Leveling crabs in an equilibrium
under review
K
Kriptodok
There’s a serious loophole in the gameplay. Literally everyone leveling up only one team of crabs to absurdly high levels and then put one 40-45 lvl crab in a team of lvl 1 to send mining. This makes them practically unlootable, thus vast pools of mines are created. This in return adds up to daily inflation.. the solution i suggest for this issue would be to limit the gap btw the highest and lowest lvl crabs.. it shouldnt be more than 5, so players need to lvl up their low lvl crabs also to keep going.
Looting on the other hand, must be encouraged better. To do this i believe we must also remove the 30m cool down perioud when looting, cuz we only have 24 loots anyway. If i can loot 24 times any time i want this will also be a big incentive. We’re working ppl, we can’t play the game ever half an hour. This also means more miners.
b
brada Cra
under review
to be reviewed
Gaymer
I do not agree with removing looting cooldown because miner has cooldown also.
If people are working they should hire disciples to loot for them. You can't work 2 jobs at the same time so you should not be allowed to work + play crabada at the same time. If you work then you need to work and focus on work not play crabada.
Level 40 crab gap differences can be balanced out with 2 level 20 crabs. Each level gives a same stat.
Zafar Narmetov
Katılıyorum
Talha Aslan
Güzel bir tavsiye 👍👍👍
Ugur KOKSEL
This is a great idea