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Thread: Solving the ♥♥♥♥♥ing in Clan Wars

  1. #21
    Forum Master daz258's Avatar
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    Quote Originally Posted by coachmoneyball View Post
    Sometimes I use the 30 seconds to wait for the AQ to jump to the correct section of the base I want her. Just as a reminder that there is some use to the 30 seconds.
    I've done the same, sometimes even backed out as you just react differently when the attack is in 'live' mode as opposed to scout mode.Then re-scout and attack again for real the next time. I'm sure as hell not playing ghosts.

    And besides, ghosts are not the real problem; the game has already made it painful for them and makes it visible for all to see which makes them easy to report. I don't see many ghosts today like I did at the start of clan wars. Yet attacks are getting better and traps are amazingly been set off right at the start of battles.

    Ghosts are not real the problem, the 3rd party programs are.

    Don't mess with the connectivity of the game, not my fault I live in an area where internet access is not as good as it could be. I've often had that wifi looking bar show up and go away again keeping me online.
    Last edited by daz258; April 12th, 2015 at 11:43 PM.
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  2. #22
    Forum Elder Ahorer's Avatar
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    It won't solve the prob.... ♥♥♥♥♥s are jus doin fine now :/
    Check my GFX shop too...
    Also check my detailed idea :

  3. #23
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    To solve this "base simulating" problem in clan wars is to change how the Scout button works, because that is where these base simulation programs are exploiting.

    The change should be that when scouting, what is shown is just a plain image/snapshot of the base where buildings can't be checked like the range (defensive structures, clan castle, heroes) or any building info. It's like a screenshot of the war base.

    And when the Attack button is pressed, there should still be a 30 second preparation BUT it should be registered as an attack already and will count as a fail when cancelled. And to avoid mis-clicks, a confirmation of "Yes" or "No" should be placed after pressing the Attack button.

  4. #24
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    How to stop?
    I think better if supercell remove the scout button. Instead they change it into profile base pic. Just bigger picture and warbase instead of farming base.
    Then moddder cant use picture to simulate. Eat that ♥♥♥♥♥er
    Last edited by koeskoeskoes; April 13th, 2015 at 01:52 AM.

  5. #25
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    If there is an easy fix as some seem to think, it would have been done already. Don't imagine youself to be smarter than the development team.

  6. #26
    Junior Member OneHope's Avatar
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    The point of the "Scout" button is to help you plan & prepare to attack.
    That's why they put it there.
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  7. #27
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    Quote Originally Posted by OneHope View Post
    The point of the "Scout" button is to help you plan & prepare to attack.
    That's why they put it there.
    The "Scout" button is also there to be exploited by third party programs that messes up clan wars and should be changed how it works.

  8. #28
    Pro Member bnb525's Avatar
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    Quote Originally Posted by enviem View Post
    To solve this "base simulating" problem in clan wars is to change how the Scout button works, because that is where these base simulation programs are exploiting.

    The change should be that when scouting, what is shown is just a plain image/snapshot of the base where buildings can't be checked like the range (defensive structures, clan castle, heroes) or any building info. It's like a screenshot of the war base.

    And when the Attack button is pressed, there should still be a 30 second preparation BUT it should be registered as an attack already and will count as a fail when cancelled. And to avoid mis-clicks, a confirmation of "Yes" or "No" should be placed after pressing the Attack button.
    I agree with this.

    An idea I had as an alternative to prevent ghosting (not the fluffy bunnies during scout thing) is that when you press the attack button, during the 30 seconds traps location wouldn't be handed to the client. After you deploy the first troop the "loading" icon would appear and in that moment the server would load the traps, since you must be synced with the server. Now you can't go back. Because you already deployed a troop, next thing to do would be deploying another troop to continue the attack.

    Sounds a little bit complicated and I don't know if it's viable but I think it's an alternative.
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  9. #29
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    Totally agree with topic starter.

    So, when "scout" button is pressed the game should not transmit the location of traps, cc content.

    but when the "attack" button is pressed, the game should ask "are you sure? You cannot cancel after you attack", if player says "no" nothing happens, but if he says "yes" the trap locations are cc content are transmitted and the attack is registered no matter what happens next. For example dropped connection, did not deploy troops etc - your problem, 0 stars.
    Please support adding 1/2 star bonus in CW for the first attack on the village to stop unfair scouting http://forum.supercell.net/showthrea...-if-successful

  10. #30
    Senior Member R3dB3anTig3r's Avatar
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    Quote Originally Posted by Snarg View Post
    All enemy village data, including trap type and locations, is transmitted to your client when you load their village.
    If I understand what some have proposed, would something like this work?

    - Click on "Scout" or "Attack"
    If Scout
    1. Defender base is loaded (minus all trap locations)

    If Attack
    1. Defender base is loaded (minus all trap locations). 30 second countdown begins. Attacker has 2 options:
    A) Drop troop to attack (or wait 30s and real attack auto begins- no confirmation msg)
    i) pop up confirmation msg asking if attacker wants to attack
    Yes: actual base with trap type and locations are then transmitted to client
    No: ends battle
    B) Click 'End Battle' button to end battle (no attack is registered if no troops dropped)

    There is an extra step to confirm attack, but essentially, no trap data is transmitted until the attacker confirms or begins an actual attack. This will add overhead to the server and not sure how it would work for the initial base with no trap details to be overwritten by the base with trap details.

    Not sure if that makes sense...but hopefully SC eventually finds a solution.

    edit: Sorry, hard to read without being able to indent.
    Last edited by R3dB3anTig3r; April 13th, 2015 at 08:52 AM.
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