I feel like agreeing with you but cannot as we will get army management this weds, already delivered in Beta nd its ok, much better than now. so they may be plenty of other things that need doing but to say they hae done almost nothing is wrong.
I meant in terms of trying to fix the gvg stalemate situation which was an obvious problem as far back as late november/early december in the testing process, among some other gvg issues. Certainly the guild treasury is really nice to finally have as in my opinion it was a must have part of gvg, and the ability to locate unattached units will also be nice but it should have been added regardless of gvg.
HOW TO FIX GVG:
Here is what i would propose: \
1)GOODS COST
Greatly reduce or completely eliminate the goods cost of gvg. The main purpose (at least the siege cost) is to limit the number of sectors a guild can take. Instead i propose putting a sector limit per age (say 15 sectors) per guild. The top guilds would then be forced to maneuver more for the higher power sectors to take top spot over the other top guilds(also would have to let sectors go to fight for reward sectors see #2 below). Instead of sieges costing goods, increase the unit cost of placing siege armies to reduce nuisance sieges from being placed and increase the cost of sieging/attacking in gvg to exploit pvp points. Instead of paying one 8 unit army as a siege which has to be defeated 10 times, require say five armies to be placed as the siege army each of which has to be defeated 2 times, in addition limit the number of sieges a guild can place per day.
2)REWARD SECTORS
Create reward sectors which will move on a regular basis (say once per week) Each reward sector will pay a small daily reward to the guild which holds that sector. Each province would have a number (10-15) reward sectors. Some could pay coins, other supplies, some goods, some fp, other medals, and perhaps 1 would pay diamonds(could have a wishing well sector). These sectors would move once a week and would be moved to sectors which border on at least 3 different guilds creating small localized fighting over the reward sectors.
3)GVG RESET
Reset gvg after a certain time period perhaps 8 weeks. The first few weeks of gvg are active as guilds advance on the npc map. The middle of the cycle will have some activity as guilds move for position and to take and hold reward sectors. The last week or 2 of the cycle would have activity as guilds attempt to advance in the rankings for the end of the gvg tournament cycle. Note: A gvg reset will make it easier for new guilds to enter gvg, for guilds to changethe ages they take part in gvg as they advance, and also allow guilds to take a break from gvg if they want to take a cycle off to focus on other parts of the game. Presuming there were still goods costs for gvg sectors some amount of goods would have to be paid back at the reset.
4)Eliminate the current reward system. Instead rewards will consist of the daily reward sectors, some daily rewards for guilds by ranking in each gvg age, and a large reward based on a guilds ranking in each individual age at the end of the gvg tournament cycle. I would remove the reward for a guilds overall ranking across all ages, each age would be separate sort of like the pvp tournaments are all separate each week.
5)Limit the number of ages a guild can take part in gvg to 3-4. This should make it easier for smaller guilds to take part in the lower age gvg.
6)Put in place rules/code which will prohibit guild hopping for gvg/ghost guilds/HQ leapfrogging plus the other loopholes we currently have.
7)Would also be great if the gvg maps changed some with each gvg cycle even if this just meant that the sector powers changed, and the ages shuffled among the provinces to provide something slightly fresh with each cycle.
Just my thoughts, really not sure why i wasted an hour of my time doing that.