Drugwars - No Time for the Weak (nor the bots)
“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
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.
Magic Dice has rewarded your post with a 51% upvote. Thanks for playing Magic Dice.
#timetoputourshieldsaway
😂
Posted using Partiko Android
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
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).
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.
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.
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.
!dramatoken
!pyramidtoken
LOL.
Here's your
DRAMA
. Don't spend it all in one place!To view or trade
DRAMA
go to steem-engine.com.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.
gangsta
I vote for @edicted as an advisor on the DrugWars team
dope idea!
we need this, well said ^^
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.
Thank you for your suggestion.
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
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...
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
yes.. and I checked it carefully.. that's why I wrote that it is no good...
Yes.. and I checked it
Carefully.. that's why I wrote
That it is no good...
- solarwarrior
I'm a bot. I detect haiku.
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.
The meaning is explained in the article... "Edit : Inactive players are all players that havent made any actions ingame (like upgrade, training, deposit, etc...)"
It's been edited in, cheers.
Thats actually a REALLY good question. 😂🤣😂🤣😂
inactive is number 7 on the leaderboard...I suppose...
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.
Posted using Partiko iOS
Good question indeed..
Yeah good question!
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.
Sounds like some great adjustments are being made. Down with the bots!
Posted using Partiko iOS
What is so great about the adjustments? Could you go into more depth?
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.
Posted using Partiko iOS
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...
Hello @z3ll use our simulator fight to create your own battle strategy!
simulator guide: https://simulator.drugwars.io/
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.
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.
here too. impossible to play without see the people profile.
I agree with you...
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.
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.
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.
I agree with you almost on everything!!
meantime bots still attacking same people, nothing change
Yes I just got inside this game and my referring told me it was possible, why now not???
I agree with you...