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New Content Guild Battlegrounds

  • Thread starter Deleted member 109369
  • Start date

DeletedUser653

we are getting word that from the platinum level on guilds are from multi worlds? anyone else hear this talk?
 

DeletedUser50023

The key here is the phrase 'There's a chance . . '. Doesn't mean your gonna get it. I went many, many of my 100+ fights, and got nothing.
. . . mk

The worst luck in the world right there - Approximately a 1 in 1.27 x10^30 assuming they were in a row. Or, you did approximately 200 fights and got average results?

<Idea about the first levels of attrition>

I think there is merit to the idea of the first levels of attrition ramping slower at first, and then catching up to where they are now somewhere around 10. I can't see that it would affect most players, but would let young cities get some fights in each day without significantly changing the difficulty curve.

It probably isn't worth it, but I wonder if something could also be done to slightly reduce the cost of buildings on the younger worlds? Or maybe reduce the costs in lower leagues. The buildings are expensive, and I can't imagine most Cu league guilds can afford them at all.

I think having negotiate worth double that of fighting is ridiculous.

While I agree that fully-manualling fights take longer than negotiations (the stated reason for negotiations counting double), at high levels, 5/6 goods a time is hard to sustain, where as losing 0/1 rogues (in favourable fights) is cheap loses.

I think battles should randomise more frequently so that you don't get stuck. I'm not sure exactly what the mechanism is currently but hitting other provinces seemed to cause armies around the map to change eventually. It could however be time based. The fact that they do change is a very good idea. A refresh button would be nice, even if you had to pay a few diamonds to use it.

I believe all battles change each time you complete one - I like the system of battles only changine when you trigger them; it adds a tactical element of focusing on 1 sector (for speed) vs having a few on the go (to reduce loses)

As a final note of feedback, I (and most of the guild) enjoyed GBG, and are looking forwards to the next one.
 

DeletedUser653

i find that towards the end of then day i get a tough army and with attrition around 900-1000 its too much for me, so I negotiate a few and then come back and the same army is facing me, so its not possible to cycle out hard armies by negotiating.
 

Shad23

Emperor
i find that towards the end of then day i get a tough army and with attrition around 900-1000 its too much for me, so I negotiate a few and then come back and the same army is facing me, so its not possible to cycle out hard armies by negotiating.
if composition of the 8 units you fight is to hard go do a fight on an other sector come back to one you were fighting on after , units should be cycled out
 

DeletedUser

After the 1st season, I find that GbG is great for a low level guiĺd. For a high level guild, it's just bragging rights:P
As for the attrition, I don't mind that. Do 10-15 fights, then wait for reset and continue on. Or better yet, negotiate and get double the wins:)It's definitely way quicker to level a guild:):) Just my penny, carry on....
 

Fulhamguy

Corporal
After the 1st season, I find that GbG is great for a low level guiĺd. For a high level guild, it's just bragging rights:P
As for the attrition, I don't mind that. Do 10-15 fights, then wait for reset and continue on. Or better yet, negotiate and get double the wins:)It's definitely way quicker to level a guild:):) Just my penny, carry on....
I think you will find it is way more than that for high level guilds. Being in Gold or higher you should be able to get a level of the building each season. You also get more fp's etc.
 

juSi

Corporal
You are loosing players Inno, I know of 4 people that have quit due to all these new "features" that have been sucking up their time.
 

DeletedUser12400

You are loosing players Inno, I know of 4 people that have quit due to all these new "features" that have been sucking up their time.
I believe these new features will attract far more players however this game is loosing players because of the old, current and upcoming bugs that won't be fixed in beta and will hit the live servers.
 
Last edited by a moderator:

Vesiger

Monarch
I play on android so I can't even play gvg so I don't understand the complaints on gvg. But about gbg I'm a little disappointed in the rewards. Only personal reward is some fragments for a rare building? And just some bragging points for the guild? I've used a lot of troops and resources and basically got nothing in return. I feel we should at least get some medals and fp for our efforts
I got a lot of 5FP awards and once received diamonds for winning a battle - it may depend which league you are in.
 
