“Strategy without Tactics is the slowest route to victory. Tactics without Strategy is the noise before defeat”. - Sun Tzu
No Shield on Drugwars.
We will remove the shield in 24 hours and level it up to the real Drug Wars, the essence of what we had in mind while developing the game. We know it comes as a thunder, but we believe you will understand this decision with time. The new players keep their shield for 3 days to have the time to understand the game.
Why removing the Shield?
First of all, we’ve seen people abusing this feature such as:
-having Bots attacking another player as soon as the Shield is down,
-having Bots listing the opponents, thus giving a way to have an idea on who is on Shield who isn’t, without having to hardly check their profile
Also, as we’ve said from the start up to now, we want Drugwars to be a strategic game, which means we want the players to use their brain to play and spend some time on Drugwars either daily or weekly, not just a simple game where you’ll need to farm a little to climb up the leaderboard.
We hope our players can think of a long term strategy instead of just a one or two days strategy, which is why time is the key to understand the game and to actually play it.
Remember strategy isn’t just about building one or two types of units, or one or two buildings, your strategy should be beyond that and should go as far as knowing your enemy.
Dig deep into the ones who are attacking you, dig deep into the ones you’d like to attack because: “Know your enemy and Know yourself and you can fight a hundred Battles without disaster” (Sun Tzu, The art of war)
For people who are worried about not having the Shield, we are working on a system to protect the offline players, the rookie Drug Lords and the one with no defence, but it needs adjustment to be fair to everybody.
No more rewards for inactive players.
All players who have been inactive for two weeks on drugwars will switch to the holiday mode. Nobody will be able to attack them and they wont be able to get rewards. (We may adjust or reduce the time before switching to holiday mode).
Edit : Inactive players are all players that havent made any actions ingame (like upgrade, training, deposit, etc...)
Drugwars own Shield.
This past few days, we’ve worked on reinforcing Drugwars own security to part ways with Bots Players.
Once again, we are against the use of Bots in Drugwars and we will always track the game abusers. We are still working on it and won’t stop doing it. Day by day, Drugwars is more and more secured, and we are glad to announce that we’ve implemented a new way to be even more secured. Flaws will still be there, but we are lowering the damage as much as we can and we are sure we will be able to secure Drugwars to the point of not having any abusers anymore.
!bookkeeping drugwars
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Hi @tonimontana!
drugwars
Received:
Spent:
Total:
First transfer was before 34.91 days.
Your ROI per day is 19.97 % and you are earning approx. 2.61 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 12.59 % and you are earning approx. 1.65 STEEM per day.
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Magic Dice has rewarded your post with a 51% upvote. Thanks for playing Magic Dice.
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#timetoputourshieldsaway
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😂
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So let me get this straight, the one thing added to this shell of a game since taking tens of thousands of dollars from players, has made the game even less of a game.
MEANWHILE, you had no problems spending time and your limited resources figuring out how to spam the blockchain with bullshit posts about fights of 1 bouncer vs no one and Steemitboard badges.
DRUGWARS IS THE WORST THING TO HIT THE STEEM BLOCKCHAIN EVER!
#PyramidScheme
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Not only that, now we CANNOT see what the enemy army is unless we send 1 unit to attack them first... That looks like this.
Send 1 unit to attack someone, have to wait about 12 minutes for a rowdy. Now I now what army they have and I see they don't even have any available resources for me to steal! So I just am wasting tons of attacks sending out a Rowdy unit(because its the cheapest) in order to "scout the enemy".
This is a huge step backwards and a waste of MY TIME. I built up a decent sized army on a few diff accounts that I play manually on and now in order for me to be able to attack anyone its a huge pain and time consuming. It isn't even worth doing the battles now.
I rarely downvote anything on this blockchain ever, and I am going to downvote this post from @drugwars to show my dissatisfaction for this incredibly bad change(+ other bad changes that were made that ruined the economy).
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I agree, not sure what they were smoking when they came up with the idea of hiding attacking opponents army and drugs? Who will have the time to waste scouting? It was hard to find someone to attack before, now its virtually impossible. I've not been concerned about problems with the game before but this needs to be fixed.
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Yup, and you can only send out one attack at a time. So you have to wait until that 1 rowdy unit finishes his 12 minute attack before you can do anything else. This change is horrible and nobody is going to attack anymore. Too awkward and time consuming.
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When I first found that I could no longer see my enemy's armies I thought it was a bug that got introduced somehow. When it persisted I came here. Very interesting to see this change...
I haven't been attacked since, so now I'm honestly considering not even building more storage for security reasons. I almost might as well just take my chances and let my resources build up until I can upgrade by myself. Which ironically sounds like exactly how they don't want the game to be played. And yet this change makes me want to sit back and only check in every few days to upgrade.
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!dramatoken
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!pyramidtoken
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LOL.
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Here's your
DRAMA
. Don't spend it all in one place!To view or trade
DRAMA
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You need to give incentive to attack people.
I wiped the #1 account's army and what did I get in return?
Nothing!
I suggest a system of protection money like the mob. If you dominate someone's account you begin to siphon off some of their production until the debt is paid. You are now farming the account you beat in combat, and it's up to you to defend that account from other attackers.
The account in question could refuse to pay you the protection money after the fact, but many will not choose this option because paying say a 20% protection fee would be more worth it than to continue fighting.
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gangsta
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I vote for @edicted as an advisor on the DrugWars team
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dope idea!
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we need this, well said ^^
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I can't imagine how people feel who spent a lot of STEEM on buying units. I'm honestly not doing any battles if I can't see at all what I am attacking.
