Forum Discussion
7 years ago
"YodaHeIs;c-1527746" wrote:"Kyno;c-1527743" wrote:"YodaHeIs;c-1527720" wrote:"ProximaB1_;c-1526679" wrote:
The worst is if you do they 50 crystal refresh to get to attack again right away. only to find out someone is battling you.
I agree with this point i think the opponent selection screen should show if and for how long an opponent is in battle and if its defense or offense. The latter information is relevant to know when the opponent can initiate his next attack (there is a cool down after an offensive battle).
The issue with data like that is that it would require an almost constant server connection or at least multiple updates per device per minute. That's a lot of bandwidth and data management.
And I won't say it's the whole point, but they dont necessarily want to save you the crystals from refresh to try and move up quickly.
The design is in part about a game of chicken, they dont want to give you all the cards because it allows each player to "play the game"...waiting and timing your moves is all a part of it.
I do not see how what we have now is requiring less bandwidth. If I need to hit somebody who is in battle i am constantly refreshing manually already. I am also not suggesting that the information on the battle status of an opponent needs to update automatically, they could just provide a timer initialization and have the timer run in the client only. Yes the battle might finish earlier, but at least you know when it will definitely be over.
But doing it this way you'll still be hitting refresh constantly to try and get in as soon as the battle is over so the info isn't really helpful plus on the subject of offense vs defense for whether there is a cool down, since the offense player can just spend crystals and bypass the cool down it's also not very useful information
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