DeletedUser13082
Proposal:
Change siege costs from how they currently work. Instead, have a set cost for every siege.
Have you checked the forums for the same or similar idea?
Yes. Mentioned in a few different manners in multiple threads but choosing to give the idea an independent thread to offer better recognition of the suggestion. Also the idea I am going to suggest differs slightly from all that I have previously seen.
Reason:
There are multiple issues in GvG that this idea will fix, the main issue being stagnation.
Details:
Rather than starting siege costs ridiculously low and then working up to ridiculously high, have one set amount of goods required per siege despite how many sectors are owned by the guild. A set amount of 200-500 of each good from the age is a good amount in my opinion. It keeps the challenge of gathering goods alive. It's not low enough to cause maps to break into chaos and require 24 hour watch to ensure your guild doesn't lose sectors. It's not high enough for large guilds to hit a stagnant point where it requires weeks of preparation for a single siege which may not even be successful.
Issues such as ghost guilds will be fixed. It would be pointless for players to jump into a new guild to siege somebody when they can siege from their own guild for the exact same cost. Some people use GvG simply to gather PvP points and better their personal score; GvG means Guild vs Guild, players looking to better their personal score can do so in many ways, ruining GvG for those who participate for guild score is unfair in my opinion.
Guilds which hold no sectors on a map or very few sectors on a map can hit larger guilds for very low siege costs and cause a lot of damage. The time and effort put into acquiring those sectors is completely destroyed by this fact. If 1 guild has to pay 2000 of each good from the current age in order to siege a sector then it shouldn't be possible for another guild to siege the exact same sector for just 5 or 10 of each good. The already established guild has no advantage over the none established guild, they shouldn't be penalised. They put in the time and effort, others should have to do the same despite their current GvG standing.
It is possible for guilds to drop their HQ by deleting all the armies from the HQ sector giving the ability to leapfrog from sector to sector across the map for very low siege costs. Those guilds are then able to reach safe areas of the map with large amounts of high power sectors available to them. The HQ cannot be granted freedom for a reason. This exploit would also be fixed by this solution as it would be far to costly to leapfrog through that many sectors.
The overall idea would change the costs of GvG entirely, rather than cost being based on the guilds current progress it should be based on the sector which the guild wishes to acquire. There are 4 different power sectors on each map. The lowest being 0 trees on hex up to the highest being a hex full of trees. Each hex should have a siege cost based on the power which it offers. Starting from the lowest power being 200 of each good and working up to the highest power sectors being 500 of each good.
All of the main issues currently in debate concerning GvG would be fixed by this one simply solution.
Please note that the numbers suggested for siege costs are simply for examples and not to be taken literally. The exact goods cost for placing sieges with this idea is open for debate.
Visual Aids:
No visual aids required.
Balance/Abuse Prevention:
No abuse that I can think of would come from the update, rather it would prevent current abuse situations in GvG.
One issue could be concerned as a balance issue however in my personal opinion it is not. I will mention it anyway though as it will simply be mentioned in later posts if I don't. Some people will say that this idea is unfair to smaller guilds. It is harder for them to gather these amounts of goods for their later attacks let alone their first sector of the map. As I said, in my honest opinion, this is not an issue. If a guild is struggling to generate those amounts of goods then they should consider taking on more members or negotiating a merge with another smaller guild to form a larger guild. If people choose to participate in smaller guilds where GvG is obviously going to be more difficult then that is their own decision. Others should not be penalised for the way you choose to play the game. If you choose to be a member of a smaller guild then you are also choosing to deal with the issues that come from GvG due to being in a small guild.
Reason why I believe that my above suggestion will be the best solution to the current issue:
The reason for this idea is to completely fix certain issues rather than patch up a problem until a new work around is discovered by players. Two ideas spring to mind for use as an example:
1. A cool-down period of time between leaving and rejoining a specific guild.
2. A time period between leaving a guild and founding a new guild.
These two patches do not stop ghost guilds entirely, instead they reduce the likely-hood of ghost guilds occurring. What about the players who use GvG as a way of gaining PvP points? They are still ghost guilds who are destroying the efforts of GvG active guilds simply to benefit themselves. Neither of the above ideas will stop them from doing what they are doing. Also with the latter of these ideas, what happens when a player genuinely decides he/she wants to create their own guild? They now have to wait days or weeks before they are allowed to do so? That to me doesn't seem fair.
The idea I have mentioned however will put a stop to ghosts completely. A player who wants to leave his/her current guild to ghost another guild would find it pointless. He/she could do the same damage and also gain more from simply attacking a sector from their own guild instead of a ghost guild. Those who are currently using GvG as a personal rank boosting option would now find it far more costly to do so and therefore GvG would no longer be a usable function for simply gaining rank points, instead the person attempting this would have to pay the same as anybody else who wishes to participate in GvG.
For these reasons I feel that currently a set siege cost dependant on the power obtained from a specific sector is the most logical solution to fix current issues in GvG while still offering a variety of different siege costs and still preventing guilds from being able to dominate an entire map easily. Not only does it fix ghost guilds, rather than simply patching them, but it also provides a fix for other issues in GvG such as HQ dropping and the imbalance of current siege costs causing stalemate scenarios.
