DeletedUser111608
This might be a bit of an unpopular idea, but I'm trying to look at this in a purely objective and rational way, and I ask that you do the same.
I'm one of the top 10 players in L world, so as expected, I know my way around gvg and gbg. Lately, I've seen many friends leave this game due to small features that this game has decided to implement, and I don't know how much time I will last myself if no changes are made.
The current system is making gbg all about rewards. Guilds that were once at war in gvg, have now stopped gvg all together in exchange for unlimited farming in gbg. For those that do not know what I am talking about, every diamond gbg season is now a place where 2 guilds come together, building siege camps in all the sectors they can get their hands on, whilst blocking the other guilds together every 4 hours, while they farm sectors upon sectors, in the center with multiple siege camps that make it so your attrition suffers no increase, giving you hundreds and hundreds of battles per day.
I do not know about you guys, but in my opinion, incentivising guilds to farm sectors upon sectors for personal gain should not be the main goal for this game. Here are several PROBLEMS with the current gbg system:
- No focus on wars between guilds. I thought the goal of gbg was to bring a competitive battleground to the game, similar to what gvg offers but for mobile players too. However, what we see, is that the game is now purely about farming, which is the main reason many high-level players are leaving the game altogether. The people that used to selflessly spend thousands of troops and goods in gvg for the greater good of the guild, are now seeing all their dedication being buried by this wave of selfish fighters that care purely about their personal gain from the rewards gbg offers.
- In-fighting due to siege camps. Look at what the game is incentivising players to do... You have people now letting their own teammates get the dirty work in on the sectors without siege camps, letting them increase their attrition, while they sit back in their chair, waiting for sectors with multiple siege camps so that they can get dozens of fights in without increasing their own attrition level. Do you see what this causes? you have players trying to beat other players inside their own guilds. what kind of game wants to incentivise this behaviour?
- Quick and easy blocking. The current system allows for a permanent block from 2 guilds working together. One of the guilds blocks the path towards the center from other guilds, blocking it for 4 hours. The other guild can then do 159 quick battles with all their Siege camps and leave the flag at 159 battles. The guild being blocked has then to spend their battles fighting against a hopeless sector that just needs 1 more battle to be finished off. Once the guild with the 159 battles finishes it, they have it blocked for 4 more hours, and thus restarts the cycle, over and over again.
- The 50% chance of keeping buildings is once again incentivising this behaviour. Not only do you have all the problems described above, but now the guilds are incentivised to work together, because if they don't destroy the buildings in their sectors, they have a 50% chance of keeping them and saving goods, once again going completely against what this game should try to achieve: active competitive fighting between guilds.
I now offer a few SUGGESTIONS that could help to solve these issues.
- Make gbg multi-world. I know you've said before that due to a lot of live data needing to be transferred between servers, that you aren't thinking about this yet. However, this would be the best solution to the whole situation. Putting powerful guilds against other powerful guilds they don't know about, is a way to make it harder for guilds to work together. This wouldn't solve the problem completely as you'd still have players inside both guilds that might know each other and still make deals, but I think it would make it more fun whilst reducing this pathetic farming fest that this game has turned into.
- Remove Siege Camps all together. This is more of a drastic approach but I don't see the need of allowing players inside a guild to do 300 battles in a day while others are limited at 70 by their attrition. When the developers were talking about gbg before it came out, they said they wanted a system where players could log in, get their fights in, and leave knowing they had done their part for the guild, while still limiting the number of battles each player could do. This is light-years away from the current system. Why not simply remove these buildings that allow for this kind of abuse. Our guild recently tried a no siege camp season and we had a lot more fun, as there was no competition between members and people didn't feel like they should wait to get their battles in, in hopes of fighting with more siege camps later, because there would be no siege camps. They simply got to fighting whenever they wanted or whenever was necessary.
- Implement features that penalise alliances. I haven't given much thought to this one but there are a few things you could do to make guilds fight each other, like giving more attack bonuses to guilds towards the bottom of the season's ranking, or making buildings more expensive for the guilds towards the top of the season's ranking, etc.
