View Full Version : Walls value for gold coin?

05-16-2013, 01:32 PM
For a level 300 guild is building walls gold coin well spent?

05-16-2013, 01:45 PM
Honestly this is a great question. I'm up in the air on it and look forward to reading some of the responses.

05-16-2013, 01:55 PM
Walls are a good idea

05-16-2013, 02:01 PM
Personally I feel that a number of mid range walls would be more beneficial to you. Max the walls to level 5 or 6 to generate some points, but after that, the return is probably not worth the cost of walls in cost of stones and gold.

05-16-2013, 02:08 PM
Walls generating points? How does a wall generate points? As I understand it walls just reduce successful attacks to half points. Does reducing the opposition points benefit a level 300 guild?

05-16-2013, 02:15 PM
We as placed 43rd, and ran with level 5 walls. Since walls do not give US points, and people scouting us and losing does: We are thinking of not buying walls anymore.

05-16-2013, 02:34 PM
Walls generating points? How does a wall generate points? As I understand it walls just reduce successful attacks to half points. Does reducing the opposition points benefit a level 300 guild?

For every hit on a wall you do receive some points, 50-100, if memory serves me correctly.

05-16-2013, 03:01 PM
For every hit on a wall you do receive some points, 50-100, if memory serves me correctly.
Not sure that the defending guild receive any points at all for attacks against a wall. I am sure only the attacking side receive points.

05-16-2013, 03:27 PM
It's a tough call. The walls prevent the double points, so for some when you are fighting guilds higher rank than you there is a chance you move up the ladder. Once you get to the point where folks don't mind blowing gems and just take the walls down before heavy hitting it can become moot.

In blighted woods we missed 750 by 300 points, if just 1 wall was higher level when we battled a guild ranked higher that could have prevented double on two hits and gave us 750. Now in dwarven mines we missed 500 by about 60,000. Not sure 1 wall or all walls would have had the same impact.

05-16-2013, 03:52 PM
walls just take some energy from the opposition. I don't think they give you pts...

05-16-2013, 04:28 PM
IMHO - If your guild mainly consists of people who are not buying in-game gems (but still get some gems from in-game "tap to earn free gems") or buy very little (240 range or less), and mainly get paired up against other guilds who are the same, then walls level 5 - 7 are worth it.

It gets to the point where the opposition may have a couple of heavy gem users where a level 10 wall won't even cause them to blink, because 5 people hit 4 times and refill a couple of times each and take out the wall. So at most, it made them wait another 40 seconds before hitting players.

But when you are in the rankings of guilds who really have to strive for "every hit counting no matter what", and spend very little to money on gems in the game, then even a level 6 wall can be a pain in the butt.

You probably would not want to invest in walls higher than 7 (and even level 6 may be enough) so that you can continue to use the gold to increase bonuses for the guild and expand the guild itself. Your investment in the walls for the upcoming war should just be considered maybe a day or two before the war starts: could you possibly open up a guild expansion or a better health regeneration bonus? If not, use the gold to make level 5 or 6 walls. If you could do those expansions, do one or both, then use the rest on walls, getting as many as possible.

My 2 cents worth.

Battle Mage
05-16-2013, 08:38 PM
Great question! And I have to agree with Maverick Monkey and The Legend.

For those lower-ranked guilds with members 'not as committed to the game', whether by not spending gems or a lot of time, then every hit does count and if you make your opposition use up 10-20 hits just taking down the wall, that will be 10-20 fewer hits they can use to gain double points.

If a guild declares war with only 4-5 free players and end up facing a L6 wall, you're probably better off doing a couple free hits to get SOME points, then saving the rest for the next battle when you can get larger numbers on board, and hopefully face a weaker wall. None of this is secret strategy, just basic logic.

So I would say mid-level walls (depends what your stone and gold donations can support) are MORE important the lower you are and the 'weaker' the opposition you are most likely to face. Think of them as a way to gain a slight relative advantage. The fewer CP they score, the less they rise up the rankings relative to your guild -> the higher you place.
As Bluedood is doubtless painfully aware....


05-16-2013, 09:50 PM
I have a spreadsheet on this but not accessible at the moment. Here is the logic. You get 40 points per hit on the wall and 80 for destroying it. It use to take roughly 2x the wall level plus 1 hits. So you would get 480 points for a level 5 wall. Those same 11 hits would yield about 2200 points if there was no wall based on a low CP return. Now consider this. We ranked 147 last war. The point difference between us and the 150 guild was about 50,000. If we didn't have walls for our 32 battles we would have given up 55,000 points during the wars. Given those points are spread out amongst many guilds as you only see the same guild 2-3 times but with the ranks being that close and light gem spending...don't know if it is a risk worth taking. Level 4-6 walls work for us.

05-17-2013, 05:50 AM
I am more inclined to Rastlin's point of view:
With no or small walls your guild will be scouted more, and thus you earn the occasional defensive win.

But with an obvious target in your team (the L200, 1 allly guy), you'd better have some walls.

And, if every guild has the same level of walls, then nobody has any benefit from them.
If you have like -OP- 32 wars. Then with walls you can deny points to those 32 guilds, but only to those.
Depending on what you see at your standings you could try to have the average wall + 1 level.
That could lead to a kind of arms race.
Until we all realize again:
if every guild has a level 10 wall, then nobody has any benefit from it.

England Jon
05-17-2013, 06:24 AM
If Gree were to introduce a bonus for winning a battle then Walls would be a great advantage. During events we have a Wall for a scheduled battle, but for the ad hoc battles we dont. Members like to win battles (the bigger the margin, the happier they are) so we get Walls around Level 3 - 5, but if we are declaring war on an ad hoc basis outside the core times to pick up points from opponents scouting etc. Walls are counter to the aim of getting points rather than stopping the opposition getting points.

05-17-2013, 11:37 PM
So you make your walls on demand? Interesting.

05-18-2013, 06:35 AM
We stopped purchasing any walls after the first war, just don't feel that they were worth it.

As already stated, they don't give you anything, and I mean really how much do they make a difference to your opposition? If it takes 10 hits to get a wall down (just a for instance), then you're talking about ~3,000CP they "cost" the opposing guild? Given how expensive some of the upgrades get we would rather pump the millions of gold into them, something which actually makes the guild stronger.

Battle Mage
05-18-2013, 08:28 AM
Blade2, at the level you're playing, true. They're barely worth doing.
But the OP was asking about a guild in the 300's.
There, they're worth building as 3,000 CP in each battle can mean a huge difference in final ranking against opponents who probably play for free and maybe only bring 30-40 hits per battle.

For each guild it all depends on what you're willing to trade off to get those CP. For a lot of the strong camper guilds where they might all have an IPH above 10k or 20k, gold isn't a problem even without raiding others. So the only thing that's hard to come by for them are those darned stones! But once you get them, what else are you gonna do with them?
For top ranked guilds, this whole topic is irrelevant.