DeletedUser
LOL. What guild are you in by the way ?
I am so indignant with frustration and anger that I feel I must reply to this, first of all....YAWN.....ZZZZZZZZZZZZZZZ
LOL. What guild are you in by the way ?
I am so indignant with frustration and anger that I feel I must reply to this, first of all....YAWN.....ZZZZZZZZZZZZZZZ
create a thread in the world forums that the guilds are in. The point of PnP is to sway public vote to your opinion. You may mildly insult the guild (with evidence) but you cannot insult individuals within the guild. No swearing or calling them idiots etc. It must be tasteful and funny images do help.
Personally I think if Ghost Guilding is deemed undesirable in the game you need to look at removing the benefits rather than imposing restrictions after the damage is caused. If you put a delay on returning to the guild it still might be seen as worth while and you haven't stopped the ghost guilds. In fact I could see the scenario of many mercenary guilds popping up from this kind of action.
The easy solution is to make it so you cannot grant freedom or delete last defence of a sector until the clock has reset. Including being unable to dissolve a guild until the reset. This will remove the ability to move across the map quickly causing destruction at a cheap cost as well as stopping the HQ moving which many have complained about. Fairly easy for the developers to implement as the coding is already in place for protecting a sector from attack until the clock reset. This won't remove the use of ghost guilding completely but reduces the benefits that can be achieved with it. If a ghost guild is going to attack several sectors it will need to pay the goods or wait a day every time it wants to take a few sectors. Plenty of time for the defending guild to defend its sectors or attack the ghost guild.
It also allows what is common practice of non GvG guilds to have trading partners or sister guilds who they visit from time to time without being penalised because of actions taking place in GvG. Lets not forget there are probably more players and guilds not participating in GvG than those that are participating. Their game has already seen some upheaval from GvG so lets try not to impose any further changes that will adversely affect them. For many it is more about the social aspect which needs to be maintained not restricted.
There will always be players looking for an advantage but isn't that part of game playing. Pitting your wits against others and seeing who can be the most innovative and tactically astute. The developers need to ensure that balance remains but walk a tightrope of allowing innovation in game tactics versus to many constraints that stifle it.
Subtle changes need to be implemented with considered thought to the whole game not just individual aspects of it.
Personally I think if Ghost Guilding is deemed undesirable in the game you need to look at removing the benefits rather than imposing restrictions after the damage is caused. If you put a delay on returning to the guild it still might be seen as worth while and you haven't stopped the ghost guilds. In fact I could see the scenario of many mercenary guilds popping up from this kind of action.
The easy solution is to make it so you cannot grant freedom or delete last defence of a sector until the clock has reset. Including being unable to dissolve a guild until the reset. This will remove the ability to move across the map quickly causing destruction at a cheap cost as well as stopping the HQ moving which many have complained about. Fairly easy for the developers to implement as the coding is already in place for protecting a sector from attack until the clock reset. This won't remove the use of ghost guilding completely but reduces the benefits that can be achieved with it. If a ghost guild is going to attack several sectors it will need to pay the goods or wait a day every time it wants to take a few sectors. Plenty of time for the defending guild to defend its sectors or attack the ghost guild.
It also allows what is common practice of non GvG guilds to have trading partners or sister guilds who they visit from time to time without being penalised because of actions taking place in GvG. Lets not forget there are probably more players and guilds not participating in GvG than those that are participating. Their game has already seen some upheaval from GvG so lets try not to impose any further changes that will adversely affect them. For many it is more about the social aspect which needs to be maintained not restricted.
There will always be players looking for an advantage but isn't that part of game playing. Pitting your wits against others and seeing who can be the most innovative and tactically astute. The developers need to ensure that balance remains but walk a tightrope of allowing innovation in game tactics versus to many constraints that stifle it.
Subtle changes need to be implemented with considered thought to the whole game not just individual aspects of it.
Remember the game isn't just about GvG so changes made to help GvG should have minimum impact elsewhere in the game. Changing the mechanics of guilds just for GvG isn't IMO minimum impact.
My suggestion is because I do not think the above should be implemented. It is actually detrimental to the involvement of smaller guilds who find themselves trapped between much stronger guilds without the ability to give up their sectors and try again on a different part of the map. It isn't all about big guilds and any possible solutions need to be looked at in depth before implemented. Knee jerk reactions/solutions are unlikely to be the best ones.
So far most solutions that have been suggested are like hitting a problem with a hammer. Subtle changes need to be made and ones that aren't detrimental to non GvG guilds/players who appear to not enter most minds when proposing solutions. Totally fixated on their own personal dilemma in GvG and not of the continued success of the 'WHOLE' game.
Remember the game isn't just about GvG so changes made to help GvG should have minimum impact elsewhere in the game. Changing the mechanics of guilds just for GvG isn't IMO minimum impact.
The developers should be applauded for holding back and seeing how things evolve. I only hope the final solutions they implement to any problems they deem detrimental to the game do not end up spoiling other elements of it.
Well, I disagree with you there TWE, it is still possible to compete in both GvG and PvP and I find that I get higher points from PvP battles than GvG battles
I share your concern about being trapped in an undesireable place and being unable to delete your last sector to move to a more open location.
EitherWhy couldn't a guild in that position just leave one army in place and ask a neighbouring guild to take the hex?
Either
1) The neighboring guild is scared that another neighboring guild will defeat siege
2) Goods cost is too high, and that sector isn't worth taking yet
Seems to me for what it is worth, that the cost of goods is far too high...its killing the game off. I compete in Iron Age, which to a degree is a backward step having lost numerous rank points. The cost of supplies means you have to scale down to build supplies for that age and hence going backward in rank. Seems to advance i must now need to come out of gvg. One thing i will not be doing is spending any more money on this until it is sorted. My guild, those that fight in Iron Age are all a bit fed up with the cost of supplies to fight. I thought that if ypu won you retained your goods......would make it more competitive....seems not