Quote Originally Posted by OldPlayerback View Post
Destroying a player's effort in building something in a war or a battle, and needing them to rebuild again, is a game feature that is outdated a long time ago. Open up your eyes and look around the world, is there any new games that arise in the recent years have something like that?

Removing entirely the chaining system in a sudden would be risky, a step by a step should be taken to test the response and best if it can be directly tested at the incoming Gen server. The last thing of course I would not want to see is turning Utopia into a Crash of Titan-like, its uniques in race when combo with personalities must be maintained, yet personally i would not agree a direct involvement such as to increase the gangbang protection once a prov been chained.

What I wish to see is the changes of the game mechanism, to increase more options and methods to play the war, this mean, still you can offer the players in war and they can still deep chain a prov but it will comes with great disadvantage and may result in losing the entire war by doing that.

For me, I have seen Utopia keeps on chaining a fix prov in every wars in order to win it. If you do not chain, you will mostly lose. 15 years and its enough, it should be put a stop to it. Like i mentioned, you bring a 15 yo old kid to the game, introduce him how to play, train him how to build his prov, and after one war he would just leave the game. Chain-to-win in war looks irrational for them and i could not find myself to be fully disagree with them because it isnt whole wrong in it. Unless you are putting hope to bring back all the grandpas and grandmas back to the game to keep it going, i would strongly suggest a change for the game.

So why don't we put it as what Mehul as did before? WoL is for conventional play style and Gen is all the new incoming fun features, and we can take a bet here which server is going to have more player base?
Deep chaining is situational strategy that has been overused. Probably because it is a better option than just "max gains" and monarch's can easily just tell people to keep hitting the same target.

Deep chaining is useful against races with hard to reach offenses (Undead) or ones with very sustainable defense (human), but we are 6/6 this age (in our 7'th war currently) and very rarely have deep chained more effectively than our opponents. Every strategy involves resources, and it is a kingdoms choice where to use those resources (T/M ops, attacks, dragons). I wouldn't paint the whole community in one brush. Though I do admit deep chaining is certainly an easier strategy that even ghetto kingdoms can usually do correctly, so it has become part of ghetto war culture.