Maybe they could show a range or something? Maybe that Parthenon building could turn out to give you info on the enemy somehow, and the higher rank it is the more accurate the range is.
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Thank you for your suggestion.
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https://busy.org/@edicted/more-ideas-for-drugwars-gameplay
The full list of ideas is there if you're interested.
You'll have to fix the payout structure soon as well.
Stop paying out to accounts that aren't actually playing.
https://steemit.com/drugwars/@edicted/drugwars-fixing-the-payout-structure
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good changes.. however:
please have a look again at the fighting algo..
the way it is atm it is no good!
If you want to keep it that way (grouping units) you need a waterfall where if a very powerful group (e.g. 500 units) just wiped out another group (very week group.. e.g. 1 unit) and has a lot of unused attack power in that strike left, the next unit group should be attacked immediately with the remaining attack power.. this goes on until there is no remaining attack power...
and what about the range units? should they not have the first shoot?
and there should also be a random /chance element in it.. and while it is good to give hints.. the algo should not be public... keep it secret but stable..
a public algo is just an invitation for the bots...
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Hello @solarwarrior the fights mechanism was made public you have a simulator at your disposal and you have a guide that is quite complete written by Tim Cliff.
Simulator fight link: https://simulator.drugwars.io/
Battles guide: https://steemit.com/drugwars/@timcliff/drug-wars-on-steem-intermediate-game-guide-battles
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yes.. and I checked it carefully.. that's why I wrote that it is no good...
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Yes.. and I checked it
Carefully.. that's why I wrote
That it is no good...
- solarwarrior
I'm a bot. I detect haiku.
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What is 'inactive'? Not logged in, not heisted, not trained a unit?
That's better, but what is 'etc'?
Heist?
A login to the site? What if the account is small and cant afford to upgrade, train, or buy stuff?
This needs to be clear.
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The meaning is explained in the article... "Edit : Inactive players are all players that havent made any actions ingame (like upgrade, training, deposit, etc...)"
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It's been edited in, cheers.
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Thats actually a REALLY good question. 😂🤣😂🤣😂
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Good question. This need to be made clear to all.
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inactive is number 7 on the leaderboard...I suppose...
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Yes, good point... need some sort of intelligence behind the scenes to account for bots trying to mime the active behaviour.
Maybe an algorithm to interpret what is or not considered human behaviour.
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Good question indeed..
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Yeah good question!
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Hello @abh12345
Your account will be inactive after two weeks if you do not take any action, you can log in and observe otherwise any action taken will remove your inactivity.
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Sounds like some great adjustments are being made. Down with the bots!
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What is so great about the adjustments? Could you go into more depth?
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Drugwars fight against bots is a great adjustment. Also removing the inactive accounts from being able to be attacked and collect rewards is great for everyone. I also like the removal of the shields as now everyone is eligible to be attacked at all time. It’s great to seem the Drugwars team making the necessary adjustments to keep this great game thriving.
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You are promoting some kind of strategical thinking, while the game is made so simple. That is a bit confusing. The fighting mechanics are not something you can apply a REAL strategy on. It's more like, when you see someone has 100 of one type of unit, just bring as many different types as a 1-of and 1 strong unit and you are good. There are 3 different building to build (not literally but practically) and everything else is straightforward. I just don't see why you promote strategy without giving us ways to play differently from other players...
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Hello @z3ll use our simulator fight to create your own battle strategy!
simulator guide: https://simulator.drugwars.io/
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Currently I can not check enemy profile. How can I attack without knowing how many troops he/she has. How much resources in his hand.
Is there any fix for this issue.
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That's close to the reason I just clicked on the drugwars tag myself. I just am not getting the option to click on people's profiles. I'm getting my normal mouse instead of the hand and I just can't click on it. I'd like some chance to the fights so there's some risk there and you might choose to fight against someone with a similar army etc because it won't always end in a draw if there's some chance involved but I'm hoping this is just a bug as attacking completely blind is going too far the other way and there's no strategy in working out who to fight as you can't see their army at all.
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here too. impossible to play without see the people profile.
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I agree with you...
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They told us that we need to send a unit to see their units and resources. So sharing information may be useful because it take time to get the information of the target.
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Sharing information about a target? xD Ppl can tell that they raided one but after that, he has no res and you still have no idea how strong his troops are because he can rebuild them after an attack.
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I can see where they are coming from, but I'm not sure that's the best gameplay mechanics. Ofc not all games can have the same gameplay mechanics and variety between games is good, but I'm not too keen on this.
Ideally I really think it should have luck and strategy in play as games that use both do tend to be more fun and enjoyable than ones that use only strategy or only luck but this just flipped it from being 100% strategy (apart from people buying units while you are in the process of the ten minute countdown to attacking them - I think that happened to me - which is the one time you could get messed up before since you could always work out the outcome otherwise) to being close to 100% luck. The fact you can send one in and then get that information makes it slightly strategy, but if that person is on at the same time, they might notice they got attacked and recruit more anyway so that information might not serve you too well, plus people may burn lots of individual units just to find the right person to attack, so while there is some strategy at play here, I'd say it is mostly chance, which I'm not too sure is the best game mechanics either.
I really think having the profiles visible, but adding chance in the form of having a range for the attack and defence numbers with the amount dealt / defended being determined within that range (obviously a higher range for stronger units i.e. 1 - 5 attack for a low attack unit could translate to 11 - 14 for a stronger unit than that one etc) with maths or essentially automated dice rolls. This would stop close battles where people have very similar armies from being boring and always being a draw, but would give people enough information to use strategy and decide whether to gamble on the similar armies (based on what they can get out of it if they win and what they could potentially lose) or whether to just attack smaller people or whatever else.