My understanding is that Guild Battlegrounds if Guild versus Guild and that all Forge of Empires players can participate. Is this not correct?

Because I read these comments and see 60 to 70 battles, during a single reset period I assume. I see another where 15 - 20 battles was considered reasonable. Well, I don't have a never ending supply of rogues. I don't have a reasonable supply of goods. I have a level 10 Statue of Zeus. I have a Cathedral of Aachen on one world about level 6. I have no supply of any unattached troops, other than GE might be considered a regular supply. I have a Tower of Babel on each world and a Lighthouse on one. I do have a complete set of blueprints for other GBs, but space is an issue for them. I "visit" my neighbors each day to aid them. I visit my guild mates regularly. And those on my friend's list. And what do I see? I see that I have way more than most of them have. As I go up the ranks, and the neighborhood changes, I would expect to see more capable cities, that's not the point though.

The point is, each of these are FoE players as well, and they need to be able to contribute to a guild. They need to be able to play FoE, else they quit and play something else. And that is Inno's bottom line being affected. If they don't have the troops, they can't do even one battle in the battleground. If they don't have the goods, they can't successfully perform even one negotiation. Never mind doing 15 to 20 battles, or 60 to 70 battles. Or doing 50 negotiations in a reset period. They are excluded. A lot of the fault is on the player themselves. They need to be patient at first, learn the game, and put into practice what they learn. But it is also on the other players to provide them with the knowledge they need, the resources they need, and to make sure they can play and contribute to a guild, and to get the reward of "satisfaction" from being able to accomplish something.

But they are not to be shoved into a guild battleground and expected to do something on their own. The battleground is guild versus guild. It is not the player who does 60 to 70 battles in a reset period. It is not the player that does 25 negotiations. Those numbers don't matter. They are part of a whole, and the whole is what the "guild" does, not what an individual does.

Guild versus Guild! 25 members of which 13 made some contribution. 61 members of which 17 made some contribution, 3 of which only did one encounter. 112 negotiations & 16 attacks; 86 negotiations & 39 attacks......340 negotiations and 257 attacks for the season for 17 people. 601 negotiations and 448 attacks in total for 13 people. Right off the bat, I see a huge problem. Finally, 110 negotiations and 24 attacks for ONE player (actually for one player out of 6 guilds). And the problem is now magnitudes greater. One player out of 6 guilds! These are numbers that matter!

Guild versus Guild! 340 negotiations and 257 attacks for a total 617 encounters. 3 guilds did nothing. This guild finished last, or in 5th place, with 0 sectors conquered. Collected 17,744 Victory Points. Did we deserve last place? No, we were definitely over-matched by a single guild. Am I complaining? No, we have been told repeatedly the first few seasons will establish where a guild truly belongs. Am I unhappy with the guild results? Quite contrary, I'm very happy! Do I think we will do better next season? Maybe. We should be better matched, but goods available for negotiations took a huge hit, and improving combat readiness is a slow process at best.

Guild versus Guild! 601 negotiations and 448 attacks for a total of 1,049 encounters. All 8 guilds did something, we finished second. 169,815 victory points. We were much better matched here, won a hard 2nd place victory. Unfortunately, I don't believe this guild will perform nearly as well next season. It went to the Silver League and our goods were pretty wiped out.

Guild versus Guild! 110 negotiations and 24 attacks for a total of 134 encounters. Only guild, 54,600 victory points. Performance, not applicable. Expectations for next season, going to get my * handed to me on a silver platter, especially as I earned a Silver League placement, which I really shouldn't have.

