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In-game Troubleshooting / Re: problem with entering the arena, anyone else met this?
« on: August 06, 2011, 10:20:07 am »
Happens to me on Kong only. Going to the main site it still works (with FF browser).
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Take that! All you naysayers! 3%?!? That's all you think I am worth? I'd have you all know that with Phase 2 done, I am now tied for first with Willng3 (9 points each), with only the bonus points between us.When I was voting I did up a trials points spreadsheet for all the competitors. I figured willng3 would win by a score of 20-17, based on bonus points and the community vote. That's even assuming you beat him by 3 pts in the battle section.
Sigh. This does not bode well for the community vote. Phase 2, here I come!
Much of the "strategic" subbing is do to the 35 card rule.Since you apparently don't remember old wars, that was an issue in the 30 card bracket as well - there was more incentive then actually. Apparently you've also forgotten the suicide tactics which were pervasive in that old system as well.
Does anybody else have an idea for how to simplify vault management without eliminating s/d/c? Does everyone agree that the "homework effect" is a problem?I can tell you what we ended up with in War 2 for a SS, it worked well enough and dealt with salvage etc.
consider Round 1 discards starting at at least 18.That's probably the best idea I've heard for reducing the time of war. The first round also has the element of surprise vault-wise, so it gives clever teams more of an advantage to coming prepared.
Couldnt the same thing still happen, but instead of being forced to use 30 card decks, be forced to use 36 card decks? Changing the number just raises the number.Short answer is no.
People, after War#2 there was a strong voice that vault management was too difficult and we received a rule of 36 cards per player.That wasn't about vault management, it was the situation where halfway through the war you were facing fielding 9 decks with 270 cards and being forced to field literally your entire vault across 9 legal decks. It also had the effect of eliminating categories of strategies like stall decks which often need more than 30 cards to work. The old rules basically ruined the event for teams that ended up with the wrong multiple of cards when their vault was still half full (and in theory they still had a chance of winning).
Unless the player is level 80, FGs are mechanically tougher than T500 decks. I think he said that a certain number of consecutive wins would allow for spins with only rare cards on them, as far as rewards go.Well, the top50 are well within the score range (myself included) that would have mid-60s for points (at 230k I'd be at 68 on that chart, and I am not in the end of week t50). So probably 15-20% are going to be 60+ points.