So, Mobage is rolling through its customary monthly house cleaning, quite a bit more aggressively than previously.
I honestly have to recant my previous words that Mobage doesn't mind if it's only two or three accounts because I'm hearing horror stories galore from highly ranked players who are getting their accounts permanently banned. Now, many of these players are getting tossed for having 10+ accounts that are used purely for farming. But I am also hearing about people who CLAIM that they only had two or three accounts and are getting banned.
There does seem to be some added aspects into the formula. Mobage looks for names like Doglover1, Doglover2, Doglover3, Doglover4, etc. After seeing them, they can do a quick search to see if these are different players or if they are from the same phone/IP.
Another thing they seem to be keeping track of is large amounts of trading as always that is strange. They mostly do this because its a sign of people buying cards/items for real money.
One interesting fact about these bans by the way is that they all seem to correlate with Login bonus campaigns last day. So, in the future and present you may want to limit any trading with alt accounts for times that do not correlate with card pack days.
Now, I believe talking to people saying DON'T MAKE ALTERNATE ACCOUNTS! Is a lot like telling people not to have sex. Since I can't be sure that you won't make the accounts instead I will tell you how to make it as safe as possible.
1) Name each alternate account something unique and different.
2) Avoid doing large amounts of trading that seems inherently one sided. Instead of one rupie, you could trade 9 feeders for example.
3) Avoid doing any large activities between accounts during event reward period and especially during claim ticket periods.
4) Try to use one second dedicated device for alt accounts and never log into them on your main device. This way if they do get banned, hopefully your main will remain intact.
5) Finally, there's a reason money laundering exists. If you use each of your accounts to sell items and purchase one very expensive item using their resources, and transfer that card to your main account, it's a lot less likely to raise a red trading flag than 30 different transactions all to your main account.
An example of this would be:
Main Account - Bridge Account (This account would be legit if possible) - Main Farm Account - 29 Other farm accounts.
Your 29 accounts would sell everything to gain HP and then transfer that HP to your Main Farm Account. Main Farm account purchase the most expensive card it can afford. Main Farm account then trades the card to the bridge account for something like 5 Rares and 100,000 rupies. Bridge account waits a week and then does a similar trade with the main account.
Hopefully the 29 accounts, main farm, and bridge should be on one device and the Main account on another. This way if Mobage catches the 29 accounts, they will see the related accounts but hopefully miss the main account.
Of course the best way not to get banned for having alt accounts is to not have alt accounts. I still feel that mobage doesn't have an issue with a player with 2-3 accounts that they play actively. I think their issue is with accounts for the express purpose of farming LCP.
An ongoing guide for the game Rage of Bahamut. The guide is updated regularly and contains Rage of Bahamut tips, and Rage of Bahamut information.
Thursday, January 10, 2013
Monday, January 7, 2013
Decks Updated!
Alright, so I actually went through and did a proper update to each of my best deck set ups. You can check them out in their relative locations but if you're wondering about a quick look on what's going on here it is.
Demons:
Rare: Demonic Slave added to offense, Eligos added to defense.
HR: NM, HATTER, DK, TROW, TROW offensively. I also have commentary about how using Pan in the lead spot actually has a mild increase on it.
Wraith, Marsyas, Marsyas, BM, BM defensively. I also have commentary mentioning how Marsyas, Xuanwu, Xuanwu, BM, BM is viable.
SR: Jabberwock x2 added offensively, Hamelin added defensively with a brief commentary about using it with Xuan/BM combo.
Gods:
Rare: Animone added to defense deck
HR: TROW, PANx2, SVx2 offensively.
Apsara, Xuanwux4 defensively.
SR: Haniel, Cait, Cait, Thor, Thor offensively.
Sleipnirx5 defense with commentary on how you really should just use Sleip, Apsara x2, Xuanwu x2.
Man:
Rare: I added Holy lancer to the defense
HR: Clay, M.Arch x2, and Dragoon x2 offensively.
Paladin, Queen x2, and M. Astrologist x2 defensively.
SR: Griffon Rider and Achilles x4 offensively.
Oddly, Lancelot x1 and Longi x4 since Longi has higher base defense. With commentary that if you're using 5th Evo it goes back to Longi x1 and Lancelot x4.
Anyway, it's all in the posts.
Sunday, January 6, 2013
Attack vs Defense Thoughts
I will note that this post relates much more heavily to people in high level orders than it does for people 1000+ in Order Rank.
Attack vs Defense
There is an ongoing debate over the usefulness of defense for high level players resulting in many players just going with no defense and pushing pure offense. I want to note, this way of thinking is not entirely wrong. The way I see it there are two ways to value attack over defense.
