DeletedUser40996
I was discussing this with the guild this morning, and sharing it here.
We are a top 10 guild because we play GvG, but the number of players that play GvG is a small part of the guild—many cannot because they are on mobile or are not interested. We cannot do that in GBG, because the way it is setup, strong players can contribute, but they are limited in how much. If GvG were setup similarly to GBG, we would not be a top 10 guild, but rather top 20.
Hence the ad naseum division between those that want GbG set up just like GvG is now . Group A likes the freedom of GbG group B wants the control
it is going to change how the game is played. When a quest is ongoing, active players' time is going to be sucked up even more than it was before, which was already quite time consuming. If a player is active in GvG, GE, quests, and normal game play, you can already find yourself playing much of the day, even without GB.
Yep this is so very true and add in events as well they really are time eaters (even more so if you're doing them on multiple worlds for WW's to make diamond farms)
YMMV but if the fights start getting too tough (Or you're losing too many goods /units) just stop for the day . even minimal participation over 11 days should get you some rewards for the effort.So I think a lot of players who have focused on fighting are going to be frustrated by this, because it diminishes the effort that I've put into building my city attack, which has been mostly what I have done.
It will also encourage others to abuse their stores of goods, eventually those large amount of goods will disappear, and the speed at which players will advance will decrease rapidly, which is the ultimate goal of INNO in creating the GBG, I believe—they are tired of trying to create new worlds. GB is sort of the "anti-Arc." Players will, in general, use up their goods faster than they gain them.
That's up to the individuals. If the want to advance on tech tree they can't spend on negotiating if all they care about is rewards they'll spend everything trying to win
It changes the focus from getting FPs to move ahead, by raising GBs and advancing, to getting goods. Fewer FPs means folks will not move forward nearly as quickly. For example, I have 20 terrace farms, which I use to make 100 fps a day. I could switch them over to goods, which is 600 goods/day (or 120 goods of each kind/day). I could suck up that many goods with 10 negotiations in GBG after I can no longer fight. For the lower level players, it could be quite intimidating.
Again individuals choices. I have FP buildings and special goods buildings in all my cities for just that reason . Sure I'll progress slower but I'll also have goods when I need them
After this round of GBG is done, we need to assess what we have gotten for the huge effort it requires. Of course, we play to have fun, and if it is fun, that is one thing, but we also play to advance, and I wonder how much benefit the guild will get in the end.
The guild gets a ton of benefit in crowns enabling them to level up faster . The individuals well YMMV but the building you get shards for looks nice especially once it's max level
And as an aside, fighting is not free. it also drains our fighting units—for advanced players, with high arcs, it can rapidly deplete rogue numbers.
Arc . I think you meant Alcatraz and if its high enough they're getting tons a day so it won't be as rapid as you think and with 3 off days in each cycle that's plenty of time to restock all they need to do is not have barracks other than the rouge one built or in progress of being built
In a month or two, I might end up just harvesting my daily fps in some do-nothing guild—having active players stop will end up weakening the entire platform.
Don't knock those "do nothing" guilds as they can be quite helpful as long as they're stocked with active players . And when you say entire platform are you meaning the Game itself or just the GbG portion .