I'm interested in seeing the opinions from the rest of the community, as i feel like many loyal players will quit this game if things stay the way they are. The game incentivises alliances instead of competitiveness. The game incentivises competition between guildmates. This is not the game i fell in love with two and a half years ago. Thanks for reading
I'm one of the top 10 players in L world, so as expected, I know my way around gvg and gbg. Lately, I've seen many friends leave this game due to small features that this game has decided to implement, and I don't know how much time I will last myself if no changes are made.
The current system is making gbg all about rewards. Guilds that were once at war in gvg, have now stopped gvg all together in exchange for unlimited farming in gbg. For those that do not know what I am talking about, every diamond gbg season is now a place where 2 guilds come together, building siege camps in all the sectors they can get their hands on, whilst blocking the other guilds together every 4 hours, while they farm sectors upon sectors, in the center with multiple siege camps that make it so your attrition suffers no increase, giving you hundreds and hundreds of battles per day.
I do not know about you guys, but in my opinion, incentivising guilds to farm sectors upon sectors for personal gain should not be the main goal for this game. Here are several PROBLEMS with the current gbg system:
- No focus on wars between guilds. I thought the goal of gbg was to bring a competitive battleground to the game, similar to what gvg offers but for mobile players too. However, what we see, is that the game is now purely about farming, which is the main reason many high-level players are leaving the game altogether. The people that used to selflessly spend thousands of troops and goods in gvg for the greater good of the guild, are now seeing all their dedication being buried by this wave of selfish fighters that care purely about their personal gain from the rewards gbg offers.
- In-fighting due to siege camps. Look at what the game is incentivising players to do... You have people now letting their own teammates get the dirty work in on the sectors without siege camps, letting them increase their attrition, while they sit back in their chair, waiting for sectors with multiple siege camps so that they can get dozens of fights in without increasing their own attrition level. Do you see what this causes? you have players trying to beat other players inside their own guilds. what kind of game wants to incentivise this behaviour?
- Quick and easy blocking. The current system allows for a permanent block from 2 guilds working together. One of the guilds blocks the path towards the center from other guilds, blocking it for 4 hours. The other guild can then do 159 quick battles with all their Siege camps and leave the flag at 159 battles. The guild being blocked has then to spend their battles fighting against a hopeless sector that just needs 1 more battle to be finished off. Once the guild with the 159 battles finishes it, they have it blocked for 4 more hours, and thus restarts the cycle, over and over again.
- The 50% chance of keeping buildings is once again incentivising this behaviour. Not only do you have all the problems described above, but now the guilds are incentivised to work together, because if they don't destroy the buildings in their sectors, they have a 50% chance of keeping them and saving goods, once again going completely against what this game should try to achieve: active competitive fighting between guilds.
I now offer a few SUGGESTIONS that could help to solve these issues.
- Make gbg multi-world. I know you've said before that due to a lot of live data needing to be transferred between servers, that you aren't thinking about this yet. However, this would be the best solution to the whole situation. Putting powerful guilds against other powerful guilds they don't know about, is a way to make it harder for guilds to work together. This wouldn't solve the problem completely as you'd still have players inside both guilds that might know each other and still make deals, but I think it would make it more fun whilst reducing this pathetic farming fest that this game has turned into.
- Remove Siege Camps all together. This is more of a drastic approach but I don't see the need of allowing players inside a guild to do 300 battles in a day while others are limited at 70 by their attrition. When the developers were talking about gbg before it came out, they said they wanted a system where players could log in, get their fights in, and leave knowing they had done their part for the guild, while still limiting the number of battles each player could do. This is light-years away from the current system. Why not simply remove these buildings that allow for this kind of abuse. Our guild recently tried a no siege camp season and we had a lot more fun, as there was no competition between members and people didn't feel like they should wait to get their battles in, in hopes of fighting with more siege camps later, because there would be no siege camps. They simply got to fighting whenever they wanted or whenever was necessary.
- Implement features that penalise alliances. I haven't given much thought to this one but there are a few things you could do to make guilds fight each other, like giving more attack bonuses to guilds towards the bottom of the season's ranking, or making buildings more expensive for the guilds towards the top of the season's ranking, etc.
I'm interested in seeing the opinions from the rest of the community, as i feel like many loyal players will quit this game if things stay the way they are. The game incentivises alliances instead of competitiveness. The game incentivises competition between guildmates. This is not the game i fell in love with two and a half years ago. Thanks for reading