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Why do guilds delay taking provinces in GBG?

jsc29

Active Member
Often when we are fighting our guild will stop making advances and delay taking a province. So for example, if it requires 160 advances to get the province, we might stop at 155. What is the point of this kind of strategy?
 

Aggressor

Active Member
Often when we are fighting our guild will stop making advances and delay taking a province. So for example, if it requires 160 advances to get the province, we might stop at 155. What is the point of this kind of strategy?
Its soft locking. You are probably working with another guild to protect their sectors. By going to 155 if somebody else tried to take it over your guild could simply do five fights and then the other guild cant do anything for four hours.
Or youre trying to burn attrition for rewards but still place low in that season.
Ask your Guild! How on earth are we supposed to know why they do it?
Yeah this ^^^
We have no idea why your guild would do it, just a few possibilities. Better to ask your guild
 

Plain Red Justice

Active Member
Few possibilities
1. Holding sectors
- when you're trying to prevent the advance of an enemy guild/s, by placing a lot of softlocks on secs towards the middle.
2. Farming sectors for rewards
- you don't want victory points, you only want to burn throughout the sector most of the time with siege camps. Your guild may also want your ally/ies to take the particular sector so you can cook your sector dancing further.
3. Protecting your ally guild from possible mishaps
- if your ally guild is weak, you can prevent their secs from being taken by the non- ally guild/s that they're trying to expand towards. This messes up a sector dancing if the sector is crucial for farming no matter what happens and the stronger guild got forced to take it and be forced to frontline towards non-ally guilds (usually rare to 3/4/5 camp)
 

jsc29

Active Member
Well I know it is a soft lock. The question is how do soft locks work. What exactly is the advantage of a soft lock. Because obviously you are foregoing points by doing it.
 

WinnerGR

Well-Known Member
Currently my guild is holding off on two sectors which we have got 99% taken , one because there our allies but we have a traitor in our midst and they are attcking the allie and we found who they where ( painfully ) and kicked them and the other because we have a spie in the other guild who has give us information that they are going to attck in at this specific time but they can't attck it if we don't have it and so the spie is going to take on of our minor provinces and then convince there..........

.......Our GbG planning is very complex
 

Plain Red Justice

Active Member
Because obviously you are foregoing points by doing it.
Not everyone can fight in higher GBG leagues where bloodthirsty guilds will exist and would not let you farm if your guild lacks the qualifications to properly compete. Most of the time intentionally lowering your points is the best decision

In terms of farming, you would have to wait for your allies to finish farming its adjacent sectors (150/160 etc) before you take em. It's very rude if your guild takes an ally sector with 2/3 camps when they've been barely used. There are even guilds that would get angry if a rogue messed up their 5 camps and turned them into 4 when they're not finished using em because believe it or not, that 4% rise of attrition with 4 camps happens and it would inevitably irritate someone. It's not to your guild's best interest to offend the other guild that is spending their own guild goods so your members could permafarm
 
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Farfle the smelly

Well-Known Member
This just came up, twice, in my two guilds.

Reason 1: we don’t want to go to diamond and get crushed.
Reason 2: because it we take the sector from our ally (which is fine for farming) we are responsible for replacing the siege camp. And we don’t want to pay for it, so we leave it just before completion.
 

Falconwing

Well-Known Member
This just came up, twice, in my two guilds.

Reason 1: we don’t want to go to diamond and get crushed.
Tell your Guild's that is not a good reason. The last place prize in Diamond is worth more than the first place prize in Platinum and the personal rewards are better too. 7 fps and 20 diamonds vs 10 fp's and 25 diamonds.

There is also another good reason to soft lock that no one has mentioned, but if y'all don't know, I ain't tellen ya.
 

Kranyar the Mysterious

Well-Known Member
Another reason to soft lock a sector for awhile is if all of your other sectors in an area are going to get taken earlier, having a sector that is viable later gives you a foothold to rebuild in that area without having to retake all the way across the map. This can be especially important in the center two rings, and with very active guilds on the map.

The only time I see guilds "trading" sectors is when there are only two decent guilds on a map. It's not their fault that the other guilds can't keep up with them. If you get 3 or more extremely active guilds on a map, swapping sectors never works because the third+ guild(s) are too strong to let that happen. If you only get one strong guild on a map, then they lock the map and are screwed for battles for the rest of the season. Just the way it goes. If your guild gets locked out of play by guilds "swapping" sectors, it is purely on your guild for not being strong enough to compete. Brutal but true. Kinda like the real world.
 

Jes JoeKing

New Member
Some guilds have lots of fighters and everyone wants to get in the most fights they can to maximize their individual rewards. By soft locking you are maximizing the number of fights you are giving to your guild members. This works especially well when you have allies your guild is working with during the GBG session for that round. If a tile has 160 max fights and your guild takes your fight count to 155 on a particular tile, then your two allies also has access to that same tile and they each add a 155 fight count for their respective guilds. On the one tile there are now a total of 465 fight count on that one tile. Now think bigger and maximize that for every tile on the map. The three guilds then decide whose turn it is to take a tile and they each trade off connecting tiles thereby increasing their fight count for each of the three guilds and their members. As they are working together they are also trying to minimize the number of fights and tiles their non-allies can obtain or have already acquired. So on some tiles they place a hold next to their non allies, and when the timing is right they prevent the non-allied guilds from adding fights and/or acquiring tiles over the next 4 hour cycle.

There are some weeks I have either seen or been a part of a guild with over 65000 fights plus during a GBG round. Now think for a moment how much each player individually benefits from the rewards they obtained. Those FP rewards alone could help you level a GB much faster or you could invest them on someone else's GB and eventually turn them into FP packs.
 

Emberguard

Well-Known Member
victory points are added at a set time each hr. Holding off will give you more points under protection if you time it right
 
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