Disable costs to reset traps

Aussie guy

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Jan 29, 2015
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I've had yet another ghost attack today. It cost me 104k in coins to reset my defenses, no peace treaty given, 5 donated troops gone. I've reported it several times and Nexon says they have no fix. This problem has been in place from day 1 that I have played this game...that's over 10 months and nothing has been done. Players will cheat and exploit game weaknesses, but at the very least Nexon is complicit in their failure to do anything. Nexon/BHG, I challenge you to totally disable the costs to reset traps and ambushes. Make it 100% free. Why should players pay thousands in coins every time a ghost attack occurs for something the developers can't or won't fix?
 

Eddie F1

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Half of the time I've run my gold so low, I can't afford the trap reset immediately.
 

The Prince

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Haha, me too. Now I always keep 100k golds in order to reset my trap at least 1-2 times.
 

Hunter Killer

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Let's see the bright side of this. Sometimes you get to attack a base where all the traps are already open and you get an easy victory and can take all the loot without being killed by these traps.

It doesn't make it okay but at least you can think that in some way, you potentially get easy loot from this issue when you attack someone else and this may pay for resetting your own traps.
 

Redgar

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Since they are useless I started to put them where they can't trigger too often. Amazing design which forces me to use traps vice verse from their original purpose )))

What would be even better is auto-recharge, though. Blessing or just a setting. You set the trap auto recharge unless you have gold
 

Gambrinus

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I think traps should cost something, cause one spike strip will take out a suicidal or tank or general in a single pop and can really mess up an attackers strategy. Part of me thinks it would be okay to have a setting that will auto reset traps if you have gold available (or oil for bunkers). But the other part of me like to find bases with traps sprung, which means I have a better chance of taking down the base and bringing a few troops home afterwards.

We all know that they can't/won't deal with the cheaters or force close exploit, so that means that you should alter your base design, or just let your traps sit sprung.
 

Redgar

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Blessing recharging your traps for lets say 10 hours could be okay. But yea, traps could be a game changer in such case empowering defence quite a bit.
 

USA Elite Will

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Aug 10, 2015
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I had 5 force quites in a row yesterday and it took 65 minutes for someone to finally 2 star my base, so frustrating.
 

Eddie F1

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The root cause of this trap problem is force-quitting which is mainly due to the 1-39 medal loss system.

1 medal per star for a win, 1 medal per star for losing or even just 1-1 lose one, win one.

And screw the high-medal player Vs low medal - the match-making is borked anyway.

Then maybe the battle default is as soon as you place the 1st troop, you've lost until the point you win, no resources either until a win. The only downside to this is the game crashing mid-battle, but that's another bug that needs sorting.
 

Eddie F1

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Simple way is to not charge for trap resets and then reset them automatically.

We don't get charged for any other thing after being damaged or destroyed, or funeral costs of dead defenders so why the anomaly of being charged gold to reset a few traps?

Everyone's a winner!
 

Gambrinus

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you did pay a lot more in gold and time for the defenses, that's why they automatically reset. personally i don't see any problem in charging the player a few coins to reset the traps. at a high enough league bonus, one battle pays to reset then all.

I'd recommend that if you don't like resetting traps, change your base layout. it's that or you just suck it up and monitor your base until an attack give your a dove. the fact is that you get rewarded with medals after a successful repelling of an attack, and if the traps helped get those, the price in gold is relatively small.
 

Gambrinus

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that's just because your base features the highway to hell, and it decimates armies as soon as they rally to your TC.

if you'd follow a design like mine, and let them have the TC, you'll avoid all the ghost attacks. then you could use the traps to slow the army down and try to keep them from getting any more stars in battle.

i know that sucks, because everyone wants a base that's invincible, but the fact is until the force close issue is resolved, tough bases like yours will get lots of ghost attacks.
 

GroteKoning

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Aug 28, 2015
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I don't mind the gold cost. It is the first raider attack that renders them useless for subsequent attacks. Hence my comment above, on a win (star) by all means, but no star..

Anyway I've already changed the locations to areas that raiders won't activate them, but mostly by full on attacks.
 

JuDomines

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Then maybe the battle default is as soon as you place the 1st troop, you've lost until the point you win, no resources either until a win. The only downside to this is the game crashing mid-battle, but that's another bug that needs sorting.

The other downside is that spam raiders are now unplayable (for those who play raiders). It would actually improve that game.
 

Aussie guy

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Why should I pay even 1 coin for some cheater who hard closes the game because they can't win? It's unfair play and Nexon allows it. I'm happy to use coins to repair legitimate attacks, but until this is addressed I believe the cost of resets should be free. I lost 104,000 to reset traps for a non-attack. That's not a small amount. As for changing my base so less traps are activated...that kind of defeats the point of them if you place them in spots so they are not activated.
 
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Aussie guy

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Traps should cost zero as long as they can be activated by players hard closing the game. If nothing is said, the force close exploit will be here forever and it will kill this game. Sucking it up and redesigning your base to avoid triggering traps, as you advocate...is sending a message to Nexon and game exploiters that this is all OK.
 

Aussie guy

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Lame approach mate....locate traps so they won't get activated? What's the point of a trap? My point is, that hard closing is an exploit allowed by Nexon in this game, and players are losing resources to it.
 

GroteKoning

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Dude, maybe read again. Relocate to where it is more successful on full on attacks, not raider attack. See, I care more about the full on attack, where my traps will be more beneficial than having it sprung by some raiders while I sleep at night.

Lame, was the Springboks performance against Japan, IMHO :)
 
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