Guild versus Guild! To the player wanting to do more than 200 battles. Give me a break! I'm not allowed to say my reaction to that. Change anything to allow you to do more just means your adversaries can do more. This isn't about you, its about your guild. To the player of 60-70 battles per reset. My visceral reaction is not as strong, but still! Do your 60 to 70 battles, then switch to negotiations, and call it a day! Obviously, we are talking about a never ending supply of troops here, which the rest of us DON'T have. We will one day. That's fine, I'm happy that you have progressed that far, I don't hold it against any of you. You've earned it. Nevertheless, efforts should and have to have a cost. Inno doesn't want you to play for free, they want you to buy diamonds. So pay the costs and be happy that you can, and that you were able to make such a contribution to your guild. Because it is about the guild, not the player. To the negotiators. You want to make it cost less to negotiate so you can do more negotiations. You would make it so it costs less for a player such as myself to negotiate, thus I would be able to do more negotiations. Net change: 0! Change the attrition so you can do more? Then you change the attrition so I can do more. Net change: 0! 5/6 goods negotiations? Well, I did 5 goods negotiations daily, usually all the way through 5 to the level 6. I didn't even think this was worth commenting on here. Yes, I did it for personal gain. But I mostly did it because my guild needed me to do it. Because by doing so, it offered my guild a strategic or tactical advantage in gaining a province and getting a defensive building started sooner. Even though paying the costs hurt my own gameplay, I payed the costs without second thought, because in my opinion, my guild needed me to do that. That is what the Guild Battlegrounds is about, Guild versus Guild. Do I need to say that again?

First Problem: Guilds that did nothing appeared to have gotten rewarded anyways. Dealt with, quickly and without doubt. They don't get rewarded unless they complete 40 encounters. End of story! Hopefully, the next update states this in-game, so that each and every player and guild knows exactly where they stand, and how much they have to do in order to get rewarded. And perhaps a guild should be penalized for non-participation. Might get rid of some of these one person guilds, which aren't really a guild at all, but a single player trying to reap the guild rewards without the work of actually running and leading a guild.

Second Problem: Obviously some guilds were clearly outmatched or under matched. That was dealt with before the first season even began. It will take a few seasons for every guild to find its ranking. There's really no point in belaboring the point, not for at least another 5 seasons. If there's a problem then, then we need to bring it up in this forum.

Third Problem: Not really stated but alluded to previously in this thread - Attrition. Overall, I don't see a problem. If someone is able to do 200 battles in a reset period, well, there is either no problem there at all, or perhaps attrition should be increased at this end to help level out the playing field. I don't have the data, nor does any other player, to have an opinion on that aspect. What I do know is that I wasn't able to do more than 2 battles, sometimes I got to 4, in a single reset period. So I think there does need to be some adjustment there.

Fourth Problem: A fourth hasn't really been mentioned. So I'll mention it now. Player Participation. The numbers I have are presented earlier. Obviously, most players did not participate, not even half, perhaps not even 25%. My data set is limited though, so the FoE team would perhaps know. This problem originates with Inno, and with Forge of Empires, but with the guilds and players mostly. Everyone is responsible to address this issue. I'd like to say the Third Problem was at fault, but I can't. Very few players in my data set completed one encounter. Did they try and fail and then just give up? Possibly. Perhaps even most, I have no way of knowing. The developers need to look at that data. But then, how is it possible to fail at a negotiation with 0 attrition? Nor are the costs high enough to prevent any player from doing a negotiation, or, if it was, then the player is at fault for not providing themselves with the proper goods buildings and trading within the guild to get the rest of the goods needed. Or they just don't know or understand, and yes, this is definitely part of the problem, not just in battlegrounds but throughout game play. And this is a problem that both developers and guilds need to work on, and the players need to be given access to this information in a better manner.

This last problem is the problem I'm trying to work on. The third is an issue I think, but the developers make the rules and I have to play by those rules or choose not to play. To those with attacking issues or negotiation issues, well, the solution is simple. Stop pretending it is a player problem. It is a guild problem. If you need more attacks or more negotiations, you need to get more members involved or even out the contributions each member makes in the battlefield. If the cost of negotiation is high for a single player to achieve some goal, it is not high for another member of the guild. Everyone starts with 0 attrition each day. It is my responsibility, as an executive within the guild where only 17 out of 61 members contributed, to make it so the other 44 members can contribute, or if they won't even if capable, to get rid of them. It is the responsibility of those 44 players to make a contribution to the guild they are in if they wish to continue to receive the guild's support and rewards.

