CIM said:
Maybe we can come up with suggestions as far as what we think would be good ranges for the different ranks. As I said before as time has gone by for people and clans the amount of influence they have has greatly grown and the league rankings have not changed. It is also much easier now to grow fast than it was back a couple years ago because of the many additions to the game.
For CLAN rankings (for clan events) I would suggest:
Rookies = up to 1B
Recruits = 1B to 3B
Warriors = 3B to 10B
Conquerors = 10B to 30B
Masters = 30B to 90B
Odin = 90B and above
For PERSONAL rankings (for personal events) I suggest they change them from town level to personal influence because personal influence is much more an indication of what is going on than town level.
Rookies = up to 20M
Recruits = 20M to 100M
Warriors = 100M to 500M
Conquerors = 500M to 2B
Masters = 2B to 10B
Odin = 10B and above
I think these changes would help make the checkpoints more reachable for clans/persons.
Though undoubtedly there is something wrong with the league structure, and as a result the competitions and the incentive to take part,I think these proposals not unsurprisingly perhaps , benefit the strong at the expense of the weak( which happens already anyway).
For example, those in the Rookie leagues will find themselves in exactly the same situation you and others are complaining about, that you are competing against much stronger/larger clans and that the targets are too extreme, and you end up at the bottom of the league and can not get any of the top places and the rewards that follow.
Of course to some extent I am complaining in much the same manner.
When I was in the Rookie league,and had lots of energy and with no real battle chances, I was able to do really well in the competitions and could often get in the top 10,then I hit 5 million influence, I haven't suddenly become more capable, but I get promoted to the League of Recruits with much higher standards which I cannot aspire to, compounded by the fact I had used up my energy packs and couldn't get a decent offer any more.
Though I didn't realise this at time, yes, I was probably at an unfair advantage to those that hadn't bought energy packs, which I had only reluctantly done so as I had become aware without them it wouldn't be worth playing, as it was virtually impossible to kill an invader using sustained attack, and on the few occasions I managed it, realised it was going to be incredibly slow going getting the materials I wanted.
Even so,after over a year of playing, I am still trying to kill enough invaders to get some decent invaders equipment.I have just one rare piece which I made accidentally when checking out my options.
By the same argument, the system and the way the game operates ,is also geared against those who either want to play for free, or have limited assets,and also the casual player.
Of course the owners don't really want casual players, nor people to play for nothing "Free to Play" is just a bait and switch.
I take your point about super clans,but these happen anyway, and the people in them actually drive players away from the game.
In order to bolster their own position, as targets and build times increase, they poach players from other clans, these clans then struggle and die.
The kingdom declines in numbers.
Especially as the numbers playing in a new kingdom decline, would not a reduction in clan size allowed , kill birds with one stone?
It would mean lots of smaller clans with more competition between them and solve the " there' s not enough room in our stronghold for all of us " complaint.