• David Mei

    This is in the bugs section, and it should be considered as a bug. In Monstergram, there is this indicator on the upper right hand corner of every portrait, indicating if a monster is breedable, or teamshop, or elite, or WarMaster. Why is such a clear indicator which is already in Monstergram not being used for the Overlord event?

    posted in Bugs read more
  • David Mei

    When I put Varuna into the hatchery, which is 2 days ago, the VIP breeding event has not started yet. If something like being breedable can change in the middle of the Overlord event, or in this case, 40 monsters becomes breedable (with parents, jokers for 9 combos) at the end of the Overlord event, how can you plan anything?

    You could have the results of 4 hatching and 4 ranking be marked different from what they used to be at the start of the event, and what points you can expect from them.

    posted in Bugs read more
  • David Mei

    In the current Legendary Overlords event, I hatched three eggs at the same time. Varuna, the Warrior and iMigbo. I get 160 points instead of 180, so one of the three is considered "breedable". This has to be a bug.

    So which of the three is it? The only thing I can think of is that in some past events, one of the three was breedable for three days, so it was "breedable". With so many temporary breeding events (about one per week?), how can I keep track which of the previous non-breedable monster is now considered as breedable, for a particular Legendary Overlord event?

    posted in Bugs read more
  • David Mei

    It used to be, a 0-damage AOE status attack will always land. So it can missed as well, starting from version 7.7.4. It is not mentioned anywhere in the update section.
    Is this a balance change or bug?
    Also, charmless stops its extra turn if defensive relic triggers an effect. Is this a new feature to promote relic again?

    posted in General Discussion read more
  • David Mei

    I see people threatening to uninstall the game and leave. If that is the case, how come my PVP opponents are not getting weaker? If all the higher levels have left, it should be easier for everyone that is left, right?

    posted in Events read more
  • David Mei

    I think every state in the U.S. has a state run lottery.
    The latest in on-line sport gambling is a clear example. Rather than against gambling, government just want a cut of the profit. After all state run lottery are banned, I will take seriously any anti-gambling rant.

    posted in General Discussion read more
  • David Mei

    If we want to use war coin results for match making purpose, the proper way is to use the average war coin income earned by the team members, and not what the team supposedly earned.
    If people do not switch teams, the war coins earned by team is the same as the average of the war coin earned by team members. If a team moves all its members to a brand new team, the average number of war coins earned by members did not change.
    A team is just an artificial construct of real players. There is no magic ability of a "team" to earn coin. The MP and unique monster stat of a team is already based on a per-member value. The war coin value needs to be a per member average value as well.

    posted in General Discussion read more
  • David Mei

    @Frunobulax
    The only business reason of having a large F2P player base is to find easy opponents for the P2W player base to beat down.

    So the game designer has to balance two things. One thing is to make sure the P2W crowd can easily win against F2P player base. The other is to make the F2P player base a somewhat viable threat so the P2W crows needs to keep spending to maintain the power gap over the F2P crowd.

    So F2P player tanking in PVP is what the game designer want to happen. If it does not, the game will be changed to make sure it happens more often. It is obvious that change to PVP and war match making algorithm is trying to make this happen.

    F2P player is rewarded for tanking, and punished for not tanking. I see no point in getting upset about this.

    posted in Events read more
  • David Mei

    @Frunobulax For F2P player, the best way to play pvp is to always tank the defense until the last three days of the season when "multiplayer rush" comes in. For race and 72 hour challenge, there is compelling reason to do so. Even if no event is on, that is still the case.

    You get no spin on the wheel if you loss a pvp attack. So to gather maximum resource, it is always best if you win all your pvp attacks, and to do that, dropping defense is the way to go. If you win all attacks, and lost on defense every 3 hours, you will only slowly loss the trophy count. It can be made up during the last three days in multiplayer rush, to reach the right league.

    Of course if you have ego, you may want to keep your trophy count high. That can be done only by P2W crowd. To be a F2P player, you have to accept some comprises, which is dictated by not spending.

    posted in Events read more

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