CoC: War stats vs Warlordz 10/11/2014

October 13, 2014

Edit: Stats and writeup provided by Delpez.

Supreme Cream! Vs Warlordz

Supreme Cream

Enemy

Score

124

100

Total Attacks Used

80

73

Total 3 Star Attacks

40

24

Total 3 Star %

50.00

32.9

3 Stars Against Same Level

23

10

3 Star % Against Same Level

42.6

29.4

3 Stars Against Lower Level

12

14

3 Star % Against Lower Level

75.0

36.8

TH4,5&6 3 Stars

5

8

TH4,5&6 3 Star %

26.3

47.1

TH7 3 Stars

26

2

TH7 3 Stars %

72.2

9.5

TH7 3 Stars (same level)

12

0

TH7 3 Stars % (same level)

70.6

0.0

TH8 3 Stars

5

9

TH8 3 Star %

29.4

34.6

TH8 3 Stars (same level)

4

1

TH8 3 Star % (same level)

30.8

12.5

TH8 Ave Stars / Attack (same level)

2.0

1.6

TH9&10 3 Stars

4

5

TH9&10 3 Star %

50.0

55.6

TH9&10 3 Stars (same level)

2

1

TH9&10 3 Star % (same level)

40.0

50.0

TH9&10 Ave Stars / Attack (same level)

2.00

1.50

This was still an easy win, but at least the opponents put up a fight. Their bases were better designed (especially air defences) and they were quite active. However, most of their successful attacks were against lower TH levels, and they did not achieve enough 3-star attacks.

Our lower TH level stats were skewed by a number of very new players – we had six TH4 and 5 bases, compared to only two enemy TH5 bases. Considering this I think our lower levels did quite well. Just a couple of tips for our new guys – it’s extremely difficult for a TH4 or 5 (or even a new TH6) to 3-star any base in a war, and it’s also not expected of you. We had a number of our low level guys not using their attacks, and I guess some of it was because they though they couldn’t contribute anymore. If there are no bases left for you to get stars off, just attack any base where you can score at least one star (even if that base had already been 3-starred by someone else). Firstly, this is good practice and secondly you get nice loot at the end of the war (provided we win, of course!).

At TH7 they were obliterated; we were attacking TH7&8’s with dragons and they were attacking TH6 (and lower) with everything from barbarians to giants. The Valks in the castles enjoyed that!

They scored more 3-stars at TH8 than us, but only one of those attacks was against TH8 opponents. We did much better against their TH8’s than vice versa. I’ve also included the average stars per attack for the higher TH’s, as it gets more and more difficult to 3-star bases at higher levels. In that case the average stars per attack against other high level bases become more important. We comfortably bested them in that category.

TH9&10 were quite close, but we scored more 3-star attacks against their high level bases, and also scored more stars per attack.

Pretty impressive win – we only missed five stars for a full house! It actually appeared quite close for a while; the scores were something like 95-94 with equal numbers of attacks at one point. However, our higher 3-star percentage just wore them down; they stayed close with lots of 2 stars, but eventually ran out of profitable bases to attack. For example, with the scores close we still had a number of potential 3-star bases to hit, while almost all our bases already had one or two stars against them. This meant that our future attacks had a higher potential yield, while the enemy could only score 1 or 2 stars from their attacks, we could still get 3 stars from a number of bases. Bottom line, don’t just look at the score and number of attacks left during a war, but also count the number of bases without any stars against them to determine the potential value of future attacks.

On a TH level basis, our lower levels improved a lot, scoring a number of 3-stars and also some pretty good attacks for 2-stars. Keeping in mind that it is difficult for a TH6 to smash another TH6 base, those 3 stars were quite valuable. It meant that our TH7’s could focus more on other TH7 bases and less on TH6 bases.

Our TH7 performance was very impressive and our TH8’s also outscored them for 3-stars. At the top we got some important 3-stars from their best bases, while they didn’t even attack our top guys.


Trion Being Trion: DDoS is the new ‘hacked’

October 11, 2014

Have you noticed anytime someone says something stupid on Twitter that gets them in trouble, the easy way out is to say your twitter got hacked? Saying you are experiencing a DDoS is the ‘I’ve been hacked’ of not keeping your servers up. Just Trion doing Trion things again.


Steam sales and wallet votes

October 10, 2014

Quick item: After watching Werit’s video about Endless Legend, the game has moved up from “might buy” to “kinda want it now!” status. But realistically I just don’t have the game time for it right now due to RL, ArcheAge, and the occasional LoL game, which makes it a perfect “wait for the Xmas Steam sale” candidate.

But is waiting for a Steam sale diminish the ‘wallet vote’ aspect of buying a game? It must, but by how much, and at what point is the amount enough to stop the future production of games we want made?


AA: Is ‘Trion being Trion’ going to be a daily thing?

October 10, 2014

Little behind the scenes blogging info here; sometimes you create a category thinking you are going to post about that topic enough to warrant one. Sometimes you create one as more of a joke, thinking this won’t last. ‘Trion being Trion’ was very much in that spirit; just a little ribbing over a pretty horrible launch of an otherwise great game. I certainly never expected it to become a genre staple like, say, SOE being SOE, which year after year continues to deliver.

