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Open cities harder to find because defense is too high

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  • Open cities harder to find because defense is too high

    Sorry, if there is another thread on this, I couldn't find it.
    Seems an improvement to this problem would come from increasing attack power. Most people talk about increasing attack gear. Another approach is to drastically improve army size without jeopardizing attack armor buffs.

  • #2
    hahaha. Don't understand your text... So because of the high DEFENSE people don't open their cities? What's logic behind that?

    People don't go open because of other reasons:

    1. They loose too much might (people without high defense knight)
    2. They want to clean their hospital / have just cleaned their hospital
    3. they just see no reason to fight
    4. They are afraid for the marshall-bug

    What can Kabam do about that?
    1. make healing cheaper
    2. make healing cheaper
    3. make healing cheaper
    4. make healing cheaper
    5. make healing cheaper
    6. give people some more reasons to fight / open their cities
    7. make healing cheaper

    About opening cities. What would help is being able to hold food in your open fight cities. That way people will start farming with their fight cities. Other players can attack those cities.
    Kill events should reward people loosing might a bit more. At the moment its more about how much might you can kill. Why would I attack someone with a great defense? Why would I open my city to people with big attack knights?
    My opponent is the one who will get the prices. My reward is a full hospital.


    • #3
      I was thinking two things at once. The problem I meant to discuss was people not attacking. I see GC with people begging to be attacked. Also I saw a forum thread that discussed that problem that people were not attacking, but couldn't find it. And the answer to that is to give offense a little more umph and how better than increase attack size. It is a balance though because go too far and then not opening is more the problem.

      As to the marshal bug - most of us know what causes that and the label is misleading. It is not simply a marshal-bug. It is a gold bug. And the game developer has denied it every time I have reported it. Gold suddenly disappears in marshaled cities despite production exceeding salary. I have demonstrated it with an excess of 2-1 ratio. Then the marshal unassigns. It appears to be random.

      As to making healing cheaper, then let's just make gold easier to find and while you are at it, put warehouse protection on gold too. Maybe give it away with resources in wilds. Increase the drop rate for gold in campaign and exploring. Cheaper healing isn't going to make me sacrifice excessive TK to opponents.