broken tower

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benbaggen
Posts: 103
Joined: Tue Mar 04, 2014 11:21 pm

Re: broken tower

Post by benbaggen » Fri Apr 07, 2017 6:20 pm

I can lvl the 3000 tower right next to it with np
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madmaniacal1
Posts: 1243
Joined: Mon May 23, 2016 12:29 am

Re: broken tower

Post by madmaniacal1 » Fri Apr 07, 2017 6:55 pm

Any tower that exceeded 2850 before the level cap started can still grow. Any tower below 2850 will find it cannot grow beyond 2850. I am honestly surprised a ([current lvl >or= 2850] = no more improvement) mechanism has not been added to prevent immortal buildings.

Also. If a building's Hp grows to a certain point (beyond the current max allowed by game mechanics), it will go into the negative and vanish. Food for thought.
benbaggen
Posts: 103
Joined: Tue Mar 04, 2014 11:21 pm

Re: broken tower

Post by benbaggen » Fri Apr 07, 2017 7:05 pm

So if I lvl a old building to much it could just disappear? Who ever adds this stuff,they clearly don't play,trio just lost a almost 2500 tower now there's a cap at 2850 ,so no matter now much work I put into my base,it will always be at risk due to this cap
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madmaniacal1
Posts: 1243
Joined: Mon May 23, 2016 12:29 am

Re: broken tower

Post by madmaniacal1 » Fri Apr 07, 2017 7:08 pm

I think part of it is the negative Hp issue, and the other is the point of no invincible builds. Clan WAAR actually had the vanishing building issue a long time ago. I only mention it now for the protection of other players who can still improve buildings over the cap.
benbaggen
Posts: 103
Joined: Tue Mar 04, 2014 11:21 pm

Re: broken tower

Post by benbaggen » Fri Apr 07, 2017 7:13 pm

Great now when I lvl a building I got to worry about it just disappearing .great thank u ft
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madmaniacal1
Posts: 1243
Joined: Mon May 23, 2016 12:29 am

Re: broken tower

Post by madmaniacal1 » Fri Apr 07, 2017 7:58 pm

Also. I remember you mentioned to me about regular craft not showing resistances to magic/damage. I just checked the stats of it in rpg editor. You are correct. It is the only clan building with 0 resist. Hmmm... Sounds like something needs fixed.
Corrupter
Posts: 36
Joined: Thu Apr 14, 2016 3:55 pm

Re: broken tower

Post by Corrupter » Sat Apr 08, 2017 5:02 pm

So a player can spend money or work hard lvling to get 10k +, but no one can actually work hard on a base and get it to even 3k. Wow, maybe need to make building lvls buyable. Then I bet cap would be unlimited
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Leone
Posts: 2496
Joined: Wed Aug 28, 2013 12:00 am
Location: Ashdown Village

Re: broken tower

Post by Leone » Sat Apr 08, 2017 9:26 pm

In a way I can understand this lvl cap as it halts the ever-increasing gap between established and new clans. However, it does also mean that clan bases are at the whim of a select group of players. I think this idea needs a rethink; at the very least the cap should be increased.
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Ryaca
Posts: 2681
Joined: Fri Jan 22, 2016 3:52 am

Re: broken tower

Post by Ryaca » Sat Apr 08, 2017 10:32 pm

Definitely needs looked at.
BOO!:ghost:
vlad198401
Posts: 114
Joined: Tue Apr 04, 2017 7:04 pm

Re: broken tower

Post by vlad198401 » Sun Apr 09, 2017 8:10 pm

It will definitely give an advantage to the clans with towers beyond level cap.
I think that in this case the level cap maus be increased to the [(highest level of the tower overall in the gave by now) + 1].
FT`ing life away
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