Ebeondi Asi
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Working on it. I need to build enough players and guilds to simulate seasons in GBG. That's a lot of players.Do any go into specific weighting of factors while acknowledging that past performance has to be given some weight?
Can you roll out a couple of models we can look at?
I'm happy to discuss this and see if we can come up with some formula that works with the five factors.
You have described the situation I have been putting forth, in reverse.I can tell you it sucks to be the only strong Guild with six other really weak onesina GbG Season. In one World we are in. This Season we can do almost nothing, since even giving other Guilds SC they still cannot take one sector in less than a day. (other times we have had a weak partner, waiting on them some, but this Season is the worst, with none capable of communicating, nor acting on any advantage given.) Times six makes for a very very boring GbG. We stopped adding any SC since it is a waste of time. We, even with very low exchange, have more points than all the rest together. If that is what weak Guilds wanted ? LOL like Kintergarten for Foe. And they are supposed to be 'Platinum"? Not whining heaven forbid!! just stating the fact. Then in other worlds my Guild is up against the other top two who shut us out hard last Season. Again just a fact. and actally preferrable to the six weak ones.
I cannot say it better than that. Now contemplate how they got there and you will close the loop on one of the largest (IMO) problem in GBG.And they are supposed to be 'Platinum"?
From how I see it , it is not about hanging with the big dogs because I have been on both sides, in one land am in a strong guild always places 1st or 2nd, and in another world in a guild that struggles near the bottom.If you can't hang with the big dogs, bark, bark, bark...
I believe the change should come in which opposing guilds should not be allowed to attack the sector in front of a home guild or the sides, these should be the launching platforms for the home guild to enter the map; and if the map sectors are locked down, the sectors in front of the home base and sides the home guild is able to do auto battles to earn rewards as well. A bottom scoring guild may not win in the season, but it does give them a fair chance to earn rewards and fulfill quests.What I’m saying is the guilds are already arranged top to bottom in order of score. So there’d be very little change if the score continued beyond 1,000 to allow only 7 guilds because those at 1,000 are all on the same island(s) and everyone below 1,000 is arranged in order of score.
agree and my suggestion is to make off limits to each opposing guild the sectors surrounding the guild's home base and only allow the home guild to use this as their launching pad and also option to auto battle on these sectors to earn rewards.Here is an idea to consider for helping to fix the utterly broken GBG mechanic. All guilds in a battleground get a special new button. Make it so that only Founders of the guild can press the button, and if there is more than 1 founder, a majority of them has to click it. What does it do?
Abandon GBG. As in, you remove your guild entirely from that GBG instance including its last tile. And it can be more than just a symbolic 'storming out with hands in the air' - the feature gets more bite when a GBG is automatically closed down entirely when there are less than 3 guilds remaining in that GBG instance.
Concretely - if 2 guilds want to farm the hell out of GBG and lock down all other 6 guilds to their starting tiles, then the others can leave, and if all 6 leave, no more free goodies for the bullies. And if the counterargument to that is 'well then those 6 guilds are so weak, they should not be there in the first place' - we would be back at discussing the broken matchmaking algorhytm Inno uses.
Unless, Inno likes it this way because it is their way of diamondfarming their users ?
Tanama, I appreciate the input, but I don't know what world you live in.From how I see it , it is not about hanging with the big dogs because I have been on both sides, in one land am in a strong guild always places 1st or 2nd, and in another world in a guild that struggles near the bottom.
The map is limited, if you have two top guilds always exchanging then no one has a chance to even compete in a race.
This is why even though my ideas were unformatted, I believe the sectors in front of each of the guilds home base should be off limits to opposing guilds who continually lock them out when their home base is on the opposite side of the map.
The concentration usually is center for the top guilds with outer rings usually secondary or third and so on. The sectors in front and next to the guilds home base should be exclusive for the home guild for auto battles for rewards and also a platform to launch to be able to battle a strategy towards the center rings. Now if a smaller guild is unable to do this, then so be it.
From the lower levels such as Platinum, a weaker guild may place 1st because of the grouping of other guilds they may not be as active, then it thrusts that guild automatically into Diamond. There are guilds who try their hardest not to make Diamond because of this.
Also I believe the Diamond map can sometimes be too easy for a stronger guild who generally easily does over 1,000 battles/negotiations in a season. With that the Diamond League needs to be upgraded to challenge top guilds.
No matter how many times you say it, nothing will make your proposal anything other than taking away from dominant guilds, simply because they're dominant guilds. I guess it's a sign of the times. You're proposal is based on the assumption that dominant guilds have done something wrong by locking you into your home territory. Sorry, 'bout your feels, but tough. There's only so many places to go one the map to farm for rewards and if those spots are the place to go for more rewards, too bad, so sad. NOT!my suggestion is to make off limits to each opposing guild the sectors surrounding the guild's home base and only allow the home guild to use this as their launching pad and also option to auto battle on these sectors to earn rewards.
What is the difference if one guild is so outmatched they cannot get out of their base versus can't get out of the sector in front of their base?my suggestion is to make off limits to each opposing guild the sectors surrounding the guild's home base and only allow the home guild to use this as their launching pad and also option to auto battle on these sectors to earn rewards.
