtle teams fight each other, and good luck to them. Meanwhile, if my team has a "shield time" ratio of only 5 percent, then our team would be matched with a team with a similar percentage (maybe with a variance of +/-3). This would, in theory, mean that teams preferring to remain more active in war will be paired with like-minded teams and avoid battles with those who prefer not to participate (for whatever reason) and stay bubbled for 23 of the 24 hours of attack phase.

    So, if you're a turtle team, feel free to keep abusing the shield system to try to win wars, but you'll be facing other clubs that love to use that 'tactic' as well, leaving the rest of us who prefer more activity in club wars to pair with each other. 

    **Looking back at this, I can see that a bubble team could get around this by simply staying active every other war and then pulling their "bubble trick" on the next unsuspecting team, so perhaps take an average of the last 3-5 wars for the percentage. So, over the last 5 wars, let's say, how long did your team stay bubbled out of the 180 hours of attack phase? If it was 25 percent of the time spent in bubbles, then use that as the most important factor (even above elo) in determining who is paired with whom. Secondarily could be elo (although, I wouldn't care/mind if that was dropped altogether. As long as the opposing team is in the same arena and is roughly as active as your team, this could make for much more fun in wartime, rather than primarily worrying about elo, which doesn't give a consistent indicator of the opponent's activity level).

    Edit: Just for the heck of it, maybe consider giving the option when the "go to war" button is pushed between being matched by elo or being matched by shield time %.

  • Athewhofan2's avatar
    Athewhofan2
    Seasoned Veteran
    4 years ago

    We got above the top 980 and we match a good team but we lost now we about top 1000 plus

  • Athewhofan2's avatar
    Athewhofan2
    Seasoned Veteran
    4 years ago

    Looks like these posts from a year ago before SB and ko