DeletedUser30312
Start by opening the entire map up to ALL landing zones. So guilds can attack any hexes on the map. You made it almost impossible to fight guilds that are off in a corner 30 hexes away from a landing zone. Guild have to spend days trying to reach these far off hexes only to get wiped off the map by other guilds surrounding the guild hiding in the corner posting fake sieges filled with Champion troops, to bloat fake rank points. Little guilds DO NOT stand a chance in GvG because they are always limited to having to attack landing zones. Just to get wiped out the next day because they are stuck and limited to where they can attack.
Opening the entire GvG map up would take alot of this fake farming hexes for fake ranking points.
I don't know about putting landing zones everywhere on a map, but everything on the coastline should be a landing zone. I've never understood why it's not like this.
Take away the points Champions give. There should be NO reason Champions are worth so many points when beating them fighting. They are WEAK and usually die in 1 or 2 hits. Make Champions the same rank points as Drummers Color Guards, and rouges. Keep their points the same as the other special units. Champions ARE NOT WORTH the points they give per fight.
Champions scale by age, unlike the other special units, which is why they aren't worth a flat 200 points. They're probably worth a lot because they're conceptually some sort of commander unit, and there's the Call to Arms ability which boosts the other units on death. But because the AI like to risk them possibly to activate the Call to Arms, they do die quick. The early Champions are also Fast units, and the AI tends to get early Fast units killed quickly. Champions should probably worth a little more than the typical Fast unit of each age up to ME, then be worth slightly more than Heavies from PME upwards when their type switches.
Another option for GvG would be to take ALL PERSONAL ranking points away from GvG since Moble players can not use this feature. Not a fair playing ground allowing PC users to fight fake sieges for fake points in GvG an option Moble players do not have. Make GvG a GUILD Reward over all. Anyone fighting in GvG instead of ranking points for personal gain. If you fight in GvG it goes guild bonus to help your guild reach the next level for guild rewards.
GVG was meant to be a guild participation NOT a personal gain rewards. If you fight in GVG all points earned should go towards guild RANK and GUILD LEVELS. NOT PERSONAL GAINS.
As someone who's more invested in PvP it bugs me that GvG fights can so dominate tower rankings, especially if they're just point farming. I can spend the week fighting up and down the hood, carefully using units from several eras to rank on as many towers as possible, paying attention to what the good players are defending with (killing Spearfighters only gets you anywhere on a tower everyone else is ignoring), and one guy point farming on a GvG map for a few hours can lock me out of 1st place just by spamming auto on a bunch of Champions the guild placed for easy wins. Yeah, I admit that I've hit GvG on occasion just to jack my tower scores too, but the bottom line is that GvG can do substantially more fighting than PvP and GE combined.
2. Reading between the lines, it is clear the basic problem Innogames faces is coding. This is why we have not had GvG and chat on mobile to this point - I am certain. What most people do not recognize is that making various features portable to many different platforms (iPad, Android, multiple operating systems) is not as simple as it seems. (I was a computer programmer for a time). So I understand the difficulty involved and again -- I applaud the effort.
It's good to see someone understands the possible underlying problems with the coding instead of just shouting the same demands over and over.
The mobile port has been around for about 4 years now, for around at least half of the game's total lifespan. Inno has said repeatedly there's too many difficulties in porting GvG to mobile only for the GvG crowd to keep clamoring for mobile GvG. I'd say if it were feasible, it would have been done by now. GvG was designed for the browser experience using a mouse or touchpad, but mobile uses touchscreen interfaces and sometimes things just don't work the same. It's the same basic problem of porting PC game built around mouse + keyboard to a console that uses a gamepad, you have to adapt to the different interface. And that's just one issue.
If you look at any single server (I used US9 "Jaims" as an example in our own discussions) -- 84,000+ accounts listed. According to the databases 6700 are active and 18,000 "inactive". To be fair and conservative let's take that at face value and say that out of 84,000 listed accounts 24,700 are active. Guess what? That means that 70% OF THE ACCOUNTS ON THE SERVER ARE DEAD. My question then becomes simple -- how do you accurately measure the performance of your features if 70% of the "players" are now zombie accounts? Before you start throwing 5% - this or "Less than x" of that at us, Innogames you need to clean house. Any inactive guild or account on the server for over a year should be purged. TODAY. Use good data for decision making. Clean it up.
Remember Inno announced a few months back that they're going to delete accounts that have been inactive for over a year to comply with some EU data privacy law. So yeah these zombie accounts will still be around somewhat, but they'll slowly get purged. They'll probably just be replaced by new ones though.