DeletedUser
Discuss here ...
I'm going to hold back on this one until the last GvG change.GvG-related changes
- To combat GvG hopping, a new system has been implemented to stop players from rejoining a guild they have left for 7 days. This will also solve a few other long-existing non-GvG issues there were caused by accounts leaving and rejoining their guilds.
Is this 4 sectors in general, or 4 sectors per province? (My hats off to the devs for this temporary solution for the "trusted" right)
- From now on, one player can grant freedom to a sector only 4 times per day. This solution has been implemented to prevent abuses that might happen when not-exactly-trusted guild member is accidentally given "trusted" right. The limit resets at daily calculation.
Does this plus the first one mentioned kind of encourage people to break from their guild to use GvG to farm for PvP points?
- Siege army unit cost has been removed. The requirement to field a siege army with full units was a bit confusing to new players and was also hindering activity for guilds that fight across multiple ages. For this reason we implemented following changes:
- Placing a siege army no longer costs or requires having a currently selected army.
- When a siege army is placed (by paying goods), "matching" units are automatically copied from the player's current army. "Matching" means "units of the correct era". If there are empty unit slots or non-matching units in the player's army, the missing units are randomly selected from that age (excluding, as always, special units like barbarians, rogues etc.).
What does this mean? That you don't have to have an army selected to unlock a siege slot, or does this mean placing a siege no longer costs an army?Siege army unit cost has been removed. The requirement to field a siege army with full units was a bit confusing to new players and was also hindering activity for guilds that fight across multiple ages. For this reason we implemented following changes:
- Placing a siege army no longer costs or requires having a currently selected army.
- When a siege army is placed (by paying goods), "matching" units are automatically copied from the player's current army. "Matching" means "units of the correct era". If there are empty unit slots or non-matching units in the player's army, the missing units are randomly selected from that age (excluding, as always, special units like barbarians, rogues etc.).
Both If I understand correctly, you do not need to donate any of your own units to create a siege army (only goods). The siege army that appears will be a copy of the units that you have in your selected army (and any empty slot (or slot filled with a unit that you normally could not donate) will equate to a random unit [still same era])What does this mean? That you don't have to have an army selected to unlock a siege slot, or does this mean placing a siege no longer costs an army?
GvG-related changes
To combat GvG hopping, a new system has been implemented to stop players from rejoining a guild they have left for 7 days. This will also solve a few other long-existing non-GvG issues there were caused by accounts leaving and rejoining their guilds.
I urge that this idea please be revoked and re-thought. Please take into account the thoughts of the players/customers. This patch will further the stalemate issues in GvG and not fix the current issue which it is intended to fix. I have stated strong opinions on this already and have seen many others do so. This new feature will bring GvG to a complete deadlock and leave nothing for the veteran players. You will see another vast amount of the long term player base leaving the game if this feature is implemented. There are a lot of far better ideas which will actually fix the issue that they are aimed at. A guild hopping cool-down period is not the answer to fix the issues in GvG.
I urge that this idea please be revoked and re-thought. Please take into account the thoughts of the players/customers. This patch will further the stalemate issues in GvG and not fix the current issue which it is intended to fix. I have stated strong opinions on this already and have seen many others do so. This new feature will bring GvG to a complete deadlock and leave nothing for the veteran players. You will see another vast amount of the long term player base leaving the game if this feature is implemented. There are a lot of far better ideas which will actually fix the issue that they are aimed at. A guild hopping cool-down period is not the answer to fix the issues in GvG.
I ask that a vote be conducted on this idea prior to implementation. I am 100% sure that you will see a very strong support for this feature being revoked. We have 5 days until this feature is implemented which is more than enough time for a substantial verdict to be reached.
100% agree :
vehemently opposed to this poorly thought through change. It will kill GvG .Almost every player who takes part in GvG alongside me , will be adversely effected, to the point GvG will stagnate entirely , and be no fun any more. Players will leave because of this , believe me . Think again , before its too late.
Siege army unit cost has been removed. The requirement to field a siege army with full units was a bit confusing to new players and was also hindering activity for guilds that fight across multiple ages. For this reason we implemented following changes:
- Placing a siege army no longer costs or requires having a currently selected army.
- When a siege army is placed (by paying goods), "matching" units are automatically copied from the player's current army. "Matching" means "units of the correct era". If there are empty unit slots or non-matching units in the player's army, the missing units are randomly selected from that age (excluding, as always, special units like barbarians, rogues etc.).
I was actually excited about the Guild Hopping restriction.. But then saw the siege unit change. Now I feel that yet again developers have not at all taken the time to think through some of the obvious repercussions. If you allow a guild to place siege armies without having to use any troops, there will be permanent ghost guilds. For ambitious, battle hungry players, this would mean that living in a guild is useless. Hence, most guilds would fall apart and many new, ghost guilds would come into picture whose only interest in playing GvG would be to place sieges for free battles and free battle points.