October 2018 - last edited October 2018
I’m now thinking of writing to EA to raise the limit of the number of players in a club required to play club wars. Current limit is 10, which is too far off from the maximum of 25. It is obvious that a ten men team is going to win, for sure, over a larger team at higher leagues. The boosts in Savannah, such as duds and jackpots, actually exacerbate the shield problem. Basically, other boosts are pretty useless when dud and jackpot are unlocked.
I know the shield problem is not going to resolved, but perhaps EA can do the minimum to at least raise the limit to alleviate this issue?
Out of top 20 clubs, only 4 has 15 or more members, and none has more than 20 members. Isn’t it telling that the secret to winning is having a small team?
Need inputs on whether this will work and if there are other advantages to it.
October 2018
EA, please don't allow any players to carry war items from one club to another. The war items should not only be related to a player but also be related to a club. When a player leave a club he will lose all of his war items. When the player goes back to the club he will get his war items back. This will prevent players for playing in a second club, only to get war items for hundreds of magnetism attacks. This is not fair to a serious playing club.
November 2018
I don’t think it is fair to deny individuals of the war stuff they earn in club when they exit the club. There are times where member are ejected out due to a variety of reasons, why should they lose all war stuff they earned?
In fact, given that cheaters are everywhere at top 1000, getting war stuff from second club is the least of the problems. Players can easily use the clone program to get gazillions of war stuff. So if you think your problem can be solved with your idea, think again. Wait till you meet the cheater teams, you realize some things can’t be solved with ideas until EA decides to actively crush the cheaters.
Anyway, I kind of like fighting the cheaters now. If EA loves having cheaters around, I learn to get the most out of them. Of course, we are not going to spend anymore on this game. There is no point to. Spend or not, the outcome is the same, unless you start cheating.
December 2018
January 2019
January 2019
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.
January 2019
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.
March 2019
March 2019
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:
March 2019