Option 1) Many players remove all their points from defense leaving only 10 left. This is a mistake. The reason being, mobage penalizes people for doing this. Every time a player with 10 defense is attacked during Holy Wars, they are worth the full amount of points. Over the course of 100 attacks, these players give out an additional 5000+ points. I highly doubt the players doing this are bringing in those extra 5000+ points.
Option 2) The proper way to value attack over defense is to leave roughly 100pts in defense and just use your offense cards in defense. For many high level players these will be SR, SSR, or Legend cards so the stats won't be awful, but they won't bring useful buffs. The nice part of using this method is as players attack you, the amount of points you are worth reduces until you use HP. There is also still the chance that somebody attacks you and loses (although not likely). Over the course of the match, these points start to add up rapidly.
It seems obvious...
Yes, it seems obvious that a player shouldn't want to be worth the full points during the entire match but a lot of players still reduce their stats to 10 defense. The logic behind this is often that they would be refreshing with HP anyway so they would be worth the full amount regardless. This is true if they are online for 100% of the fights, but we all know that's not likely. That means during the fights that they are not online, they are easily farmed for points. Although 5000 points won't normally be the win/loss at high levels, if 10 players are offline 50,000 points can be.
In conclusion:
I personally feel that pushing defense if you aren't a defense leader is pointless at high levels since 80-90% of the enemy team will still be able to take you down. But just because they can beat you is no reason to drop your defense to 10 and be worth full points the entire match. That's just ridiculous. So instead, leave 100pts in defense and just use your same attack cards as defenders. This way the points you are worth are still reduced.
At high level play Rage pretty much has a defense leader, and 30+ Glass Cannons.
I'm curious to hear your opinions on the subject.
Attack vs Defense
There is an ongoing debate over the usefulness of defense for high level players resulting in many players just going with no defense and pushing pure offense. I want to note, this way of thinking is not entirely wrong. The way I see it there are two ways to value attack over defense.
Option 1) Many players remove all their points from defense leaving only 10 left. This is a mistake. The reason being, mobage penalizes people for doing this. Every time a player with 10 defense is attacked during Holy Wars, they are worth the full amount of points. Over the course of 100 attacks, these players give out an additional 5000+ points. I highly doubt the players doing this are bringing in those extra 5000+ points.
Option 2) The proper way to value attack over defense is to leave roughly 100pts in defense and just use your offense cards in defense. For many high level players these will be SR, SSR, or Legend cards so the stats won't be awful, but they won't bring useful buffs. The nice part of using this method is as players attack you, the amount of points you are worth reduces until you use HP. There is also still the chance that somebody attacks you and loses (although not likely). Over the course of the match, these points start to add up rapidly.
It seems obvious...
Yes, it seems obvious that a player shouldn't want to be worth the full points during the entire match but a lot of players still reduce their stats to 10 defense. The logic behind this is often that they would be refreshing with HP anyway so they would be worth the full amount regardless. This is true if they are online for 100% of the fights, but we all know that's not likely. That means during the fights that they are not online, they are easily farmed for points. Although 5000 points won't normally be the win/loss at high levels, if 10 players are offline 50,000 points can be.
In conclusion:
I personally feel that pushing defense if you aren't a defense leader is pointless at high levels since 80-90% of the enemy team will still be able to take you down. But just because they can beat you is no reason to drop your defense to 10 and be worth full points the entire match. That's just ridiculous. So instead, leave 100pts in defense and just use your same attack cards as defenders. This way the points you are worth are still reduced.
At high level play Rage pretty much has a defense leader, and 30+ Glass Cannons.
I'm curious to hear your opinions on the subject.
Thursday, January 3, 2013
Sorry about Deck Upgrade Delays
Seriously, I would love to upgrade decks but I can't remember all cards and their stats off the top of my head and the wiki has been down all week for me. I really want to upgrade the decks to get it out of the way but the wikipedia is making it impossible unless I can somehow remember every card, its stats and its buff.
So, instead I'm just going to give you a rough update from memory. Keep in mind some of these decks are build just accepting the fact that 90% of the time they will get two buffs and virtually never get 3 buffs or 1 buff.
Demon:
I can tell you for Demon Realm I'm going to be recommending Hatter, Demonic Knight, Dragonewt, Trow, Trow offensively in HR. This will try to get 3 buffs by using 3 different cards, but will get 2 buffs most of the time.
In SR offense I'll probably be recommending Hecate, Jabberwocky, Jabberwokey, Sutekh, Sutekh. This way you can ensure two buffs and still get three buffs regularly.
