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Immel

Shield Cooldown

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Recently the cooldown period preventing people from spamming and stacking shields was removed. The result is we are back to shield abuse, in my cureent BF there is a city shielded for more than 24 consecutive hours without it ever dropping. I know because I set a timer and check everytime its due to expire.

This is BEYOND broken can you please reenstate some sort of cool down lest we forget this is a WARGAME and at some point WAR should ensue. Otherwise please change the name of the app to ShieldWarfare that way it will stop being misleading for people that want to wage war.

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Its been more that a month since this change was made and reported as being broken. As it hasn't been removed yet one has to wonder why that is, I mean after all it shouldn't be that hard to revert a such a simple change.

One possibility is that the devs do not want to revert the change in which case it would be nice if we could be informed accordingly.

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Going on 2 months now and still hasnt been fixed nor have we gotten any info as to what developers plan to do.

As I said before if you dont want to reverse the change its fine but have the curtesy to inform us about your new policy. 

In the meantime here is another more representstive name for the app:

World of Shields&Alliances

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Wow, I must say the persistent silence on this subject is deafening! I find it very interesting that there has been no reply about this from the moderators for almost a quarter of a year, it’s no longer possible to feign ignorance regarding this matter, clearly you want to encourage this type of behavior, regarding the usage of never ending shields, for whatever obscure reasons, that you are not willing to share.

 

The hilarious part is that you seem clueless as to how this broken mechanic is adversely impacting your business, had you bothered to do any type of market study as to how shields are currently being used, you would have observed the following:

 

1. 80% of the shields are being used offensively not defensively, meaning that 80% of shields are used immediately after conquering a new city, not when being invaded to halt an enemy advance.

2. The tendency to deploy shields in general be it offensive or defensive is growing.

3. The abusive tendency of deploying several shields in a row is on the rise

 

From these observable and quantifiable facts you should have realized the long term effects on your community and its members in regards to skill development and the bad habits you are helping to them to form:

 

Basically you are encouraging you customers to dumb down their abilities by providing them a powerful crutch.

 

Why bother learn how to win PvP battles when you can just wait until the opponent is offline take cities and shield as long as you like as there is no limit. You are not encouraging people to learn how to build balanced armies that can win PvP fights when they can hide behind shields. They will never learn how to play as a team when they can hide behind shields indefinitely and try to solo.

 

What happens when these people run into serious competition that does know how to fight, that does play as a team, that does now how to beat shields? They lose their armies and not long after their will to fight and they surrender out.

 

Now for the fun part of analyzing how encouraging these traits leads the loss of potential revenue:

 

Your recurring revenue is inexorably tied to the use of consumables. Consumables are things like tactics, gems, gold, shields, supply keys, etc… Generals are not consumables as they are a onetime purchase no recurring revenue is generated by them

 

Having said that your goal should be to steer the community to use as many consumables as possible per BF. This CANNOT happen when you teach the community to use unlimited shields. If you knew anything about your product you would realize that the heart and soul of WW is PvP combat and you should do everything you can to encourage PvP combat.

 

Shields have the opposite effect they discourage PvP combat as they do not allow for it to happen

 

I have seen fights were astronomical amounts of gems are used in the form of tactics (persuade, heal, etc) where people run out of their limited pool on average 250 tactics and buy more and more and more to help their team mates of themselves win a PvP fight. This is and should be your bread and butter, anything that deters the consumables from being used in PvP fights should be curtailed and strictly limited.

 

Encouraging people to learn how to fight, how to produce balanced armies, how to play as a team should be greatly encouraged by any means necessary. Any skill that will help players fight better, that will create more fights that last longer, is recurring revenue for you and should be greatly encouraged.

 

I don’t know how to say it more plainly: the more fights you generate the more profits you generate. Shields do not generate long term profit as they do not teach people how to fight. The name of this game has the word "Warfare" in it; it does not have Shield please let it be what the name says.

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2 hours ago, Immel said:

Wow, I must say the persistent silence on this subject is deafening! I find it very interesting that there has been no reply about this from the moderators for almost a quarter of a year, it’s no longer possible to feign ignorance regarding this matter, clearly you want to encourage this type of behavior, regarding the usage of never ending shields, for whatever obscure reasons, that you are not willing to share.

 

The hilarious part is that you seem clueless as to how this broken mechanic is adversely impacting your business, had you bothered to do any type of market study as to how shields are currently being used, you would have observed the following:

 

1. 80% of the shields are being used offensively not defensively, meaning that 80% of shields are used immediately after conquering a new city, not when being invaded to halt an enemy advance.