Earlier the fights were too predictable which made it a bit dull and lead to just about everyone only raping the players with smaller armies and now it is a complete stab in the dark that could lead to many losses of units, which takes away the strategy part and makes battling seem more pointless (which is also made more problematic by the fact that money is directly connected to this game).
The battles are okay in both forms - this is their game, not mine - but I personally think they would be better if the way they worked encouraged strategy and also involved luck, and this approach does slightly, but there's not enough strategy involved with these current gameplay mechanics imo. I really think a range or something similar is what they need.
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I agree with you almost on everything!!
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meantime bots still attacking same people, nothing change
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Yes I just got inside this game and my referring told me it was possible, why now not???
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I agree with you...
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CLOWNS are ready to pound our rivals!
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Carnage! ^_^
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CARNAGE!!
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!bookkeeping drugwars
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Hi @trincowski-pt!
drugwars
Received:
Spent:
Total:
First transfer was before 20.06 days.
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!bookkeeping drugwars
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Hi @svemirac!
drugwars
Received:
Spent:
Total:
First transfer was before 37.78 days.
Your ROI per day is 3.67 % and you are earning approx. 0.74 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 6.96 % and you are earning approx. 1.41 STEEM per day.
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!bookkeeping drugwars
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Hi @trincowski!
drugwars
Received:
Spent:
Total:
First transfer was before 37.63 days.
Your ROI per day is 3.12 % and you are earning approx. 0.58 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 2.52 % and you are earning approx. 0.47 STEEM per day.
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i remember a gamme i used to play called coin brawl. the thing i liked about it was that when u were attacking other players, u had no shield. if u lost a battle ( someone attacked youu ) you had a shield for 5 minutes. which gave u timee to rreeinforce yyour character, before beginning your next attack phase.
just a thought.
pony out.
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While it can be botted to auto-attack people after the shield goes up...if you are away and you get attacked, the shield means that you may have a chance to not lose all your resources. Without the shield, people will farm everyone to their safe levels. A short shield of a few hours isn't that bad.
Might I suggest the addition of a hospital to recover a certain percentage of your troops, possibly with some additional cost.
Right now, when you get attack, perhaps while sleeping, even if it's not really that financially beneficial for them, you lose all your troops. It can take quite a bit of time to recover your army. That leaves you vulnerable and means you can't really leave it safely.
I'd also suggest selling "boosts", including items that enable the shield for different lengths of time. Items that people want to buy to give them an advantage help add to the pool and make it more likely to be continually profitable for everyone.
Edit: An alternative for the shield would be to only activate like a 3 hour shield or something when the player hasn't been attacked within a certain time limit, like say 24 hours or something. That means that if they sign in soon enough after getting attacked, they can save some resources, but they go into a mode where they can be farmed after the initial attack.
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I love this idea! A hospital would be amazing.
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I've been mentioning to idea of a hospital are some form of recovery area. I know the game needs a realistic feeling but, to lose our entire army is just crazy. After all the units aren't free.
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There is a bug with SteemConnect.
I can no longer log in to more than one account.
The only way to can log into more than one account now is to clear my cached files and cookie data.
Is there a better place to report bugs?
I hope someone gets this message.
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I'm happy to see how fast your project is evolving. It forces players to constantly adapt their strategy and makes them busy and hooked in thinking about the game.
Good luck development team!
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Thank you for your hard work and coming clean on bots. Changes to stop bots are very welcomed.
They are the enemy of humans and should only be tolerated by dystopian regimes.
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Way to go, @drugwars team. I do hope that this game becomes viral and attracts a lot of real players to steemit
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I for one will be happy to see the shield gone. I don't think it actually exists anyway, as I've suffered numerous attacks while supposedly shielded.
Dealing with bots is utterly necessary, and I do hope you have a handle on that. I've seen bots abused by a player to whittle down the defenses of another with strategic and concerted effort that ultimately rendered their prey unable to withstand the next attack.
Thanks for your obviously stellar work ethic, and making it possible for us to have a lot of fun with our Steem.
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Thank you for announcing the changes 24hrs before going into affect it shows you guys are listening to us.
I personally like the changes as a player that has not used any bots since day 1. You do not need a shield if you’re strategy is correct.
I do have one question is there any timetable for gangs to be added to the website directly?
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but the game is the best ... am playing it more than 13hrs per day ..
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Great your working on making the game better and better!
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Sounds good, keep it up, and out with the bots.
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cool
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Good job very well explained, keep it going!
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Good job, i love this game !
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I was just adapted to the mechanics =V
Well, happens, bots where a real problem. Nice way to prevent those abusers... On the other hand im expecting to see more sophysticated spying methods =P
Thanks for creating this!
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DrugWars this is such a relief. Now I can actually find players to battle. Every time I wanted to battle players they either had a shield, or someone was already battling them. I knew it was bots.
Thank you DrugWars!
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!bookkeeping DrugWars
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Hi @thevillan!
drugwars
Received:
Spent:
Total:
First transfer was before 20.76 days.
Your ROI per day is 5.09 % and you are earning approx. 0.88 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 6.87 % and you are earning approx. 1.18 STEEM per day.
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Let the bloodbath begin!
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!bookkeeping drugwars
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Hi @cryptoewp!
drugwars
Received:
Spent:
Total:
First transfer was before 27.71 days.
Your ROI per day is 4.04 % and you are earning approx. 1.40 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 5.83 % and you are earning approx. 2.02 STEEM per day.
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Is there anyway to check other players assets/storage. Earlier I used /@player to check but that does not work anymore? And it does not work when looking at players in find targets?