It’s starting to look like ‘Trion being Trion’ might become a permanent fixture though. Today in “How not to run your MMO” we have Trion being unable to give paying players a 10% discount in the cash shop. Trion’s response? “It’s not us, its XLGames”. Broken record city, and we aren’t even a month in.

At least it’s Friday, so Trion can’t screw something up over the weekend and our next ‘Trion being Trion’ update won’t happen until Monday… right?


DF:UW – Fresh ideas!

October 9, 2014

Watching Darkfall from afar has been entertaining, if tragically so.

First the game just finished it’s first elections for a player council, and it went about as well as you would expect from that fine collection of humanity. Among the highlight from all 390 votes casts: One player had votes removed after he was caught blatantly cheating the vote (this player was previously added to the MVP forums by AV, shortly after that sub-forum become completely useless. AV still can’t add 1+1, but more on that later).

Everyone’s favorite ragemonkey got elected, paving the way for crafting unicorn hunts and fluff-barrel suggestions (oh and he is, yet again, currently banned on the forums; see ragemonkey part), as did the main voice behind the population-crushing ‘jesus patch’ of removing classes, who is now a champion of the economy (guy is really on the cutting edge, but more on THAT shortly).

I legit feel bad for Kasmos, who will have to deal with it all as chairman. If he survives the upcoming three months without putting a bullet in his head, I’d consider that a major success.

AV has also posted an update on things they say they will do (but 90% odds say they won’t fully follow through with). The focus? Why the economy of course. This is my favorite line from the update:

For us, as well as the community from what we see, a functional economy is the stepping stone for a proper sandbox, so our attention is focused on it from the beginning of October and for the next development cycles.

99% sure that bolded part was copy/pasted from my first post in the MVP forum about a year ago (if not longer). Imagine if that had been their focus back then? People might still be playing the damn game! Sadly the entire focus post misses the one critical aspect of an economy actually working (sustainability), and instead has AV wasting yet more development resources on band-aids by just throwing in more new materials and raising the iLvl of gear. One might ask when will they learn, but the safe bet here is on ‘never’. The response to this announced future waste of time? Full community support, of course, because clearly the WoW method of econ balance is a better path to take than, oh I don’t know, following the example of an MMO that actually has a working economy.

The sub-genre of fantasy sandbox titles really is a crazy place. You have Trion doing its best to screw up AA, you have AV sitting on a potential golden goose and just time after time ‘listening to the community’ and burying the game, and you have kickstarter after kickstarter showing everyone that there is demand for someone, ANYONE, to get it right and profit, but nope, no one seems to want money so they all just screw one thing up after another. When freaking Mortal Online is one of the better options out right now, you know we have a serious problem.


Patching, how does it work?

October 9, 2014

A few small items as we wait all day for Trion to apply a 150 mini-patch:

Inquisition is off to a good start in AA in terms of membership. We are averaging just under 10 people online most nights, and we will soon have people high enough to really get into larger group content. Just a reminder: we are on the Ollo server, East side factions. Come join us!

SteamWorld Dig was a fun 4-5 hours of gaming. When it goes on sale, picking it up won’t be a bad use of your gaming funds.

My Steam wishlist is getting pretty long, which makes looking forward to the yearly Xmas sale all that more exciting, though the prospect of actually digging into a lot of the games is a bit daunting, as most of them are in the “you need a solid 30-60 hours here” category. Plus the new Civ which is an easy “whelp, there goes 200 hours”.

RL has caused a pause in playing FFXIV, but the two accounts are still subbed because :wallet vote:. We will be returning however, most likely after xmas when things have settled down a bit more and we retire the now 6 year old Alienware machine that was struggling to run the game.

Only 4 spots currently remain open in our Clash of Clans… clan, Supreme Cream! Jump in now before that window closes.


CoC: Supreme Cream bringing out the failcascades

October 7, 2014

Quick Clash of Clans update time: Our last few wars have been absolute slaughters, and not worth putting stats or a report together for.

Most clans in the game are mass-invite clans, which by nature tend to be less organized and loyal. This, combined with the fact that most people just are not very good at the game, leads to poor attacks against us (zero stars) while we rack up a large lead due to our members being ready to attack a base they can 3-star. If we jump out to a big enough lead, the other clan effectively quits on the war.

This then starts a ‘failcascade’ where the clan starts to lose members, which means even fewer people able to attack us during the war, which results in everyone else in that clan not even bothering to attack. Our last three wars have been something along the line of 100-40, which is extra-nice for us since we can then use our second attack for loot rather than stars, making winning a war all that more profitable.

Hopefully at some point soon clan wars get a trophy-like system, where winning a war earns you trophies and losing one takes them away, creating some sort of ranking system. The current system is half-decent for creating even-looking wars before the fighting starts, but does nothing to account for past performance and clan consistency.

We, Supreme Cream!, are currently sitting at 43/50 members after a little spring cleaning of inactives. If you are at all interesting in the game and joining a fun group (everyone is a blog reader, so clearly a distinguished group minus Sam), apply and mention the blog.


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