Why is there no way to create more equal groups in the gold rush? If someone is attacked by someone much further ahead in the game... it doesn't make much sense!
A player in my alliance hasn't received level 6 wanted quests for 3 months and doesn't know how to progress in the game as he has to find canned food, but he doesn't even have the blue clothes needed to make the den, given the recent update
This is not very correct. You should at least give the possibility to find blue projects as a reward in the progress of the Northern mission.
#Can the problems that have been making me angry for a while be solved?
45 messages · Page 1 of 1 (latest)
Which blue clothes, clearing DD with Sheriff is easy.
Quest are level based, maybe he is low level thats why he haven't received any tier 6 quest
As for clearing Digger den, you don't need tier 6 rare equipement, tier 5 works fine or tier 6 uncommon
The den can be solved using T5 blues and T5 weapons... That's no excuse...
As for the bounty quests, I don't know about that at least he should have the green tubes by three months...
If someone is attacked by someone much further ahead in the game... it doesn't make much sense!
Not sure what you mean, give me more info
As far as I know, initiative attacks in Gold Rush have been fairly balanced and manageable. It’s mainly in revenge raids that you encounter tougher clans, but even those can be taken down by groups of tier 6 or tier 7 players using rare equipment.
The attacks aren't balanced because if they end with one person arriving, taking out 5 or 6 people, and then leaving, that's not a well-balanced situation.
in my alliance we are now in the northern lands and not all, if it comes against people who have savage or are at rio bravo level and it's like trying to stop a speeding car with kitchen guns
I can at most understand Savage... but not Rio Bravo!!!
Well ... a rio bravo player can take down even a base full of other rio bravo players . They are very difficult to stop even by top alliances . So don't think your people are weak or something
And then there's the issue of gold, if our safe gets stolen at 8 o'clock sharp. Well, the gold counting in the safe has to start again at 8 o'clock, otherwise you never know when you'll have to go and withdraw it. And if you've just emptied the safe...
you have to collect zero.. otherwise you never defend yourself
then you have to give the possibility to defend the gold, if I have the safe empty you don't get anything, it's part of the risk
Those player use strong equipment for raids, so it's total possible to raid a 5~6 person clan, if you want to stop them well you must focus on your defense. Since it's weak
Not to mention that even very powerfull alliances sometimes cannot stop rio bravo players
Yeah, but could stop solo walking by putting a better layout with strong defender. Then again if the second raider also use Tier 7 rare or epic well its no use to put up a strong defence
Yeah
Just yesterday we got lucky and pulled in raids an atack vs Z&D. It took 2 people from us to take the safe considering both alliances are t7 ready. They also did it in 2 people on revenge, with both alliances having almost half of their members equipped with t7 epic gear. So yeah, no matter the defender, the game is balanced slightly towards the atacker. It would be interesting to see a change in the approach gold rush takes, but this is how it goes for now.
The change in access to inventory was part of the defender balance, but maybe in the future we could equip other items on defender or buildings offering more perks/bonuses.
There are ways to adress this matter, but if it goes too much into the defender side, then the main gold income(raids) would not be as useful, then everyone makes solo alliances like before xd
Yesterday i had BanglarDol
I literally almost cleared them with T6 rare set and T7 epic rifle
There been only 3 left
If i had T7 rare , i would have passed through them like they were nothing

The game truly favorizes the attacker
You know what would be the best way to make the gold rush into actual skill expression?
Unable to heal

That would make it impossible for sure
Maybe limit number of heals to 10 or 5
Not whole 20

So here is how i see it:
You know the health buff and range buff for defender, right?
The atacker would get something similar, like x2 or x3 health plus lets say 20% damage
No heal
And you have to manage hp and durability
While finding the best path to atack a layout
Well , that do sounds interesting .
Right?
Yup
Would give it try if it was possible