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The "blind" battling is an interesting change... I see where that can help defeat bots... but it also makes the whole thing a bit of a roulette for human players... drugs and gambling :P
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Wait? Is the inability to click on people's profiles intentional and not a bug? I only saw about the shield going away in their post, not that.
I didn't like the mechanics because they were too predictable. The damage and defense should imo be a range and they do damage within that range / defend within that range using maths (essentially automated dice rolls) because then there is strategy but also luck involved which I think is better than one or the other and it also is less boring than fighting someone with the exact same army equalling a draw. Strategy alone to me got boring quick.
However luck alone is also inferior because it is the combination of strategy and luck that makes the best games normally. If this is a change this is interesting though I personally don't think it is the right change.
I think if there is a range (with higher ranges for ones iwth more defence / attack etc of course) within which chance determines how much damage and defence done, it will allow for the most gameplay choices. Sometimes people will attack people they know they can beat to get more resources. Other times people will see a similar army to theirs and the person has lots to steal and will decide to take that gamble. Previously if the stats work out the same, all that happens is all the people die due to a draw. With a range that's a possibility but there's also the possibility of gaining a lot or losing everything. That sort of gamble is good and it also isn't forced (people can still attack only smaller players and never make that gamble). I don't really think removing strategy via just stopping people seeing profiles at all is a good move.
From my experience in terms of fun and simply being a good game, games (board, video or rpg) tend to rank like this (best to worst):
Relies on a mix of strategy and luck
Relies on strategy only
Relies on luck only
There's exceptions to that ofc and there's also all the other aspects that make a game good or bad, but generally the ones that combine the two seem the best to me and hiding profiles just seems to be flipping it from strategy to luck rather than designing it in a way that uses both, and I really believe mechanics that use both would make for a better game.
I'm hoping this is a bug but I'm curious what you've seen that suggests it is a change in the game.
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I'm still hoping to see the Key Master some day! If we're looking to get real about the Drug Game, your stash can never really be as safe as it is on Drug Wars! The idea that a Dealer can have an unguarded safe is not realistic. In the Drug Game we've always had the infamous "stick-up kids" and throughout history, there have always been the Masters of the Heist!"
I dropped a suggestion in the Discord Channel to add an expensive unit, with the weakest strength, that could crack any safe on the planet! It would be a risky unit, call'em Key Master, Heist Master, Stick-Up Kid, or whatever, because the unit could be killed by even the flimsy Rowdy!
Example: I attack a big time Drug Lord who forgot to top up his units; I train enough soldiers to wipe out his small army; and behind my squad is the Heist Master ready to crack the safe and steal 50% of the goods! Now that would make things interesting! Obviously, their would be a heavy bounty on the heads of all Heist Masters because of the risk they pose to the Dons! I can see players attacking others players, not to steal their stash, but to kill the Key Master!"
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Drug dealers have safe stashes all the time, many go out bush and bury them and some have safe houses etc.
So having a safe stash really makes sense
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No stash is ever 100% safe in the Game! And I'm suggesting that we make the Game more interesting by bringing high level thieves into the picture. Have you ever seen "The Wire"? I want Omar on my team!
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!bookkeeping drugwars
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Hi @marcosdk!
drugwars
Received:
Spent:
Total:
First transfer was before 28.01 days.
Your ROI per day is 3.36 % and you are earning approx. 1.26 STEEM per day.
Break even in approx. 1.7 days.
ROI when taking only the last 5 days into account
Your ROI per day is 3.08 % and you are earning approx. 1.15 STEEM per day.
Break even in approx. 1.9 days.
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Not being able to have sone sort if espionage ability to see how many troops / resources an enemy has takes away the whole "using your brain" and the ability to strategize as well. Now its more of picking at random and hoping for the best....
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dont see how this does much against leveling things for players vs bots
bots till have the advantage as they can auto spy from multiple accounts collect data and not have to wait
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bots will not be able to send any datas to our servers soon the last thing that you will be able to do is to make a GUI bot ;)
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do you think its that hard?
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This is becoming interesting and I am pretty sure it will be harder to defend if people start planning ahead, but maybe you can have a feature to "pay for holiday mode" for those who are busy with something in the real world that can't have their phones with them all the time.
And with a limited time frame. Expenses based on production and resources.
The bigger your stackpile the more expensive your purchase for holiday more will be.
Hope you can consider on that feature. Haha
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This. People need to sleep and most need to work too. Careful surveillance of a players schedule can reveal this to botmasters that can take advantage of a player being unavailable to secure their base from attack while AFK.
This is a very real issue and particularly in view of no post-battle shield.
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Still no news about the profiles bug?
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If you try to click on the profiles it is not a bug we have disabled the possibility to observe the account of another player, however you can get the information of your enemy by sending him 1 rowdy units while waiting for the "spy" to arrive in the game!
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Are you serious? It is like a random game! What a waste of time, time to stop playing this game.. Was nice.
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Hi, i am really disppointed how i loose 2 weeks being scare of attacking my productions and building up a serious defensive troop and now suddenly you decided to make invisible the status of users?
Is really true that you are sons of Steemit anarchy like my friend @intellihandling wrote in his last post.
I invited some users to join and they spent some money to play and now they discover this fucking change, as usual in Steemit nothing is normal, how we can pretend that Steem coin will grown with such anarchy???
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I honestly believe putting all the inactive accounts in "vacation mode" will make it so there is less targets to attack, and therefore less resources to be stolen.
Finding a stocked inactive account is part of the fun in any game like this :p
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I agree with that. The game will become a cemetery! No vacation mode.
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How come we could no longer see the profile of the player? How can we strategies an attack if we cannot see the target armies?
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I agree with you!!
