thanks Kirsten, I am still learning and yes you are right I have to be picky hahahaha sad part is I don't know most of them yet I help my mob with everything I can, and my family. Everything I learn I find on here somewhere, or I have to ask if I don't find it.
1. At the time a player launches a raid they should be able to allocate slots to each tier, then you the game maker wouldn't need to mess with the tiers. If I launch a raid and most of my friends are low tier then I should be able to allocate 20 slots to the bottom tier and the rest as required. 2. The ability to remove people will be easily abused. 3. There should be more than 2 level of prizes with the probability of higher level prizes increasing as you do more actions, these probabilities should be visible so everyone know what they are in for.
Did you really think they would make a new one when their new cash cows need to have access think of all the work Kani did not have to do the csn just sit there and line their pockets and laugh
Hey from kong, So suggestion is: 200-3000 tier 1 3000-5000 tier 2 5000+ for tier 3 Or atleast some calibrating tier2 and tier3 (for now tier 3 overcrowded again). Thanks.
Thanks, I will look at getting that in for next time. Well, except for excluding under 200 from the Raids.
Suggestion: Eliminate the ability to perish a raid. I cannot fathom why a method that is built into an event that continues to tear a community apart and ruins game play has not been adjusted. I have not participated in a raid yet that has not been perished by someone, unintentional or intentional. If a player is not healing a raid and takes it below a point, create instead something that stops them from participating in any raid for the remainder of the current raid cycle. Punish the problem, not the community.
Or, perish one raid and be banned from entering any raids for the remainder of that raid cycle. I have been lucky these past two rounds. Only had one perished last round (pretty sure intentional) and participated in 7 (only 2 of those 7 got completed, though due to the two higher tiers joining and camping). Am in 11 so far this round and have had 1 clearly and intentionally perished twice by the same mid-tier (of course it's been abandoned), the other 10 are OK so far. We will see what happens as things progress. But, from reading the many threads involved with this subject it is clear willful and intentional perishing has been inflicted on many players.
I'm playing on Facebook. The main thing is that after all of that effort that the rewards are a bit disappointing. I mean - you bust yourself to get into a raid that will finish in time #1 - and then spend everything to finish #2 - and you end up with an item that barely makes your active list. This must have been the predecessor to reverse workbench!
Level 200 in a raid is inviting trouble - I have seen level 500 players kill a raid due to inexperience - should be excluded till level 1000 i Everything is given too easily now - it gives people little to aspire to - several changes have already been made to adapt the game to the newer players and I think this would be a misguided step
Well, I was much happier with this run (only the 2nd which I participated in and I'm now level 836). I joined 12 total and 5 expired, 1 was purposefully perished by a mid-tier player (twice to make his point) and 6 got completed.
We really need the ability to kick players who do nothing for 24 hours. All they do is kill these raids by hogging spaces wanted by people who will actually participate. Actually, what we need is the ability to kick them out of life, even though death is too good for them. But kicking them out of the raid is a tolerable substitution.