How is it being smart? To build your pirate around a feature that only allows 50 hits and only the first 25 I believe gives experience? That's smart to you?
And you said in an earlier post that "...it would seem the stronger players with weak defence, are seeing it as a problem." So it seems you think that because stronger players are losing cagematches that they have weak defenses. Which demonstrates that you don't really have a grasp as to why these players are losing when they are caged. They are losing because the cagematcher attacking has a sky high attack level and the weapons, ships and mateys that just about everyone spends time collecting along with a full 2000 crew compliment are not factored into the equation here. Instead it's just the attack level and loadout of the player attacking against the def level and loadout of the player being attacked. To fend off a cagematch from such a player the one being attacked would have to have a lopsided defense.
I consider it a baby feature because when it was introduced (after the game had started) it was meant to help pirates just starting out fend off attacks from stronger rivals. That is how one dev described it in a facebook forum around three years ago when ways to reform cagematching was being discussed. It was never meant to become a staple of one's offense. Back then the dev felt that the original intent of the cagematch had been abused and that players were now building their pirates around the feature, which was never meant to happen. That's why you can only cagematch a total of 50 times against one player in one day. Back then you had players that caged people thousands of times a day and when you hit them back they gave very little experience because they barely had any crew. So that acted as a default defense for them. Remember cagematching only uses att/def and loadout. So cagematching was restructured so people who caged gave out more experience when attacked back.
No, it is very annoying when high levels cagematch you constantly and then hide all day. Which is what is happening now. They want to fight? Lose the cagematch and attack. If you can't do that at the high level you're at (I'm talking 10,000 plus) then you shouldn't be able to use some secondary short cut measure like caging.
Have no clue what you're talking about here. There is no cagematching in a fighting game. How about that? There is no way a feature that doesn't use all of a characters attributes should be used in a fighting game.
Yeah, tell that to the cagers that hit me every day. Good luck finding them with health. And that is the problem. They cage and then hide. All day. Only appearing for seconds either to cage again or put their health up if they are close to being killed by a whip.
No it is not a legitimate option. One that only uses a few variables in the game should really not be in it. Not when most of us spend time building pirates that use every attribute. Cagematching is only native to Pirate Clan. It's not in any of the other KANO games and those that play other games want no part of it from the comments I've seen. And there is no way to counteract it. Who is going to build a pirate with a sky high defense just to counteract a cager?
I've explained already why this feature does not belong in this fight game. And you cannot park on someone who is not there. Like I said, they want to "attack" then they can use the attack button. But the cagematching feature should be done away with once all of it's achievements have been reached. By that time the training wheels can come off and you should be able to ride without falling down.
Last edited: Aug 12, 2015