I 100% agree with this post.
lets also talk about 15v15.
it had a huge start since every new player can enter and get losing rewards, which are better than grinding. that issue has SOMEHOW been addressed, but did create another one.
most of low tier guilds cant make up to fulfill the 15 members, or not even the 10 members minimum to partecipate.
the same happens for actual pvp guilds that are forced to low numbers due to ally's splits, while at the same time creating small hyperfocussed groups that eliminate every possible competition, and high rank guilds are only partecipating every now and then to not get deducted points, and the whole content is already been shut down.
1) consistency. losing points after x days of inactivity and only after a certain score, allows high rank guilds to only play once in a long while, for mantaining their statuses.
solution-> as ranked solare used to have (and used to be an issue for solare, cause that game mod mixed competitive and casual players), give part of the rewards as daily quests, and improve mail rewards for the end of "splits" of splits of the season
2) lack of competition. occasional play of high rank guilds mentioned in the previous point, will lead to them matching with significantly weaker opponents, rather than someone at the same level, leading to lack of competition.
solution -> do not match guild with 1000+ points difference and rather let the match not happen at all for one or both guild
3) point inflation. ranking system gives 30 points on winning and 15 on loss, which means 15 extra points are generated every match. that inflation makes the chase of a certain rank harder the longer the season goes on, especially on the highest ranks. also, it may even lock some guilds out of content, if implemented what suggested on the previous point.
solution-> every week (or 3 week split that reduce of an x% every guild's points (for example halving them)
4) attendance. more "casual" guilds or small sized guilds often struggle to have a 15 players attendance to gvgs, and often do struggle to have even reach 10, not allowing them to play even when some members would still be interested.
note: organized gvgs have always been part of the game and more than often were fought by less than 10 players by each side
solution -> reduce the number of players by each side in the next pre-season, or simply trying it out even mid-season introducing this reduction in a practice mode as (solare has) which is also missing. lets scale down the fight from min 10 max 15 to min 7 max 10.
5) guild fractioning. with the advent of guild league, many active pvp players left their previous guilds to create a more competitive group, or to be simply allowed to play for attendance reasons. as small guilds may not reach the minimum attendance (or may be reaching it if the league was extended ally-wise), bigger guilds would struggle to have everyone playing, to the point of having some players to be locked out of the content.
solution-> introduce TEAMS and let them be ally wise. big guilds may fulfill 2 or more teams by itself (expecially for reduced size fights as stared in point 4) , while small guilds playing in an ally may see the fullfill of their team; this would also lead to more internal organization/handpicking and choies of compositions and objectives.
6) information. players will know who's gonna be their opponent only at the beginning of the match, not allowing any preparation for the upcoming fight specifically, nor checking if there will even be any other guild to fight with.
solution-> show publically what TEAMS will be QUEUING up for the next set of matches, along with the RESULTS of the latest set played.
Adding to nodewar fort tankyness, make it take less damage for every hard structure around it (fts + hwachas), would already greatly reduce effectiveness of ctgs and backdoors
For Guild league you guys dropped the ball, there's no "league" system to this gvg league.
Look at football, do something similair with windows of 2~4 weeks between each promotion/relegation between leagues, make the rewards for the people on the higher leagues higher and you'll have people competing. Make the window time open less days during the week so you force everyone that wants to play the mode to play at same time, make the matches rng inside the same league, no mmr needed since the leagues itself are the mmr system
Rbf is still sh*t, reward and system wise, give us a better map too already, nobody likes valencia
War of the roses is somewhat fun but since its every 2 weeks with very limited slots its very hard to actually experience it
any idea WHY they think this is needed?
any idea WHY they think this is needed?
easy, they dont listen to the community so they think this is gonna make more people do pvp
easy, they dont listen to the community so they think this is gonna make more people do pvp
They cannot get people to pvp who don't want to pvp, lol.
If we wouldnt know better, one would start thinking they do this on purpose so they can finally kill the game, to let that one dev who still works on it free.
Yes 100% true.
Stop try to invent everything new and start listening to the ppl that actual play the content. What is PA even thinking? Now reducing NW time to 1h? With mostly only 1 T5 available per day we always bave a 2v2 or 3ve there. Its hard to finish that in 2h...even less so in 1h.
Yes please
lets also talk about 15v15.
it had a huge start since every new player can enter and get losing rewards, which are better than grinding. that issue has SOMEHOW been addressed, but did create another one.
most of low tier guilds cant make up to fulfill the 15 members, or not even the 10 members minimum to partecipate.
the same happens for actual pvp guilds that are forced to low numbers due to ally's splits, while at the same time creating small hyperfocussed groups that eliminate every possible competition, and high rank guilds are only partecipating every now and then to not get deducted points, and the whole content is already been shut down.
1) consistency. losing points after x days of inactivity and only after a certain score, allows high rank guilds to only play once in a long while, for mantaining their statuses.
solution-> as ranked solare used to have (and used to be an issue for solare, cause that game mod mixed competitive and casual players), give part of the rewards as daily quests, and improve mail rewards for the end of "splits" of splits of the season
2) lack of competition. occasional play of high rank guilds mentioned in the previous point, will lead to them matching with significantly weaker opponents, rather than someone at the same level, leading to lack of competition.
solution -> do not match guild with 1000+ points difference and rather let the match not happen at all for one or both guild
3) point inflation. ranking system gives 30 points on winning and 15 on loss, which means 15 extra points are generated every match. that inflation makes the chase of a certain rank harder the longer the season goes on, especially on the highest ranks. also, it may even lock some guilds out of content, if implemented what suggested on the previous point.
solution-> every week (or 3 week split that reduce of an x% every guild's points (for example halving them)
4) attendance. more "casual" guilds or small sized guilds often struggle to have a 15 players attendance to gvgs, and often do struggle to have even reach 10, not allowing them to play even when some members would still be interested.
note: organized gvgs have always been part of the game and more than often were fought by less than 10 players by each side
solution -> reduce the number of players by each side in the next pre-season, or simply trying it out even mid-season introducing this reduction in a practice mode as (solare has) which is also missing. lets scale down the fight from min 10 max 15 to min 7 max 10.
5) guild fractioning. with the advent of guild league, many active pvp players left their previous guilds to create a more competitive group, or to be simply allowed to play for attendance reasons. as small guilds may not reach the minimum attendance (or may be reaching it if the league was extended ally-wise), bigger guilds would struggle to have everyone playing, to the point of having some players to be locked out of the content.
solution-> introduce TEAMS and let them be ally wise. big guilds may fulfill 2 or more teams by itself (expecially for reduced size fights as stared in point 4) , while small guilds playing in an ally may see the fullfill of their team; this would also lead to more internal organization/handpicking and choies of compositions and objectives.
6) information. players will know who's gonna be their opponent only at the beginning of the match, not allowing any preparation for the upcoming fight specifically, nor checking if there will even be any other guild to fight with.
solution-> show publically what TEAMS will be QUEUING up for the next set of matches, along with the RESULTS of the latest set played.
I love the idea of Teams, instead of making it Guild only, or at least let allies team together for this. But one of the mayor reasons dont use the mode as much as many would want is, that it takes forever. If I fight 5-10min I need to wait forever for the next match. The time between matches should be way shorter. With the high dmg in pvp no one takes 25min to actual get the required points to win.
The time of GL is for a NW Guild kinda shitty, but that cant really be changed. But many really dont have time before their NW and after NW its to late. So at least we should not need to wait forever for the next match