1. #1

    Preventing automatic upgrades of unwanted cards by game

    So last team wars - agreed not to upgrade one card. Unfortunately it received a small amount of caps (around 40), but 20 minutes before team wars started it was not upgraded. Once wars started it was upgraded and I have since come to understand that the game has used the unused player caps to upgrade further cards automatically. However this meant an upgrade went to a card which our team had specifically discussed not upgrading.

    So we have a similar problem this time. We want to use Kenny, and not upgrade him at all as we feel with the other deck options he will offer us a bigger advantage if we don't upgrade him (and potentially a disadvantage if we do upgrade him). So once the upgrade phase is complete, if any caps get automatically given to this specific card by the game it will ruin our strategy. So I need to either know how we can prevent this frrom happening, or if not possible then if the card becomes automatically upgraded then we would like to request that technical support downgrades it back to our level as per team discussion (note - I'm not asking for caps to be put elsewhere just for him to be downgraded back and we sacrifice the caps), or allows us to then switch it for the other option (rats) instead.
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  2. #2
    Cural42's Avatar Senior Member
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    Just curious, what sort of advantage can be gained by specifically not upgrading a card? I just can't think of any reason why a level 2 card would be more advantageous than a level 3 card.
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  3. #3
    Originally Posted by Cural42 Go to original post
    Just curious, what sort of advantage can be gained by specifically not upgrading a card? I just can't think of any reason why a level 2 card would be more advantageous than a level 3 card.
    Lister_infiji was talking about cyber kenny, so if they want to use him to Mind c. enemies then you may want him on low level.

    I think lister_infiji point is a very valid one, sometimes you want to have low level cards or simply avoid people from spending on something like transmogrify. One solution that I can think of is to allow the leader to set a Cap limit upgrade for any card, so people can't spend past the leaders set level once placed there, be it a lv 2 transmogrify or lv 2 cyber kenny or a limit at lv 4 epic, that way we can control our wild horses, I mean members, or trolls or the automatic spender system, and make an efficient use of caps to avoid frustration. Please make this happen RL .
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  4. #4
    Originally Posted by Void_Away- Go to original post
    Lister_infiji was talking about cyber kenny, so if they want to use him to Mind c. enemies then you may want him on low level.

    I think lister_infiji point is a very valid one, sometimes you want to have low level cards or simply avoid people from spending on something like transmogrify. One solution that I can think of is to allow the leader to set a Cap limit upgrade for any card, so people can't spend past the leaders set level once placed there, be it a lv 2 transmogrify or lv 2 cyber kenny or a limit at lv 4 epic, that way we can control our wild horses, I mean members, or trolls or the automatic spender system, and make an efficient use of caps to avoid frustration. Please make this happen RL .
    Exactly this with Kenny. Also if opponent plays a Kenny and you counter him with a lower level Kenny then you will cause havoc for your opponent.

    I agree completely about setting cap limits on cards BUT Red Lynx could validly point out that it prevents working as a cohesive team to achieve a goal. However this is also not possible currently as the lack of information provided means we cannot identify those who are not working with the team in order to remove them. The original point about the game automatically spending caps is also valid - I mean I've told my game 'don't upgrafde Kenny' so if it doesn't listen to me and does it anyways, then that is squarely on Red Lynx shoulders breaking cohesive teamwork.
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  5. #5
    Cural42's Avatar Senior Member
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    Okay, that makes sense to me now. :P

    I fully agree about spending caps on some spells being a waste. What value is there in that extra fraction of a second of Mind Control, when the same number of caps will give you a much more powerful unit on the field? Likewise Transmogrify, which we did not spend a single cap on last weekend!
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  6. #6
    Originally Posted by lister_infiji Go to original post

    I agree completely about setting cap limits on cards BUT Red Lynx could validly point out that it prevents working as a cohesive team to achieve a goal. However this is also not possible currently as the lack of information provided means we cannot identify those who are not working with the team in order to remove them. The original point about the game automatically spending caps is also valid - I mean I've told my game 'don't upgrafde Kenny' so if it doesn't listen to me and does it anyways, then that is squarely on Red Lynx shoulders breaking cohesive teamwork.
    I think the team work is still there if they would do what I've suggested, The leader would just have to be respectful with the team wishes :P. I personally don't enjoy spamming my team with reminders of the consensus we've reached. This is also because we don't have a pinned board or anything like that either. Our reality right now however is that the pvp chat wasn't fixed, there is no official talk on the specifics of what's gonna be fixed for Team wars, there's also no talk of what they've been working on since last year with their client side; so even if our discussion here could be really benefitial for team wars, the chance that they would actually improve this is minimal. Toller or Buck might compile more of our feedback to pass onto them, but I think they don't even read it, and that's out of their hands like Toller said. I think you could say they won't care that the new mode breaks the strategic aspect of the game, such as keeping a cyborg kenny at lvl 2 or not upgrading other cards on purpose. It's a shame but that's the picture they've given us for a long time.
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