Yesterdays arena was my first shot at trying out the new multiple attack slider, of course I was thrilled with the result..... but am I sold on the new way to play? The jury is still out on that one. The obvious benefit was how much shorter the arena was....it was both awesome and crazy. As a player whos enjoyed some previous success in the arena I know exactly how monotonous playing for 10 or more hours straight could be. But does cutting this time by 2/3 come at a pretty hefty cost to many? I think it does. Ive also read that some players like that it seems to cut down on sniping...with only 1 "new"arena under my belt I understand Im not drawing on much experience but I was able to snipe a few and also had a few sniped, so I just dont know if it actually cut down on sniping. it seems to me that if most players are using the max 3 attacks per it would be no diff than under the old system of one per. Although Im not a huge fan of sniping I do recognize/appreciate its value to a large number of participating players that simply dont have the power to steam roll their target. I actually employ that strategy myself at times if I happen to stumble across a target that is nearly dead. As Ive said before...I think sniping is both a legitimate and the only strategy for some if they are to have any chance. It can be extremely aggravating to have a kill stolen but the ups n downs are what make an otherwise monotonous arena more exciting. It also comes at an extreme price that those who employ it must decide whether its worth it or not as most snipers end up dead in short order. A full time sniper may never win an arena but they still play a significant role as to the outcome of an arena. A well/ill timed snipe kill can be a deciding factor of another higher leveled players success or lack of. Even myself have been in a few precarious situations due to an ill timed snipe. Did it piss me off at the time? Hell yes... but in the end it was much more exciting and made my particular results much more satisfying. So if this new arena is limiting snipers...I would put that in the negative column because it further limits a lot of players whos chances are already slim. Another thing that gets tossed around here in the forums quite often is that many players are not very pleased that they are dead by the time they get a chance to log on and play. In the past Ive never had a lot of sympathy for these players as its up to them to be there when an arena starts, obviously we all have stuff that comes up and no start time is going to please everyone. On the other hand Ive always been a proponent of activeness in the arena and believe the arena was intended for active player that want to get out there and actually mix it up. I cant help but think this new sytem only works to aggravate this dilemma for some even further. The arena (at least on Kanoplay/ms) went so quick that if u werent there at the very beginning u were dead in mere minutes. Sure...they could have and should have started in Def stance.....but that too is a whole other issue. At least in Kanoplay/MS the participation numbers are way down due to a dieing MS and the recent change of platforms. Perhaps this will turn around now that Kano has introduced new player registration to the platform Kudos Kano), but currently the numbers are extremely low. What was already a major issue for many is that it seemed that inactive players were enjoying more moderate success than the active players, I think that the current combination of low participation numbers and the new significantly shorter arena magnifies this issue tremendously. In a nut shell....players entering the arena in Def. stance are making it all the way to the highest of ranks while still in Def stance and not lifting a finger. I guess it could be argued that if you built a strong enough Def. than u deserve that it got u to the end. But I would argue that this was not what the battle arena was intended to be and that the new attack slider/shorter arena is unintentionally magnifying what a high def actually deserves. Im all about high defense and recognize/appreciate its importance but I dont think that it should be the single deciding factor of ones success. Currently players that dont reach the already ridiculously low limit of 100 attacks only get rewards for placing #50 (which is the same as #26 btw), Not only am I not in agreement with that(i dont think they should get rewards period), but why are they still getting credited towards their achievements? If a player gets penalized for lack of inactivity they defiantly dont deserve to get credit for being in the top 20, 10 or 5%, this seems to me will not only promote inactivity but further diminish what the active players are actually doing and expending. The shorter arena times due to the new attack slider only magnifies this problem and certainly will increase the number of players that get falsely recognized for these achievements. If this continues this way than Kano definitely needs to implement achievements for actual ranks such as 1-5 so those players that are out there actually supporting these games get recognized appropriately more than those that just sign up n do nothing at the expense of others. Perhaps my biggest concern is that the new ultra short arenas really seem to eliminate a lot of strategy...especially for some low to mid level players. Of course the highest of levels have the best opportunity for success (and deservedly so), but what bout the lesser levels? The arena moves so fast now that these guys n gals cant even blink let alone form some type of strategy on the fly other than to just sit in Def. stance and hope for the best. With the the way it use to be at least the lesser levels had some opportunity to get in there and have a lil fun and rack up some levels. I just dont see that happening to the same degree when the arena is over in the blink of an eye or they have to sit in Def. stance the entire time. So like I said....there are pros n cons to this "new" arena and Im yet undecided as to whether or not Im for it. Maybe some of these things will change if n when arena participation numbers increase but for the moment Im leaning towards it being detrimental or at least a watering down of what was once a more impressive feat of succeeding in the arena regardless of what one determines as success. Perhaps we should consider lowering the attack slider to 2 in an effort to slow things down a bit?Perhaps even back to the way it was until participation numbers grow(at least in Kanoplay/MS)? I guess my biggest fear is that this will turn into what much of the games have already turned into in that they seem to be moving away from rewarding actual hard work, patience and determination in favor of easy peasy pudding pie. I look forward to hearing other thoughts.