2. The tendency to deploy shields in general be it offensive or defensive is growing.

3. The abusive tendency of deploying several shields in a row is on the rise

 

From these observable and quantifiable facts you should have realized the long term effects on your community and its members in regards to skill development and the bad habits you are helping to them to form:

 

Basically you are encouraging you customers to dumb down their abilities by providing them a powerful crutch.

 

Why bother learn how to win PvP battles when you can just wait until the opponent is offline take cities and shield as long as you like as there is no limit. You are not encouraging people to learn how to build balanced armies that can win PvP fights when they can hide behind shields. They will never learn how to play as a team when they can hide behind shields indefinitely and try to solo.

 

What happens when these people run into serious competition that does know how to fight, that does play as a team, that does now how to beat shields? They lose their armies and not long after their will to fight and they surrender out.

 

Now for the fun part of analyzing how encouraging these traits leads the loss of potential revenue:

 

Your recurring revenue is inexorably tied to the use of consumables. Consumables are things like tactics, gems, gold, shields, supply keys, etc… Generals are not consumables as they are a onetime purchase no recurring revenue is generated by them

 

Having said that your goal should be to steer the community to use as many consumables as possible per BF. This CANNOT happen when you teach the community to use unlimited shields. If you knew anything about your product you would realize that the heart and soul of WW is PvP combat and you should do everything you can to encourage PvP combat.

 

Shields have the opposite effect they discourage PvP combat as they do not allow for it to happen

 

I have seen fights were astronomical amounts of gems are used in the form of tactics (persuade, heal, etc) where people run out of their limited pool on average 250 tactics and buy more and more and more to help their team mates of themselves win a PvP fight. This is and should be your bread and butter, anything that deters the consumables from being used in PvP fights should be curtailed and strictly limited.

 

Encouraging people to learn how to fight, how to produce balanced armies, how to play as a team should be greatly encouraged by any means necessary. Any skill that will help players fight better, that will create more fights that last longer, is recurring revenue for you and should be greatly encouraged.

 

I don’t know how to say it more plainly: the more fights you generate the more profits you generate. Shields do not generate long term profit as they do not teach people how to fight. The name of this game has the word "Warfare" in it; it does not have Shield please let it be what the name says.

The irony is, is that shield used to have a cooldown way back when the game first started...

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The real irony is that the devs are pandering to a few very vocal crybabies that threw a tantrum when the shield cooldown was reintroduced; hurting not only their profit margins, but worst hurting the community, as explained in this post.

As if its not bad enough having to contend with the regular bugs such as lag, game crashes, ghosting, etc... we must also put up with broken game mechanics forced on us to satisfy crybabies that have no business playing wargames! If you need shields to defend youself with perhaps farmville is better suited to your skillset.

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Can we have a moderator step in and tell us once and for all if you intend to fix this or not? Can you give us the courtesy of a simple answer? We are tired of seing uninterrupted shields that last 4-5 days its becoming a common occurance and defies all logic in what you the developers are advertising as a wargame. It cant be a wargame if you are preventing war for unlimited periods of time that we have seen span several days. Fix this or have the courtesy of telling us you dont want to!

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So  just got out of a island game.  Loved it except for he fact of bubble/shield abuse.    One player was very quick in accomplishing the task of getting the center city.  Then he popped the shield bubble and stacked the shield for 5, yes FIVE days straight.  If it wasnt for the fact my team capitalized on a mistake. There was no cool down. He would pop a 2 hr shield then in 1 hour add an 8hr shield then 8 hrs latter add more and more shields so it never came down.   NEVER.   There was another league of players in the field that had cities that keep their shields bubbled for two and three days solid.  

Thats not right.  Allowing players to stack shields for days at a time.   If they add time to an existing shield then reduce the time of the added by half.   Something like you pop a 2 hr shield. Then you add a 2 hr shield,  the game would only give you 1 additional hr because the shield exists.  If you add another 2 hr shield,  it would ouly ad 30 min because of the 2 previous existing shields.  Have the given value diminish over use.  You do this with the commercial center and the use of reset tickets.  Every time you reset the commercial center the amount of tickets double the next time you use them.  Do something......

Or

if you have an 8 hr shield the cool down would be 1/8 of the time the shield was up.   

An 8 hr shield would have an 1hr cool down.

an 2 hr would have 15 min cool down.

it is very hard to play if more than 25% of the map is shield bubbles.

how about an award of Bubble Boy for the most hours a user (not player, because they are not playing if always under a bubble) is under the protection of a bubble.

i do under stand there are uses for bubbles.  When you need to sleep.  Your a one man league.  You have a family emergency and cant play.   But.....  being under the bubble is not playing and it stops others who want to play.

DEV’s

Give us a Christmas present of bubble cool down between uses.   You have cool down on some Tactics.  Why not on bubbles/shields.  

 

Thank you

 

 

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