I absolutely admire the filter system. Such a simple but brilliant idea.
I watched a few base setup videos and I have to say, this is the amount of detail I always wanted to see in such videos. An in-depth explanation of the solution, rather than just the replay in slowdown. I am also very happy to see you're not a total noob and cover even the hardest bases in the whole game.
I will bookmark your site and will definitely consult it in time of need
Most of the gems you find are so-called "fake" gems. Many people you see in matchmaking are not running a ritual at all at the moment you see them. Instead of displaying all these totems as empty, fake gems are added by the game for you to steal. These gems are usually low in value (up to 10k), although very occasionally you may see one up to 100k.
Further, if you're level 61, you can see all these high level players in matchmaking But some of them are online a huge amount of the time every day, playing many hours, which makes it less likely you'll see them.
The best advice I can give you for finding bigger gems is to simply skip more. Increase your pace of skipping too, but making sure you keep a speed for which you won't accidentally skip past a base you'd like to raid. Many top players skip millions of gold every day, spending several hours just tapping that button and halting only when they see a base with big gems.
If you found someone in Invisius with 1M+ delta, you're a little unlucky. Usually it is possible to win Invisius with a lower amount (say, 300k or so).
I never tracked the maze's spinner, but it has always felt completely fair to me.
Please be aware of cognitive biases. Are you sure you only got the tears or orbs once in the last month? And what about before? Supposing the odds for either orbs or tears is a combined 15% per spin, it is actually not that extreme to get one of those two only once. It's very unlucky (about worst 1.7% of cases), but for it to happen at least one month out of the 5 months you're already playing is about 8%. Not very likely, but it will happen to some people for sure. Odds for a "bad scenario" like this can jump up even more if I take into account that you could vary the time interval such that it suits your argument (e.g. if you had a drought for 5 weeks, or 6, you would use that argument instead of a month). This shows very well that cherry-picking your data will completely skew with the results and conclusions.
Let's just say that it's not enough proof to say that it is rigged, even if you conducted a proper experiment (which I doubt)
There are sort of restrictions, in the sense that if you leave or get kicked in the middle of the Arena season, you will miss out on a large portion of the rewards. That's a very strong reason for players to hop guilds only during the first two rounds of the season!
A guild description would be nice though, I like that
What will happen if last thief didn't die but the one died on a trap, then you restart. Which one will it disable, the trap you died on or the default trap. I've tried this and it was the default trap that was DT'ed.
It will be the default trap, because only the last thief's death is relevant. In case you restart, the DT potion will behave the same as when you restarted without using gang, ergo, it will remain the default trap.
The amount of health lost will be that of the trap the last thief hits (or the damage you take from restarting, respectively) too.
Basically, if the combination of the values of the three gems you are fusing is below one million, then the totem bonus is willing to adapt itself downward to facilitate making a semi. So, if your totem bonus is 4000 for example, and the gems you are fusing have value 333,000 each, then the sum of those values is 999,000 which is below one million. In this case, the 4000 bonus reduces to 999, so that the result is 999,999 as desired.
However, if the gems had 334,000 value each, then the sum is 1,002,000 which is over one million. In that case the ritual would result in a 1,006,000 gem (which is absolutely not what you want).
The same phenomenon occurs around value 2,999,997 when making perfect gems. If you put three 999,000 gems in your totem, the sum is 2,997,000 and the totem bonus would reduce to 2,997.
The maze used to be bigger, once. They reduced it for some reason. I agree that the maze is now not particularly interesting to complete. Many times, you can see the complete path as the view goes from the chest to the thief!
Idea 2 would be nice, but probably not useful enough for implementation. Most of the time, a player knows why they are being kicked. Either due to inactivity or not fulfilling a certain requirement or demand. Many players in big guilds have separate chats (for example on FB or Telegram) too, where kick reasons can be discussed.
Ideas 3 and 4 are in fact already featured in the community wish list under priority and guilds & test mode sections.
Idea 5 sounds worthless. You can demote from KOKL and other God's Leagues already, go up and down like that. What you suggest is something like prestige mode in CATS. It sounds interesting, but I don't know what it would add to the game. Would only KOK winners be able to go to "the second Wooden league"? Because then there are not enough players to fill all these new leagues.
Outfit customisation is always good. Colour costumisation is actually not in the wishlist yet. I like it
It would look nice for sure. But currently, each gem colour corresponds with a potion (when you fuse three of the same colour). Having more colours would either mean we need more potion types (almost surely a bad idea) or that some colours are somewhat inferior to others since they won't give a potion.
If you have been online for 6 hours in succession (or rather, without having taken a 3 hour long break somewhere in between), then the game will kick you out of the game; force you to take a break, so to speak.
You will be able to log into the game and play again normally as soon as the limit is lifted