Either way the guild is pinned. This suggestion only masks a symptom and does not address the problem. Why is the guild pinned? Lazy members? Doubtful or they would be in copper and have little to complain about. Outmatched? Probably. Why? Because they happened to win last season and advanced leagues. Now we have the root cause. How about ideas and suggestions to address it.Getting 1 tile as foothold would make zero difference in the overall experience.
You too are making assumptions. I challenge the statement that failure to break out from HQ tile is due to weakness of the guild in question. That is but ONE possible explanation. I have personally witnessed a determined coordinated lockdown of an enemy guild to their home tile, where that guild was very strong and doing its utmost to break out. We're talking about a guild where the top 5 players combined are stronger than 98% of all other guilds with all their members. A guild that was #1 on its server for years. Sky high attack ratings, infinite treasury, 80 determined fighters. etc etc. It all means nothing if you are locked into your starting position without the ability to break out, regardless of your resources, determination level, or tactical insights.What is the difference if one guild is so outmatched they cannot get out of their base versus can't get out of the sector in front of their base?
Either way the guild is pinned. This suggestion only masks a symptom and does not address the problem. Why is the guild pinned? Lazy members? Doubtful or they would be in copper and have little to complain about. Outmatched? Probably. Why? Because they happened to win last season and advanced leagues. Now we have the root cause. How about ideas and suggestions to address it.
What’s the strength of the rest of the guild? Or are they relying on 5 players? Yes there is absolutely strength in the top players. That can swing the balance quite a bit. But you can’t always rely only on the top players. If they’ve been pinned they need to co-ordinate everyone they can to get out as attrition goes a lot further across 80 players then it does 5We're talking about a guild where the top 5 players combined are stronger than 98% of all other guilds with all their members
To be fair they only had to compete with 5% of the player base for years. Now they’re competing with the other 95% that haven’t got access to GvGA guild that was #1 on its server for years
I am not making assumptions. I am asking questions and posing possible answers and/or reasons.You too are making assumptions. I challenge the statement that failure to break out from HQ tile is due to weakness of the guild in question. That is but ONE possible explanation. I have personally witnessed a determined coordinated lockdown of an enemy guild to their home tile, where that guild was very strong and doing its utmost to break out. We're talking about a guild where the top 5 players combined are stronger than 98% of all other guilds with all their members. A guild that was #1 on its server for years. Sky high attack ratings, infinite treasury, 80 determined fighters. etc etc. It all means nothing if you are locked into your starting position without the ability to break out, regardless of your resources, determination level, or tactical insights.
Not sure what you are challanging, as I did not make such a statement.I challenge the statement that failure to break out from HQ tile is due to weakness of the guild in question.
This would not be a counterpoint to my statement but agreeing with the final statement from the other side. They are outmatched. NowI have personally witnessed a determined coordinated lockdown of an enemy guild to their home tile, where that guild was very strong and doing its utmost to break out. We're talking about a guild where the top 5 players combined are stronger than 98% of all other guilds with all their members. A guild that was #1 on its server for years. Sky high attack ratings, infinite treasury, 80 determined fighters. etc etc. It all means nothing if you are locked into your starting position without the ability to break out, regardless of your resources, determination level, or tactical insights.
Why? Because they happened to win last season and advanced leagues. Now we have the root cause. How about ideas and suggestions to address it.
Another possibility is there are two guilds allied and coordinating softlocks which can very effectively pin a guild into the base sector; baased on the picture in post #389 is very much possible. Which brings us back to determining a root cause (alliances) and methods that can be implemented to prevent them (or so burdensome to create players just don't_.Why are they slower? Are we talking about a fresh province or a province with advances already on it? Whose advances are on it? If you’re springing off from HQ there’s no way for the opponent to prevent you from attacking. So any progress is still progress even if the opponent is faster. What’s preventing the guild from chipping out of there across a couple exchanges of that province?
That still means they're slower than the attacking guild. If the guild trying to break out was faster the ally wouldn't be able to lock them out indefinitely. The guild trying to escape will keep increasing their advances on that province. The allied guilds would have to keep swapping between them giving a disadvantage of starting again from scratch from that change overAnother possibility is there are two guilds allied and coordinating softlocks which can very effectively pin a guild into the base sector; baased on the picture in post #389 is very much possible. Which brings us back to determining a root cause (alliances) and methods that can be implemented to prevent them (or so burdensome to create players just don't_.
If the allied guilds setup the map correctly, they can and it is very easy.That still means they're slower than the attacking guild. If the guild trying to break out was faster the ally wouldn't be able to lock them out indefinitely. The guild trying to escape will keep increasing their advances on that province. The allied guilds would have to keep swapping between them giving a disadvantage of starting again from scratch from that change over.
Of course if they do escape they've then still got to deal with the alliance on all the other provinces
To be fair they only had to compete with 5% of the player base for years. Now they’re competing with the other 95% that haven’t got access to GvG
Another possibility is there are two guilds allied and coordinating softlocks which can very effectively pin a guild into the base sector; based on the picture in post #389 is very much possible. Which brings us back to determining a root cause (alliances) and methods that can be implemented to prevent them (or so burdensome to create players just don't_.
Yep. Take 3 equally matched guilds and the allied team will always win. Because you cannot 'rebubble your own tiles' in GVG terms. You can break out, take 4-5-6 tiles depending on how much firepower you have / siege camps you have, and then 4 hours later are powerless to prevent being pushed back to HQ tile only.Of course if they do escape they've then still got to deal with the alliance on all the other provinces