In HR defense it will still be Wraith 4BM. Only two buffs but there really isn't a better option off the top of my head.
SR Defense Hamelin and I have no clue after that. I'm guessing it would end up Hamelin, 2 BM, 2 TV or Death.
Man:
In man realm the new HR will be M. Arch. 2 Clay. 2 Dragoon. This way players have good odds for 3 procs, great odds for two procs. You use M. Archer in the top spot because it allows you to use 2 Clays for higher base stats.
**I have been informed that M.Arch has higher stats than Clay. That would mean we should actually use Clay, M.Archx2 and Dragoonx2. Remember, I did this with no Wiki, so not bad all things considered **
Defense will be Paladin, Queen of Heartsx2, M. Astro x2. Most the time a player will get two solid procs from this deck. If they wanted they could use 4 Queens.
In SR Man will be probably running Griffon Rider Leader with 4 Achilles. Griffon rider is the leader so you can have the higher base stats of Achilles x4. Players could also use 2 Master Alchemist wings if they didn't want to use 4x Achilles.
SR defense will be running Four Lances with a Longi leader defensively. Longi leader so players can take advantage of using 4x Lances since they have higher stats.
God:
God realm will probably be using Trow, Pan, Pan, SV, SV or the white rabbit in those spots in HR. Maximizes god/demon buffs while giving an all buff from the wings.
Defensively a player could either run 3 Apsara and 2 Xuanwu hoping to trigger three while using Xuanwu as a safetynet, or run One Apsara lead with 4 Xuanwu settling for a two proc.
SR will probably run Haniel Lead, Cait Sith, Fox Spirit, Thor, Thor. Almost a sure 2 proc, with decent odds at a 3 proc.
Defensively Sleipnir lead, probably just use your Apsara and Xuanwu from HR. SR defense cards in god are still lacking.
So there's a rough update off the top of my head since Wiki was down. I'm not going to edit my posts because I prefer to write the attack/defense as well as the buff and I just can't remember the full attack/defense. I also will want to double check to ensure it's right.
So, instead I'm just going to give you a rough update from memory. Keep in mind some of these decks are build just accepting the fact that 90% of the time they will get two buffs and virtually never get 3 buffs or 1 buff.
Demon:
I can tell you for Demon Realm I'm going to be recommending Hatter, Demonic Knight, Dragonewt, Trow, Trow offensively in HR. This will try to get 3 buffs by using 3 different cards, but will get 2 buffs most of the time.
In SR offense I'll probably be recommending Hecate, Jabberwocky, Jabberwokey, Sutekh, Sutekh. This way you can ensure two buffs and still get three buffs regularly.
In HR defense it will still be Wraith 4BM. Only two buffs but there really isn't a better option off the top of my head.
SR Defense Hamelin and I have no clue after that. I'm guessing it would end up Hamelin, 2 BM, 2 TV or Death.
Man:
In man realm the new HR will be M. Arch. 2 Clay. 2 Dragoon. This way players have good odds for 3 procs, great odds for two procs. You use M. Archer in the top spot because it allows you to use 2 Clays for higher base stats.
**I have been informed that M.Arch has higher stats than Clay. That would mean we should actually use Clay, M.Archx2 and Dragoonx2. Remember, I did this with no Wiki, so not bad all things considered **
Defense will be Paladin, Queen of Heartsx2, M. Astro x2. Most the time a player will get two solid procs from this deck. If they wanted they could use 4 Queens.
In SR Man will be probably running Griffon Rider Leader with 4 Achilles. Griffon rider is the leader so you can have the higher base stats of Achilles x4. Players could also use 2 Master Alchemist wings if they didn't want to use 4x Achilles.
SR defense will be running Four Lances with a Longi leader defensively. Longi leader so players can take advantage of using 4x Lances since they have higher stats.
God:
God realm will probably be using Trow, Pan, Pan, SV, SV or the white rabbit in those spots in HR. Maximizes god/demon buffs while giving an all buff from the wings.
Defensively a player could either run 3 Apsara and 2 Xuanwu hoping to trigger three while using Xuanwu as a safetynet, or run One Apsara lead with 4 Xuanwu settling for a two proc.
SR will probably run Haniel Lead, Cait Sith, Fox Spirit, Thor, Thor. Almost a sure 2 proc, with decent odds at a 3 proc.
Defensively Sleipnir lead, probably just use your Apsara and Xuanwu from HR. SR defense cards in god are still lacking.
So there's a rough update off the top of my head since Wiki was down. I'm not going to edit my posts because I prefer to write the attack/defense as well as the buff and I just can't remember the full attack/defense. I also will want to double check to ensure it's right.
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