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    trogdor

    One thing I never understood...why do the enemy monsters on defense work the same way as the survival dungeons, but the attacking monsters are automatically "exhausted" when defeating a team? I think both the attacking and defending monsters should work the same as the survival dungeons.

    posted in General Discussion read more
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    trogdor

    Yeah, the changes have definitely broken this event for the higher players. I'm level 105. When I started the event I was getting a decent amount of coins from Black Lotus Root with food guardian activated, but it quickly dropped. By the time I got down to the last 2 cards (Carlo Canbino) my food guardian had ended and I was only collecting about 100 coins per hour from farming Black Lotus Root. The last 2 cards cost 7355 coins to obtain, which would take 73 hours to obtain at this rate...and this is not even considering the fact that the rate will continue to drop the more I collect. The only way of obtaining anything from this event now is if you get lucky enough to get the monster prior to the last 2 or 3 cards.

    This used to be my favorite event, but now it's nothing more than a big frustrating waste of time.

    posted in Events read more
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    trogdor

    I'm at level 101, and this is the first time I have not been able to claim a monster in the 72 hour challenge. I had 3.5 billion gold ready to go, and used the food guardian for 2 days. I was able to get down to the last 2 cards of Bella Baal, but no farther. Even though I was using black lotus root on all farms, I was only getting 32 coins an hour from growing food by the end of the event! That would take me 125 hours of non-stop growing/collecting to get 4000 coins!

    On the positive side, I like that you have a chance (even if it's small) of getting the monster with each card flip.

    On the negative side, I think the reverse progressive coin collection was a terrible idea. By both reducing the number of coins earned and simultaneously increasing the cost of each card, you are penalizing people twice and significantly increasing the chances that people will get zero monsters (like me). The most frustrating part of this game is all of the things that SP does that makes it harder and harder to complete something the closer you get to the goal. It really takes a lot of joy out of the events. It really feels like Lucy pulling the football away from Charlie Brown at the last minute. If the aim is truly "that all players can collect enough coins to obtain a legendary monster in the Challenge", then I think the reverse progressive approach seems to work against that goal.

    If you are truly trying to balance the game so it is much harder for people to complete the event many times, then why not implement one of the following better ideas instead (in order of preference):

    • Lower the coin generation rate after the entire first round is complete. This will make it much harder to complete the event multiple times, but still make it possible for people to get 1, 2 or even all 3 monsters.
    • Lower the coin generation rate after the first monster is collected. This makes the first monster still achievable by everyone, but makes it progressively harder to collect a 2nd and 3rd monster.

    posted in Events read more
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    trogdor

    0_1529965149783_Screenshot_20180625-181435_Monsters.jpg 0_1529965165445_Screenshot_20180625-181451_Monsters.jpg

    Bug with elemental cells. It will only let me rank up my monster if I have at least 80 cells. This should only be the case when crafting a new monster.

    posted in Bugs read more
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    trogdor

    Why are battle items even still a thing? They are the most obsolete aspect of this game and need to be completely removed.

    posted in General Discussion read more
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    trogdor

    They really need to be more transparent with these offers by showing each of the different rewards and the odds/chances of getting each one.

    posted in General Discussion read more
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    trogdor

    Here is my strategy for PVP, which many of you have touched on as well:

    • Since everyone gets dropped back to 4000 points at the beginning, no point in fighting any battles right away. Wait about 4-5 days until things balance out a bit. Right now all opponents are level 130, while mine are all 105.
    • Next, fight just enough to get above the 4000 point threshold + some cushion to absorb losses. 4200 points is about right.
    • Coast and wait for the event to end. Collect rewards. No point in fighting any more...fighting is too risky since you're much more likely to drop, especially with the removal of re-rolls.

    If they're going to reward us for not participating, I'm just going to do the bare minimum. Everything they have introduced so far incentivizes people to play less.

    The good part about this strategy is the less we all play, the less we get attacked, and the less points we'll lose. To top it off, the rewards remain the same whether you attack 10 times or 100 times.

    posted in General Discussion read more
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    trogdor

    Okay, I just joined the forum to see if others have as many concerns as I do about the new PVP. Yep, looks like everyone has issues/concerns. I haven't read through all 6 pages of this thread (just the last week or so), so I'm not sure what recommendations people have suggested, but below are my thoughts on how to fix/balance the gameplay in PVP. For reference, I'm currently bouncing between Gold II and Gold I.

    • Getting attacked immediately after removing your shield is a major issue. I would add something like a 10 minute buffer after you remove a shield, during which you cannot be attacked. This will allow us to get all 3 attacks in before we get attacked on defense and another shield is applied.

    • Put a cap on the amount of points you can lose and win on defense. This should be a fraction of what you can win/lose as an active player. People should be rewarded for playing the game, not for setting up a strong team and walking away. I'd recommend the number of trophies be 20-25 if you win or lose on offense, but only 10 trophies if you win or lose on defense.

    • Show me the runes that the players have equipped so I can more intelligently select the player I want to fight. I typically only lose on offense if I incorrectly guess that the opponent is slower than me, since I can't tell what speed runes he has.

    I think these changes would significantly improve the user experience, make things fairer, and would actually reward people for playing the game rather than rewarding people for not playing the game (which is the case now). Just some thoughts...hope the development team takes these into consideration, and they don't seem like major changes to me.

    posted in General Discussion read more

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