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comment c'est possible de se faire piller alors que les stocks sont inférieurs à la protection des boucliers?
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Absurd!!!!!
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I am starting to sense a shift in priorities here. That can really hurt your game in the long term.
In the previous post, you advocate the sense of bringing new people to the game and make it more interesting and safe for all people new and the ones already in the game using the shield. Now you take that away without a better idea in how to implement, just because you don't want to try using the reCAPTCHA method that is much less intrusive...
You keep removing features like seeing the status of players, shields, and others in a snap. I seriously advise you to have an in-game notification system to show that important news or changes. So everyone knows what is happening and don't think every single day there is a new 'bug'.
Other thing I can't even log in on the game even putting my credentials after the loading it goes again in to the "start" screen. Focus on the really important foundations like having the game stable, online and secure. After that and only then you can change the 'game rules'.
By the way and that is just my opinion, the ability to see the status of the player is what made the game for the first time a really strategic game. Even more, than collect resources and use them. So please have the comments of players and the people that like the game in consideration next time.
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You're totally right - when I first stopped being able to see opponents' armies I thought it was a bug. Maybe they could put some things to a vote? Those comment sections would be great too...
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Thanks @pirateofthedtube, many people are thinking this was a bug and like this many other changes are made and implemented right away, without any notification on the website or a pre-warning that somethings will change so that users can understand and get used too. I don't know if you can go to discord to vote on features and if those are better communicated on there, but I agree with you I think a voting poll or even a post giving some time to users express their thoughts and complains before implementing would give a much more sense of being part of this game experience.
Otherwise, you never know what will happen tomorrow and something you work and spend your time building could be affected by such quick and unannounced over the night changes.
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!bookkeeping drugwars
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Hi @amjadsharif!
drugwars
Received:
Spent:
Total:
First transfer was before 29.72 days.
Your ROI per day is 2.81 % and you are earning approx. 3.41 STEEM per day.
Break even in approx. 5.9 days.
ROI when taking only the last 5 days into account
Your ROI per day is 1.16 % and you are earning approx. 1.40 STEEM per day.
Break even in approx. 14.2 days.
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I'm just a small fish trying to play but I have already spent steem and all my teams are already wiped. I can't use more now as I need to build my resources. At this rate I wont ever break even with what I did pay in. Maybe quite while I'm not to deep in
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I for one would like if there was some kind of shield option/vacation option that you could toggle. For instance one that you could trade for resources. I like this game a lot but sometimes it is nice to go on a vacation or even sleep for a while :)
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!bookkeeping drugwars
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Hi @jrawsthorne!
drugwars
Received:
Spent:
Total:
First transfer was before 14.68 days.
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Since three hours back till now we could not enter to the game as per this attached picture...
Can you help in this regards
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You know, an easier fix against bots might be to simply add a few captchas throughout the game. Like for attacking, investing in heist, etc.
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Hi @nostrildumbass, this will kill the players experience, but if we can't win against bots with all our technical improvements, that's definitely something which is in consideration.
Having a gun to reload before each attacks is one of our ideas, and some of our players have also good suggestions about to transform the captcha into a minigame.
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!bookkeeping drugwars
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Hi @ubfitzone!
drugwars
Received:
Spent:
Total:
First transfer was before 30.63 days.
Your ROI per day is 2.76 % and you are earning approx. 2.21 STEEM per day.
Break even in approx. 5.6 days.
ROI when taking only the last 5 days into account
Your ROI per day is 1.22 % and you are earning approx. 0.98 STEEM per day.
Break even in approx. 12.8 days.
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!bookkeeping drugwars
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Hi @ubfitzone!
drugwars
Received:
Spent:
Total:
First transfer was before 47.38 days.
Your ROI per day is 2.03 % and you are earning approx. 1.62 STEEM per day.
Break even in approx. 2.0 days.
ROI when taking only the last 5 days into account
Your ROI per day is 0.46 % and you are earning approx. 0.37 STEEM per day.
Break even in approx. 8.7 days.
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!bookkeeping drugwars
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Hi @ubfitzone!
drugwars
Received:
Spent:
Total:
First transfer was before 47.38 days.
Your ROI per day is 2.03 % and you are earning approx. 1.62 STEEM per day.
Break even in approx. 2.0 days.
ROI when taking only the last 5 days into account
Your ROI per day is 0.46 % and you are earning approx. 0.37 STEEM per day.
Break even in approx. 8.7 days.
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!bookkeeping drugwars
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Hi @ubfitzone!
drugwars
Received:
Spent:
Total:
First transfer was before 47.38 days.
Your ROI per day is 2.03 % and you are earning approx. 1.62 STEEM per day.
Break even in approx. 2.0 days.
ROI when taking only the last 5 days into account
Your ROI per day is 0.46 % and you are earning approx. 0.37 STEEM per day.
Break even in approx. 8.7 days.
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!bookkeeping drugwars
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Hi @ubfitzone!
drugwars
Received:
Spent:
Total:
First transfer was before 47.38 days.
Your ROI per day is 2.03 % and you are earning approx. 1.62 STEEM per day.
Break even in approx. 2.0 days.
ROI when taking only the last 5 days into account
Your ROI per day is 0.46 % and you are earning approx. 0.37 STEEM per day.
Break even in approx. 8.7 days.
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!bookkeeping drugwars
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Hi @ubfitzone!
drugwars
Received:
Spent:
Total:
First transfer was before 47.38 days.
Your ROI per day is 2.03 % and you are earning approx. 1.62 STEEM per day.
Break even in approx. 2.0 days.
ROI when taking only the last 5 days into account
Your ROI per day is 0.46 % and you are earning approx. 0.37 STEEM per day.