Change siege costs from how they currently work. Instead, have a set cost for every siege.
Have you checked the forums for the same or similar idea?
Yes. Mentioned in a few different manners in multiple threads but choosing to give the idea an independent thread to offer better recognition of the suggestion. Also the idea I am going to suggest differs slightly from all that I have previously seen.
Reason:
There are multiple issues in GvG that this idea will fix, the main issue being stagnation.
Details:
Rather than starting siege costs ridiculously low and then working up to ridiculously high, have one set amount of goods required per siege despite how many sectors are owned by the guild. A set amount of 200-500 of each good from the age is a good amount in my opinion. It keeps the challenge of gathering goods alive. It's not low enough to cause maps to break into chaos and require 24 hour watch to ensure your guild doesn't lose sectors. It's not high enough for large guilds to hit a stagnant point where it requires weeks of preparation for a single siege which may not even be successful.
Issues such as ghost guilds will be fixed. It would be pointless for players to jump into a new guild to siege somebody when they can siege from their own guild for the exact same cost. Some people use GvG simply to gather PvP points and better their personal score; GvG means Guild vs Guild, players looking to better their personal score can do so in many ways, ruining GvG for those who participate for guild score is unfair in my opinion.
Guilds which hold no sectors on a map or very few sectors on a map can hit larger guilds for very low siege costs and cause a lot of damage. The time and effort put into acquiring those sectors is completely destroyed by this fact. If 1 guild has to pay 2000 of each good from the current age in order to siege a sector then it shouldn't be possible for another guild to siege the exact same sector for just 5 or 10 of each good. The already established guild has no advantage over the none established guild, they shouldn't be penalised. They put in the time and effort, others should have to do the same despite their current GvG standing.
It is possible for guilds to drop their HQ by deleting all the armies from the HQ sector giving the ability to leapfrog from sector to sector across the map for very low siege costs. Those guilds are then able to reach safe areas of the map with large amounts of high power sectors available to them. The HQ cannot be granted freedom for a reason. This exploit would also be fixed by this solution as it would be far to costly to leapfrog through that many sectors.
The overall idea would change the costs of GvG entirely, rather than cost being based on the guilds current progress it should be based on the sector which the guild wishes to acquire. There are 4 different power sectors on each map. The lowest being 0 trees on hex up to the highest being a hex full of trees. Each hex should have a siege cost based on the power which it offers. Starting from the lowest power being 200 of each good and working up to the highest power sectors being 500 of each good.
All of the main issues currently in debate concerning GvG would be fixed by this one simply solution.
Please note that the numbers suggested for siege costs are simply for examples and not to be taken literally. The exact goods cost for placing sieges with this idea is open for debate.
Visual Aids:
No visual aids required.
Balance/Abuse Prevention:
No abuse that I can think of would come from the update, rather it would prevent current abuse situations in GvG.
One issue could be concerned as a balance issue however in my personal opinion it is not. I will mention it anyway though as it will simply be mentioned in later posts if I don't. Some people will say that this idea is unfair to smaller guilds. It is harder for them to gather these amounts of goods for their later attacks let alone their first sector of the map. As I said, in my honest opinion, this is not an issue. If a guild is struggling to generate those amounts of goods then they should consider taking on more members or negotiating a merge with another smaller guild to form a larger guild. If people choose to participate in smaller guilds where GvG is obviously going to be more difficult then that is their own decision. Others should not be penalised for the way you choose to play the game. If you choose to be a member of a smaller guild then you are also choosing to deal with the issues that come from GvG due to being in a small guild.
Reason why I believe that my above suggestion will be the best solution to the current issue:
The reason for this idea is to completely fix certain issues rather than patch up a problem until a new work around is discovered by players. Two ideas spring to mind for use as an example:
1. A cool-down period of time between leaving and rejoining a specific guild.
2. A time period between leaving a guild and founding a new guild.
These two patches do not stop ghost guilds entirely, instead they reduce the likely-hood of ghost guilds occurring. What about the players who use GvG as a way of gaining PvP points? They are still ghost guilds who are destroying the efforts of GvG active guilds simply to benefit themselves. Neither of the above ideas will stop them from doing what they are doing. Also with the latter of these ideas, what happens when a player genuinely decides he/she wants to create their own guild? They now have to wait days or weeks before they are allowed to do so? That to me doesn't seem fair.
The idea I have mentioned however will put a stop to ghosts completely. A player who wants to leave his/her current guild to ghost another guild would find it pointless. He/she could do the same damage and also gain more from simply attacking a sector from their own guild instead of a ghost guild. Those who are currently using GvG as a personal rank boosting option would now find it far more costly to do so and therefore GvG would no longer be a usable function for simply gaining rank points, instead the person attempting this would have to pay the same as anybody else who wishes to participate in GvG.
For these reasons I feel that currently a set siege cost dependant on the power obtained from a specific sector is the most logical solution to fix current issues in GvG while still offering a variety of different siege costs and still preventing guilds from being able to dominate an entire map easily. Not only does it fix ghost guilds, rather than simply patching them, but it also provides a fix for other issues in GvG such as HQ dropping and the imbalance of current siege costs causing stalemate scenarios.
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