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View Full Version : Guild battle fairness and revenue



Gildenrat
07-15-2017, 08:40 AM
I am not sure but i think this game has a high churn rate. The simple reason is the battle system where powerful players are free to join stater guilds and run amok against low level players. The low level players have their resources pillaged and have great difficulty progressing. This will cause them to be discouraged and leave the game.

This is bad for a number of reasons:
1. You the developers of a good game lose revenue
2. Some of us players get sick of fighting the same people over and over.

The solution is tricky. Some low level players join well developed guilds. This puts them in the line of fire by choice and makes them fair targets. Many, however, form a new guild only to have a high level player drop out of a powerful guild and just use the starting players as farms.
This becomes worse when there is no disadvantage to doing this, not even season ratings. The player who drops down just gains medals and resources all day and then at the end of the season rejoins their powerful guild to claim the guild championship.

I'm fairly sure thus is not intended by the game design but it is how it works.

Possible solutions include:
Assigning a person to a beginner guild for 1 whole season fighting nothing but wizards.
Reducing medal count to 500 after a guild change
Limiting guild changes to 1 per season
Splitting battle into different tiers and locking a person into a tier for a whole season

There are probably other better solutions - I'm just a player and not a developer. You do need to know this is a problem and it is costing you money in micro transaction limiting your revenue to big players.

babehboi
07-15-2017, 09:15 AM
Some things to add to this mechanic, that may help provide a way to improve the guild mechanics and help retain low level players.

1) As with other games separating the guild into separate LEAGUES not necessarily by MEDAL COUNT but by type of players.

Like LEVEL players should be part of that league, meaning we shouldn't have the Lower LVL players be able to join higher LVL guilds...at least not until they reach a X LVL so allow them a rite of passage.
These guilds should be separated and only allowed to fight each other after a brink has been passed and you cannot and should not allow the higher levels for instance to drop down and fight only lower level guilds...
Maintain the integrity of the guilds - even with guild hoppers and sister guilds - the ranking of the guild should still face you with a similar type guild of similar LVL (not based on the GUILD LVL)
So to simplify: For instance you allow only LVL 90+ to fight in the Diamond through Joker League and their medal counts only go towards those leagues....even if people were to split or guild hop, they can only hop into that tier of players.
Meanwhile you still maintain your Beginner's Guild til say LVL 50 and so they can work on learning mechanics and learning the fight system and fighting among each others....but after season change, 50-say 90 could jump to the regular guild and fight there...
This should help reduce the guild hopping and the disparity with teams and people beating up on lower levels just for their resources and medals just to come back at end of season to skyrocket a team's medal count for the win.
This also allows for "likeminded" or similar players to play against each other...personally, if I were to ever leave my guild or create a new one, I'd want to face new people but people of the same rank and range...
Heck you wouldn't even need to worry about penalizing for Medals any more because people are fighting among other people of "same" skill set and medal pool should relevant to that person's skill set...same goes for PERSONAL medals things should be separated versus lumped with all levels of players.
And if people want to be in a lower league that is less competitive, they can but they'll just get a much lower payout and reward. And less everything maybe.


2) I would also fancy the idea of season change lockout per season. Again we mentioned this concept before, it helps retain guild loyalty and reduces the shenanigans brought by those using sister guilds or out right going to lower guilds to farm on weaker players.

3) Keep in mind...sometime the top 2 guilds can be fighting each other almost every other day...not allowing them time to grow but they stay at top for the whole season until the LAST day when the guild hoppers return to home base, and upset the standings and their medal counts skyrocket to bring them to surpass the top 2 guilds at which they have never FACED within the season...that's what's truly also bringing this issue to light as this disruption is causing a break in the integrity of playing the game.

More to come...I suppose. But it would be helpful for the game mechanics if you'd take this into consideration. Many of us happy with some of the changes...but feel you can do even better with this game....

The More RETENTION you have with your players the More REVENUE you can bring it, so let's try to work on that together...We're not making any money off of spewing our ideas to you...but having an open forum of communication especially with your thoughts would help us build a better game.

cadaverescu
07-24-2017, 01:28 AM
1) the problem is real.
2) the solutions proposed would lead to camping at low lvl until you build your city up. The protection provided from camping in a lvl 20 area would lead to building a much better city than fighting with the big dogs.
3) the cost and gains should really discourage big dogs farming noobs. the CB cost of 5 is good, medal gaining 1 is also good.What is the appeal is the lack of strike back that REALLY pushes ppl toward those guilds.
*I hid in there myself for 3 days to be able to gather the money for the costly TH upgrade. In the current guild i am playing (minions) that was impossible as we were top 10.
4) for a lvl 100 top dog to form a noob guild should be possible, however the sistem does not distribute noobs to these guilds. I tried it for a season. Was stuck around lvl 200 because none wanted to join, and i was not geting them by default.

5) the current guild ranking is a problem. If i am a lvl 100 farming in a 4 man guild i am not pushing up the guild. we are stuck at lvl 200 because we do not gain enough medals.(as we are not enough).
My proposal is:
- separate personal medals to guild medals. Every win should be 10 medal for the guild counting towards guild war. Double that if the person attacked it in a higher tier pvp and halve if attacking a lower tier. These medals should not come with you if you leave the guild but stay with the guild. At the begining of the season every guild starts with 1k medals and they transfer with wins/loses. this will balance the guild war very well.
- using a peace shield should cost guild medals (transferred to the enemy guild). this way the guild does not lose the medals they would gain towards the guild war.

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