The only contributor to a battlefield on one world. Ranked fourth on a second world. And ranked as the top contributor on my third world. 100,000 point player. Versus 3 million point players. Did I want to do more? Certainly. Is my wanting to do more relevant? Definitely NOT! Seven or eight billion other people want more, and usually for less. Not an unique position to say the least. Certainly not in FoE or any other online game. Totally irrelevant. Do you want me to do more? I sincerely doubt that. Because if I'm already a top contributor, what am I going to be able to do once I can build an Arc and an Alcatraz, or the other great buildings. Or even for that matter, just a Cathedral of Aachen. No, I don't think so. And if they were to change the rules so that you could do more, then the rules are changed for me as well.

Do I want to be able to do more than 2 battles a day? Certainly. It doesn't really matter to me though. But it does seem to be very unequal. And it does have an impact on my guild's performance. Because if they look at the standings and see that I could only do 2 battles successfully and that I have more and larger GBs for battles then they do, they just aren't going to try. For that reason, it does become an issue.

But, before any of that, the real and only issue I can see is the lack of player participation. Not just in my guilds but the lack I see in every city I look at except for the million and higher point players of course. This is my job. And the job of the developers. And the job of every guild in existence. This is what needs to be discussed. Once guild participation levels out a bit, well, quite a bit, then perhaps we will be able to see the real issues, if any for that matter, in the guild battlegrounds. And in the Guild vs Guild (which is hopeless to even look at) or Guild Expeditions which is also sorely lacking, or PvP which is also lacking, critically I think. Once we've identified the real problems, then we can find the real solutions.
 

DeletedUser96901

You are loosing players Inno, I know of 4 people that have quit due to all these new "features" that have been sucking up their time.
doesn't make sense

they could ignore the new features and play the game like before

and btw:
the game is always loosing players. it is losing players since it started in 2012
or do you think before the feature players didn't stop to play

and as players stop, new players join

or do you have exact numbers that the number of active players is decreasing ?
 
No idea as to how "new features" would cause any player to quit. A player doesn't have to do everything, nor do they have to do anything. If anyone knows of a method to make any player do anything, I would sure like to know about it. Not likely anyone quit because of new features, that is just the excuse for quitting. More likely they couldn't be bothered to figure out the new features, so quit instead. Nor would adding new features to any game stop any game developers from adding new features to a game. People usually quit because they get bored with a game, and new features keep things interesting, for the most part. And then again, does this have anything to do with any of the possible issues with Guild Battlegrounds? And if so, how?
 

DeletedUser50023

Fourth Problem: A fourth hasn't really been mentioned. So I'll mention it now. Player Participation.
Because I read these comments and see 60 to 70 battles, during a single reset period I assume. I see another where 15 - 20 battles was considered reasonable.... The point is, each of these are FoE players as well, and they need to be able to contribute to a guild.

It has been suggested to lower the early attrition levels, while leaving the mid and upper levels at their current difficulty. This would let players with newer cities do more. And for better or worse, if you want to play FoE, you need to get a 'traz - unless you a master farmer.

The number of advances considered reasonable will change massively depending on how developed a city is, and what level of guild it is in. On D, in a top 10 guild, 250 advances was the average across the whole competition (22 per day). On my diamond mines, participation ranges from 0 to nearing 15/day. The examples you give, do those non-participating players do GE?

No idea as to how "new features" would cause any player to quit. A player doesn't have to do everything, nor do they have to do anything. ...

I know a few players who have considered stopping playing because of the new features - while people don't have to use the new features, they are missing out on rewards if they don't, and for some, they like the amount of time they spent before and and don't want to spend more now.
 

Shad23

Emperor
i considered leaving game but not cause of new feature but cause they decided to take away the 3 resets
 

DeletedUser103858

i considered leaving game but not cause of new feature but cause they decided to take away the 3 resets
I considered leaving because of the 3 resets, but waited to see what BG was like first, then the good news about GvG going back to 1 reset means I'll stay awhile yet.
Its a case of cant please everyone all of the time but can please some of the people some of the time.
 
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