Break even in approx. 8.7 days.
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!bookkeeping drugwars
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Hi @zendu!
drugwars
Received:
Spent:
Total:
First transfer was before 24.31 days.
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!bookkeeping steemmonsters
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Hi @zendu!
steemmonsters
Received:
Spent:
Total:
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!bookkeeping drugwars
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!bookkeeping steemmonsters
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Hi @zendu!
steemmonsters
Received:
Spent:
Total:
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Hi @zendu!
drugwars
Received:
Spent:
Total:
First transfer was before 25.32 days.
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!bookkeeping drugwars
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Hi @betgames!
drugwars
Received:
Spent:
Total:
First transfer was before 30.64 days.
Your ROI per day is 3.10 % and you are earning approx. 2.45 STEEM per day.
Break even in approx. 1.6 days.
ROI when taking only the last 5 days into account
Your ROI per day is 1.38 % and you are earning approx. 1.09 STEEM per day.
Break even in approx. 3.6 days.
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!bookkeeping drugwars
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!bookkeeping drugwars
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Hi @betgames!
drugwars
Received:
Spent:
Total:
First transfer was before 47.38 days.
Your ROI per day is 2.26 % and you are earning approx. 1.78 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 0.50 % and you are earning approx. 0.40 STEEM per day.
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!bookkeeping drugwars
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Hi @betgames!
drugwars
Received:
Spent:
Total:
First transfer was before 47.38 days.
Your ROI per day is 2.26 % and you are earning approx. 1.78 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 0.50 % and you are earning approx. 0.40 STEEM per day.
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!bookkeeping drugwars
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Hi @betgames!
drugwars
Received:
Spent:
Total:
First transfer was before 47.38 days.
Your ROI per day is 2.26 % and you are earning approx. 1.78 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 0.50 % and you are earning approx. 0.40 STEEM per day.
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Hi @betgames!
drugwars
Received:
Spent:
Total:
First transfer was before 47.38 days.
Your ROI per day is 2.26 % and you are earning approx. 1.78 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 0.50 % and you are earning approx. 0.40 STEEM per day.
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Why isn't there any Inforation on drugwars.io? You want users to use it, so why isn't this important information on the site. Evry good site has an news area, why drugwars not?
You removed profile... but someone who can build a bot won't he be able to get all needed information also from blockchain?
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Very valuable comment that I thing is in favour of the majority of the community. Love it!
Posted using Partiko iOS
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!bookkeeping drugwars
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Hi @honeydue!
drugwars
Received:
Spent:
Total:
First transfer was before 30.51 days.
Your ROI per day is 5.54 % and you are earning approx. 0.33 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 7.22 % and you are earning approx. 0.43 STEEM per day.
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Now we only need whores, we can send them to spy on our enemies.
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Yeah, and maybe we could use whores in the game too!
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Congratulations @drugwars!
Your post was mentioned in the Steem Hit Parade in the following category:
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Revenge flag also should be punished.
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I'm curious if you guys are ever going to add non pvp ways to get more steem. sick game.
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For sure! Missions will be made for that and will give another way to play drugwars and obtain some rewards for PVE likers! But don't expect to be too much safe :)
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10-4
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Is there a server issue at the moment? Everytime I try to login in it blinks "Drugwars" for a minute and reloads back to the Start screen.
Posted using Partiko Messaging
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!bookkeeping drugwars
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Hi @enjoyeverything!
drugwars
Received:
Spent:
Total:
First transfer was before 27.90 days.
Your ROI per day is 17.05 % and you are earning approx. 0.01 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 23.23 % and you are earning approx. 0.01 STEEM per day.
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And no time to play ... what is going on here? For hours now i can not log in ... and all i see is this picture
And it is not that i’m a bot, inactive or have not spend anythingyet
!bookkeeping drugwars
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Hi @elektropunkz!
drugwars
Received:
Spent:
Total:
First transfer was before 30.42 days.
Your ROI per day is 2.71 % and you are earning approx. 3.29 STEEM per day.
Break even in approx. 6.4 days.
ROI when taking only the last 5 days into account
Your ROI per day is 0.87 % and you are earning approx. 1.06 STEEM per day.
Break even in approx. 20.0 days.
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!bookkeeping drugwars
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Hi @elektropunkz!
drugwars
Received:
Spent:
Total:
First transfer was before 35.88 days.
Your ROI per day is 2.41 % and you are earning approx. 2.92 STEEM per day.
Break even in approx. 5.6 days.
ROI when taking only the last 5 days into account
Your ROI per day is 0.70 % and you are earning approx. 0.85 STEEM per day.
Break even in approx. 19.1 days.
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Yeah cant login at all....
Posted using Partiko Android
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!bookkeeping drugwars
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Hi @sashas!
drugwars
Received:
Spent:
Total:
First transfer was before 38.59 days.
Your ROI per day is 3.83 % and you are earning approx. 1.21 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 2.26 % and you are earning approx. 0.71 STEEM per day.
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!bookkeeping DrugWars
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Hi @cooltivar!
drugwars
Received:
Spent:
Total:
First transfer was before 63.66 days.
Your ROI per day is 2.81 % and you are earning approx. 0.99 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 0.65 % and you are earning approx. 0.23 STEEM per day.
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I think anything you do to fight bots is a good thing and I think it is great that you are putting stuff in play for inactive players.
HOWEVER
If hiding the profiles of players was on purpose, I'm not sure that's the best gameplay mechanics. Ofc not all games can have the same gameplay mechanics and variety between games is good, but I'm not too keen on this.
