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5.0 To Introduce New Star Formula

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Re: 5.0 To Introduce New Star Formula

Postby panso » Thu Apr 02, 2015 9:06 am

I think the true problem is sandbag and i think there is only a solution to avoid sandbaggers, remove stars when a raid is lost.
for example for my main dungeon should be:

- 1 star win = 81 stars
- 2 stars win = 122 stars
- 3 stars win = 163 stars
- raid lost = - 100 stars (for example)

for a baby (or a big sandbagging) it's the end of any benefit
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Re: 5.0 To Introduce New Star Formula

Postby Ravenous » Thu Apr 02, 2015 9:16 am

FYI Panso, sandbagging is no longer the silver bullet it once was. 5.0 has hurt sandbaggers in exactly the same way, by the exact same mechanic as the way it has hurt baby D's. 5.0 just needs to be extended now with extra leagues to finish the job.
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Re: 5.0 To Introduce New Star Formula

Postby markuscookius » Thu Apr 02, 2015 9:40 am

panso wrote:I think the true problem is sandbag and i think there is only a solution to avoid sandbaggers, remove stars when a raid is lost.
for example for my main dungeon should be:

- 1 star win = 81 stars
- 2 stars win = 122 stars
- 3 stars win = 163 stars
- raid lost = - 100 stars (for example)

for a baby (or a big sandbagging) it's the end of any benefit


-100 stars for a loss? Seriously????
So you wouldn't be too angry if you were disconnected during a raid?
Resulting in your immortal being knocked out, a loss of your winning streak, a loss of all minons deployed during the raid and a loss of 100 stars????

Surely you're having a laugh :lol:

Seriously though. I reckon that EA wouldn't dare implement a star deduction for a loss due to the excessive disconnects, imagine the outrage......
Dungeon 1:- Vileville
Guild:- Crooked Moon

Dungeon 2:- Vileville v2.0
Guild:- Crooked Moon

Raid, be raided and most of all have fun :-D
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Re: 5.0 To Introduce New Star Formula

Postby panso » Thu Apr 02, 2015 10:11 am

:D :D :D
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Re: 5.0 To Introduce New Star Formula

Postby Keithustus » Thu Apr 02, 2015 10:56 pm

HellSewercide wrote:So this what I have kinda worked out..

Dread Dungeon:
122 Stars a raid x 12 raids a hour x 14 hours of play = 20K Stars (Gem spend 1k)

......
To be fair you could also add a small bonus, like, 50 Stars for a DCR between 50-70.



Simple: if you win a raid, you gain extra stars equal to your DCR.
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Re: 5.0 To Introduce New Star Formula

Postby Ravenous » Fri Apr 03, 2015 8:53 am

The upside to DCR bonuses is that they are fair, considerably moreso than easily modified (lower at least) trophies. The downside is that there is no incentive to be in the "grey zone" between 3,200 and 5,000 (or wherever the leaderboard starts to get some serious bragging rights). I miss the days when everyone (except grud that sly dog) was running for the most trophies they could get their paws on.
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Re: 5.0 To Introduce New Star Formula

Postby hell hole keeper » Fri Apr 03, 2015 2:36 pm

Black Crag wrote:
Ravenous wrote:
hell hole keeper wrote:
A baby dugeon can easily earn 2500 stars per day after building up for 2-3 weeks.


Star king got 55,000+ in a day and a half with a baby D.. There must be a typo. Meant hour instead of day? Missing a zero?


I don't think that achievement qualifies as "easily". ;)


Thanks for clarifying, Crag. Also, Star King spent much longer than 2-3 weeks preparing.
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Re: 5.0 To Introduce New Star Formula

Postby hell hole keeper » Fri Apr 03, 2015 2:40 pm

markuscookius wrote:
panso wrote:I think the true problem is sandbag and i think there is only a solution to avoid sandbaggers, remove stars when a raid is lost.
for example for my main dungeon should be:

- 1 star win = 81 stars
- 2 stars win = 122 stars
- 3 stars win = 163 stars
- raid lost = - 100 stars (for example)

for a baby (or a big sandbagging) it's the end of any benefit


-100 stars for a loss? Seriously????
So you wouldn't be too angry if you were disconnected during a raid?
Resulting in your immortal being knocked out, a loss of your winning streak, a loss of all minons deployed during the raid and a loss of 100 stars????

Surely you're having a laugh :lol:

Seriously though. I reckon that EA wouldn't dare implement a star deduction for a loss due to the excessive disconnects, imagine the outrage......



Very true.

It would make more sense to go the other way. Perhaps the game could give some stars as reward to the successful defender instead of taking points away from the attacker.

Of course that has its own drawbacks because Baby Dungeons are often designed to be pretty much invincible against players in their "modified weight classes."
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Re: 5.0 To Introduce New Star Formula

Postby Ravenous » Fri Apr 03, 2015 4:20 pm

hell hole keeper wrote:
Of course that has its own drawbacks because Baby Dungeons are often designed to be pretty much invincible against players in their "modified weight classes."


This is either sarcasm ( :?: ) or else you have never seen one. There are some on the heartbreaker leaderboard, have a look. Dont worry about not being able to see traps, there are none to be seen.
List of Polls:Topic order Ascending Topic order Descending
DH 11 / DCR 82 / trophy~5.8k / CP>2.8m / HB>8.6k / Plunder>12.1b
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Re: 5.0 To Introduce New Star Formula

Postby hell hole keeper » Fri Apr 03, 2015 5:24 pm

Ravenous wrote:
hell hole keeper wrote:
Of course that has its own drawbacks because Baby Dungeons are often designed to be pretty much invincible against players in their "modified weight classes."


This is either sarcasm ( :?: ) or else you have never seen one. There are some on the heartbreaker leaderboard, have a look. Dont worry about not being able to see traps, there are none to be seen.


I said, "SOME!" Please try read all of the words in a post before commenting on it.

This is definitely not the way I would do it, as winning defense forces one to have to deliberately lose more attacks in order to keep trophies down, but there are some quiet successful setups like this i.e. Da Grud.
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