DeletedUser105579
I have been playing this game for a few years now and have seen it move from a guild based game with many players working together to gain growth and rewards.....to a game of singular players in a group called a guild.
by that I mean not much in the game needs players to talk and work together as a guild, even GvG....
the game has become full up with time soaking side quest and GE which is again not really players working as a guild....just loads of individuals fighting on their own....
GvG has become the same, it allows big singular players within a guild to do everything.
The reason for this message now is that I have seen many long term players both from my guild and from my friends list leave the game.
Most reasons are the same....the game has become so time Hungary that there is little time left to enjoy the social side that was part of the game.
I think the games people have become so focused on keeping the new players entertained with short burst of fun and petty nonsensical rewards, I am thinking that they have lost touch with what the true meaning of the game was about for many and what kept people playing.....Guilds and the social connection of working together as guilds.
Proposal:
Changes to GvG and GE to increase guild social connection and thereby bring more value to time spent in-game.
Have you Checked.. From general discussion, see above
Is this idea similar. no.
Reason:
Increase guild social connection and bring more value to time spent in-game
I have been playing this game for a few years now and have seen it move from a guild based game with many players working together to gain growth and rewards.....to a game of singular players in a group called a guild.
Not much in the game needs players to talk and work together as a guild, even GvG, [which] allows big singular players within a guild to do everything.
People... have lost touch with what the true meaning of the game was about for many and what kept people playing.....Guilds and the social connection of working together as guilds.
Details:
Epic Battles / 24 vs 24 Battles
These changes utilize the concept of an 24 vs 24 battle, where three players from a guild have to attack an opponent (AI) together using 8 units each. The AI will use 3 sets of 8 units matched to the highest era troop that each player attacks with. The battle will have 2 waves, with the second wave having 3 sets of 4-6 units.
By requiring guild members to attack together, this will increase guild participation and social activity. Implementation below.
Changes to GvG:Example, if one player attacks with highest unit in AF, the second player has highest troop in OF, and the third has a highest troop in FE, they will fight against 8 AF units, 8 OF units, and 8 FE units.
In battle, guild chat will be available.By requiring guild members to attack together, this will increase guild participation and social activity. Implementation below.
Addition of Fortified Towns
Changes to GE:- Random sectors on the map will be chosen to become fortified towns, have have a +5% defending atk/def boost
- Each army can hold up to 24 units, thus, all battles will be 24 vs 24 battles (you have to work as a guild to take these hexes)
- Fortified Towns cannot be made headquarters
- This will be added after the next reset
- If a single player defeats more than 75% of the defending armies by himself/herself during a siege (rounded up), enemy guilds can sabotage the player. This player will then face a atk/def penalty of 20% only when attacking this sector until the siege is broken, the sector is conquered, or the day is over.
- This costs goods equivalent to opening the 6th army slot, and each guild can only do this to one opponent once each day
- This will encourage guilds to work together at least in pairs or trios to acquire sectors rather than as individuals.
- After a guildmate successfully wins a sector, all guildmates who didn't participate in the attack get a 4% atk/def bonus while attacking adjacent sectors for an hour. This bonus does not stack.
The idea here is that, while the information on the following would be available in the GE map, these would encourage communication and discussion via the guild forum and mail.
- Every 40 encounters that are fought OR every 50 encounters that are negotiated, the guild will have to fight two 24 vs 24 battles against the AI within one hour,
- Otherwise every guild member with more than 8 completed encounters shall lose control of their last encounter, losing the associated prestige bonus (which can be regained). The associated treasure chest, if it was opened, will not be available again.
- Both counters will be displayed to the right of the guild contribution bar
- This shall randomly happen to any guild member after an encounter.
- [10% of the guild's size rounded down] must each pay one unit in order to let the guild member progress further.
- Example in a guild of 48 members, 4 guildmates including the affecting guild member must pay 1 unit.
- The donator can only donate troops of his age or the age below.
- A popup button shall appear in GE below the relic button
- This shall randomly happen to any guild member after an encounter (maximum twice in one GE, non-overlapping)
- For the next hour, every guild member will get a bonus 10 goods from the next map treasure chest they open.
- Within this hour, the guild may fight one 24 vs 24 battle in order to give all guild members and the treasury 20 extra goods
- A popup button shall appear in GE below the relic button
None right now, but if anyone wants to help me out that would be great
Balance:
Will put a little more pressure on guilds with minority powerful/active players, but shouldn't affect GvG or GE too much.
Abuse Prevention:
--N/A--
Summary:
Changes to GVG and GE in order to make Guilds regain the social aspect.
- Addition of 24 vs 24 fights
- Addition of situational buffs/debuffs, and group fights to GvG
- Addition of instance quests
The way I believe an incentive should work is that (a) it should reward the player directly, and (b) should drastically increase guild communications in a short period of time.
Likewise, the way I believe a debuff should work is that (a) it should punish the player indirectly, (b) be at most an irritant, not more, and (c) should encourage the player to seek help from the guild to solve the problem.
Augustavian:
Mandating participation will simply kill desire to play at all. This will cause guilds to mandate participation in GE, players who may not want to do it will find they have no guild to join. No guild to join, the social element DIES.
Dane Thorson:
The OP is trying to encourage participation by increasing game play, offering rewards and incentives. You can't just offer more rewards as it will lead to an imbalance and faster game play which in turn will put more pressure on more content being released...
Likewise, the way I believe a debuff should work is that (a) it should punish the player indirectly, (b) be at most an irritant, not more, and (c) should encourage the player to seek help from the guild to solve the problem.
Augustavian:
Mandating participation will simply kill desire to play at all. This will cause guilds to mandate participation in GE, players who may not want to do it will find they have no guild to join. No guild to join, the social element DIES.
Dane Thorson:
The OP is trying to encourage participation by increasing game play, offering rewards and incentives. You can't just offer more rewards as it will lead to an imbalance and faster game play which in turn will put more pressure on more content being released...
Fortified sectors and 24 vs 24 would be available on mobile as well (theoretically, of course). Turns would be based just like regular battles, with faster units first. All players would see the same screen. The idea is that there would be conflict between players - much like in ww2 with axis and/or allies. Everyone has a different idea on how the battle should go, and guild members would have to work together to come up with a common strategy in the middle of a battle.
Edit, this could later be balanced by the AI an defensive % buff if 3 players find it overly easy to win against 24 ai units
Edit, this could later be balanced by the AI an defensive % buff if 3 players find it overly easy to win against 24 ai units
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