Ideally I really think the game should have luck and strategy in play as games that use both do tend to be more fun and enjoyable than ones that use only strategy or only luck but this just flipped battles from being 100% strategy (apart from people buying units while you are in the process of the ten minute countdown to attacking them - I think that happened to me - which is the one time you could get messed up before since you could always work out the outcome otherwise) to being close to 100% luck. The fact you can send one in and then get that information makes it slightly strategy, but if that person is on at the same time, they might notice they got attacked and recruit more anyway so that information might not serve you too well, plus people may burn lots of individual units just to find the right person to attack, so while there is some strategy at play here, I'd say it is mostly chance, which I'm not too sure is the best game mechanics either.
I really think having the profiles visible, but adding chance in the form of having a range for the attack and defence numbers with the amount dealt / defended being determined within that range (obviously a higher range for stronger units i.e. a range of 1 - 5 attack for a low attack unit and 11 - 14 for a stronger unit than that one etc) with maths or essentially automated dice rolls. This would stop close battles where people have very similar armies from being boring and always being a draw, but would give people enough information to use strategy and decide whether to gamble on the similar armies (based on what they can get out of it if they win and what they could potentially lose) or whether to just attack smaller people or whatever else.
Earlier the fights were too predictable which made it a bit dull and lead to just about everyone only raping the players with smaller armies and now it is a complete stab in the dark that could lead to many losses of units, which takes away the strategy part and makes battling seem more pointless (which is also made more problematic by the fact that money is directly connected to this game).
The battles are okay in both forms but I personally think they would be better if the way they worked encouraged strategy and also involved luck, and this approach does slightly, but there's not enough strategy involved with these current gameplay mechanics imo. I really think a range or something similar is what would really make the battle mechanics both fun and satisfying for players as they then can easily choose how risky or risk-averse they wish to play PROVIDED that this information is clearly communicated to the players ofc (otherwise people will just get pissed when they don't win a fight that's close that they previously would have won) - probably mentioned on the drugwars fight page itself somewhere (not telling the figures for chance but explaining the mechanics ofc).
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I think maybe they could introduce a system where there are multiple levels of intelligence. If you have low intelligence, then maybe you can only get a range of units your opponent may have. For example "he has between 5-20 people". Medium level maybe you get a breakdown by unit type "he has 2-5 big mama's, 1-3 mercenaries", and on high you find out exactly what he has.
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Hmm I could see how that could possibly work. I don't think the intelligence should be able to be bought though as the game is already somewhat "pay to win" in terms of investment making you grow faster but I think paying to get more information is the wrong mechanic here.
Maybe they could essentially have intelligence as a levelling system, especially since there is talk of implementing quests / missions / challenges (can't remember the wording I saw but those sorts of things anyway) with essentially XP for completing them being able to go into intelligence (or make it more of a game and have multiple stats - maybe another one decreases the time to make a certain resource or something - and people can choose where to put their xp, possibly). I don't know what any of this will mean now they are changing their system from being steem based to token based, as I don't know what changes might occur in the game as a result of that, but based on its current state I could see an intelligence stat working, as long as it isn't a pay for more information type of situation. I think you have a good idea there.
As for the stabs in the dark, I'm actually having a bit of fun with it as it is a gamble for the first attack with only one unit, but I still don't think it is the best gameplay mechanics. Having played it for a bit, I think the battles now are better than when you could see everything. When you could see everything, as soon as people produced over their limits they were being stolen from immediately. Now I'm finding the fights are a bit riskier which makes them more fun and it's also nicer from the side of the producers to know your resources won't necessarily be pillaged immediately (but know there is a risk) and it also changes the gameplay more in deciding whether to spend the resources on storage because there's less risk of getting stolen from so it allows for more decision making based on risk and reward and costs. I think it is better, but I think something else like an intelligence stat or some chance would improve it further.
Right now it is just a question of how the game will develop from here with the recent changes too though.
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This post has been included in the latest edition of SoS Daily News - a digest of all the latest news on the Steem blockchain.
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nice game i loved it..... but today it's not working .. i can't go to battles .. what's wrong ?
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!bookkeeping drugwars
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New to the game and love it so far it's very addicting. I was going to mention some kind of fatigue or increased cost factor to recruit troops based on activity. Say if you are attacking more people (on the offensive) that be factored in much higher than if your troops are used in defense of others attacking you. So that if you always want to be on the offensive and aggressive with your troops it will cost you more resources over time to build your army than say the person that is hoarding troops and using them purely as defense.
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@drugwars I'm not able to see my dashboard/base or see anyone elses. Is that a new update?
Are we no longer able to see other DrugWars user's army?
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I invested at least 10k into the pot a couple days ago and never received my amount for it from the heist.
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Definitely think this update takes away from the game more than it adds to it. My biggest issues are:
You can't do recon on enemies like looking at their army and resources, which makes attacking a shot in the dark unless you waste a cheap unit to attack and then see their army 10-20mins later.
Taking away the shield feature makes it easier for enemies that have already attacked you to attack again since they will be able to see your army and know that you could not have built back up.
It is very easy to track the types of bots that could be used in this game, so claiming that these new features prevent bots is kind of BS. Taking away features is not a defense against bots. It's more like: "If bots are being used to look at shields, we'll just take shields out." Soon the whole game will be gone with that logic.
Overall, DrugWars, is still a good game, but now it is going to be much less active since I don't think attacking is a very logical approach anymore. It is more like a waste of time to try and attack people.
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Yeah Nice to see. No fair game with bots. i don’t need a shield play smart with your safe storage. And your not intresting for a battle
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The issue I can't me across is finding players with sufficient resources. Everytime I look up a player to battle they either don't have any recourses to steal or they have a safe limit which exceeds there daily balance. So what's the point of battling if you don't get anything out of it other than the cost of your dead soldiers.
