Emberguard
Well-Known Member
I could see alliances doing that just to transfer goods between guilds for GvG
I could see alliances doing that just to transfer goods between guilds for GvG
Diamonds are already useable in the guild treasury on a per good basisYeah, I thought about that. So how about you can only do it if diamonds are used?
Diamonds are already useable in the guild treasury on a per good basis
5 diamond per unrefined
10 per refined.
So it’d need to be proportionate to that
Honestly, I think that would give way too much advantage to top guilds and I'm in one. If it were designed that way, I would take advantage, but I wouldn't suggest it.I was referring to, if a guild has some of the center and another guild cuts off their HQ such as swinging around on the 2 level of the map, they should loose those disconnected zones in the center or anywhere on the map
Most of the time, we delete buildings just before if we're going to lose a province. For us to get the goods back wouldn't be fair to the attacking guild. We would pay for palaces probably and already forced them to need far more advancements. We got what we paid for. Again, I would love to take advantage if INNO adds this, but I don't thinks it's fair to the guilds fighting their way up the ladder.Just a thought:
There should be an option to delete a building. If that building is deleted, you get 50% of the goods back.
Here's the kicker: Take a sector with building on it, you can delete it and pocket half the goods. Someone wants to use diamonds to fast built a a building seconds before it is conquered. then there is a potential transfer to the conquering guild of not just the building (50% chance), but also the goods themselves (if torn down).
Proposal: Allow GbG Coordinators to "signal" a sector. That is, make it highlight, or have fireworks flying off of it for all I care. Perhaps even make this cost something -- but having an indication which presents the strategic intentions of coordinators being visible on the map would be nice (and feels like a compromise for the two violent torrential viewpoints) This doesn't stop anyone from attacking wherever they want, nor does it make it "confusing" ... it certainly removes a degree of ignorance.I deleted your post because we've already had pages and pages of discussion on that particular point, and it has already been beaten to death and crowded out any other potential feedback. There is no benefit to having 50 pages of discussion on one or two points in a feedback thread. Most people want more comprehensive logs and some people want stricter guild controls on players' actions while most don't.
You may contact me directly if you have further questions, or contact Panacea or Sovereign if you wish to complain about my actions to my superiors. I am okay with either avenue should you choose to pursue this further.
Now if anyone has feedback on something other than logs or guild controls, please feel free to share it.
That might be to maintain balance, but I hate it as well. Definitely a good suggestion, though...One thing I haven't seen mentioned is a suggestion to reset the troops you face after a successful negotiation. When attrition gets high and the troops you face are more difficult, you get stuck to continue negotiation. If the troops reset, you may be able to fight next round and back to negotiations when you hit the next tough one.
My suggestion in Beta was the VP from disconnected provinces should be cut in half.Since there is no way to defend it is not piratical. Maybe connected provinces can get some points bonus.
One thing I haven't seen mentioned is a suggestion to reset the troops you face after a successful negotiation. When attrition gets high and the troops you face are more difficult, you get stuck to continue negotiation. If the troops reset, you may be able to fight next round and back to negotiations when you hit the next tough one.
Just a thought:
There should be an option to delete a building.
You can actually do this now indirectly. Every time you win a battle, all the province opponents get updates. So if the main target has a troop mix I don't want to face, I'll look at the secondary sieges or even start a siege on a province to get the opponents that I want. I'll jump back to the main siege when it has a good troop mix. The same can be done with negotiations to get better negotiations. However a successful negotiation doesn't change the troop mix and a successful battle doesn't change the negotiations.Good suggestion. After a certain point, if you're unlucky enough to get a tough combination, you're stuck, even though you might be able to go much further when facing any other troop types. The ability to reset the troops you face, even if it has a cost to it, would be a nice addition.
Those with the privilege to create the builds can also destroy them. Those without that privilege can't do either.Just a thought.
There already is.
Not sure the location when I last received Spoils of War Selection Kit so that one I'll have to keep an eye out for.