Midge wrote:It will still happen. People will just stay at level 6 until they have enough frags for everything.
And, seriously, we can only have same level HQs hitting same levels? Nothing like only hitting the same 14 bases all the time.
All these problems stem from a much greater issue than the algorithm ... the lack of players is the largest issue.
Sandbaggers and even dumbass medal dumpers are so far down the list of problems with the game that prevent it from growing.
TNT wrote:Just do 1 HQ lvl above and 1 HQ lvl below and use Basescore, medals and (as lukeskywalker suggest) player rank to fine tune within those boundaries.
Chaotic999 wrote:I am actually getting more medal dumpers than real attacks on tat now, so yeah medal dumpers do have a role to play, keeping me in UCL , side note I see rebs on greens get 40/50 Def's in 2 days and I get 8 on sandy planets, so to me this suggests imps much braver than rebs, as rebs take one look at my base and wet their little panties, don't be shy rebs have a go , you might scrape a star and earn some self respect.
CoolGuy wrote:Chaotic999 wrote:I am actually getting more medal dumpers than real attacks on tat now, so yeah medal dumpers do have a role to play, keeping me in UCL , side note I see rebs on greens get 40/50 Def's in 2 days and I get 8 on sandy planets, so to me this suggests imps much braver than rebs, as rebs take one look at my base and wet their little panties, don't be shy rebs have a go , you might scrape a star and earn some self respect.
Keep trying to find you, but apparently we are in different medal leagues, which keeps us apart. Obviously this leads back to the flawed matchmaking issue. Should just be HQ vs HQ.
ObiWanKenobi2016 wrote:Since dev bases became wide spread, medals have been meaningless as evidence of a player's skill.
Long, long ago, in a Galaxy not so far away, CNFO problems developed as the number of planets increased.
The dev solution was to provide sample bases, often with Star Wars related names, and turrets and buildings at level 5 or 6. They were available to all levels of players, and could be cleared by L10 players with half load outs or less. It was possible to attack immediately after your first attack, and then within 1 or 2 minutes of all subsequent attacks. Hundreds of commanders racked up huge medal tallies, and UCL thresholds went stratospheric, particularly on green planets (esp Tako, IIRC).
The only limits on how quickly medals were gained was when players ran out of currency to cook more troops (this is before dev bases had maxed resources). At this point, players either bought more resources with real money, or hit well resourced non-dev bases, often without any intent to clear them, just to get their resources so they could go back to hitting dev bases to climb to UCL.
I have no doubt that all maxed out players did this. It was the only way to get UCL, outside of Tatooine.
Maxed out resourced dev bases were introduced in August last year. Depending on the level of your skins, full load outs aren't needed for those either.
It is clear from the differing UCL levels on planets that all players mostly (if not exclusively) hit dev bases very frequently wherever possible, and if they are not doing it now, they have done in the past often extensively.
In 2019, skill in the game is only truly present in no OP Wars and when players try hitting real / dev bases without using any skins at all. No-one's getting UCL or maxed medals (from scratch) with that strategy.
In 2019, high medal scores show longevity, passion and persistence in the game (and the free time to invest in it). That's not to be sniffed at, but it's not a measure of skill.
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