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We will add a big incentive for players that are choosing to kill units and btw to make the WAR!!!
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I like the idea. I want to get rewarded for the blood on my hands. 🤡
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!bookkeeping drugwars
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Hi @obest!
drugwars
Received:
Spent:
Total:
First transfer was before 32.45 days.
Your ROI per day is 2.68 % and you are earning approx. 3.18 STEEM per day.
Break even in approx. 4.9 days.
ROI when taking only the last 5 days into account
Your ROI per day is 1.14 % and you are earning approx. 1.35 STEEM per day.
Break even in approx. 11.4 days.
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!bookkeeping drugwars
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Hi @chorock!
drugwars
Received:
Spent:
Total:
First transfer was before 21.52 days.
Your ROI per day is 4.87 % and you are earning approx. 1.63 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 6.09 % and you are earning approx. 2.04 STEEM per day.
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@drugwars why ain't I able to login? Even I try to login via steemconnect it automatically send me back to the login page without sending me further ..... -_-
Please see to this issue I love this game but this is the issue I've been facing since 2-3 days fortunately I was logged in android last 2 days but I am logged out again and I ain't able to log back in
Help!!!
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I hope this change free up the fighting. As it stands now, finding a person to fight is almost beyond difficult and time-consuming, of which I have been simply concentrating on building rather than finding people to maybe fight with.
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It's really difficult. I hope they will implement something easier because we can't spend hours to find the right user to attack
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I agree. Now that they have change where you can't see anyone's army, I didn't get attacked! I'm loving it. I'm not going to attack either. We can all win together if we keep this up.
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Congratulations @drugwars! You have completed the following achievement on the Steem blockchain and have been rewarded with new badge(s) :
You can view your badges on your Steem Board and compare to others on the Steem Ranking
If you no longer want to receive notifications, reply to this comment with the word
STOP
To support your work, I also upvoted your post!
Do not miss the last post from @steemitboard:
Vote for @Steemitboard as a witness to get one more award and increased upvotes!
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Sweet!
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Progress... these are good things..
Be nice to have a way to 'log off' when you know you will be inactive...
But I'm sure people will try to find a way to abuse that as well..
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!bookkeeping DrugWars
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Hi @dreamer007!
drugwars
Received:
Spent:
Total:
First transfer was before 25.28 days.
Your ROI per day is 1.14 % and you are earning approx. 0.01 STEEM per day.
Break even in approx. 62.8 days.
ROI when taking only the last 5 days into account
Your ROI per day is 0.79 % and you are earning approx. 0.01 STEEM per day.
Break even in approx. 90.6 days.
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!bookkeeping drugwars
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Hi @coolguy222!
drugwars
Received:
Spent:
Total:
First transfer was before 29.27 days.
Your ROI per day is 4.21 % and you are earning approx. 0.59 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 3.10 % and you are earning approx. 0.43 STEEM per day.
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!bookkeeping drugwars
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Hi @vladimir.zecevic!
drugwars
Received:
Spent:
Total:
First transfer was before 32.94 days.
Your ROI per day is 1.04 % and you are earning approx. 2.74 STEEM per day.
Break even in approx. 63.5 days.
ROI when taking only the last 5 days into account
Your ROI per day is 0.34 % and you are earning approx. 0.90 STEEM per day.
Break even in approx. 192.2 days.
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!bookkeeping drugwars
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Hi @gdwcoins!
drugwars
Received:
Spent:
Total:
First transfer was before 33.61 days.
Your ROI per day is 3.10 % and you are earning approx. 3.92 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 1.09 % and you are earning approx. 1.38 STEEM per day.
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@drugwars,
Can you explain what the logic just happened here?
You have a major bug, or is this done on purpose?
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!bookkeeping drugwars
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Hi @mentalhealthguru!
drugwars
Received:
Spent:
Total:
First transfer was before 33.89 days.
Your ROI per day is 0.95 % and you are earning approx. 5.96 STEEM per day.
Break even in approx. 71.9 days.
ROI when taking only the last 5 days into account
Your ROI per day is 0.22 % and you are earning approx. 1.36 STEEM per day.
Break even in approx. 314.3 days.
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WHY ME HEIST IS GOING DOWN ??? CAN I KNOW THE REASON
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Hello @khaseem184 the heist is reset every day at the same time this is completely normal do not worry.
You can read this interesting guide to better understand how it works
https://steemit.com/drugwars/@timcliff/drug-wars-on-steem-ultimate-beginners-game-guide
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Lock down the silos people.
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i can't go anymore in user's profiles, is that normal?
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Same issue here
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Have you considered the possibility of paying for a shield (only with STEEM) ?
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This is not yet the case, we have already had the suggestion. Thank you.
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!bookkeeping drugwars
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Hi @l-singclear!
drugwars
Received:
Spent:
Total:
First transfer was before 17.90 days.
Your ROI per day is 5.91 % and you are earning approx. 0.87 STEEM per day.
ROI when taking only the last 5 days into account
Your ROI per day is 8.58 % and you are earning approx. 1.27 STEEM per day.
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At the moment I can not click on any user, i.e. https://drugwars.io/@zorank. I get following ...
Is this the part of recent change in the game or just some bug?
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I have the same problem! It's impossible to know if it's good to attack someone or not
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Its good to see the shield change, i had talked about those into my last post, the shield makes no sense at all. Now lets focus into battles and gangs, since both need a huge improvement soo it can start make sense.
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you wanted to clear the game from bots and now they just circle attack every 20 minutes, well played...you just gave them more power than ever
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