I would like to suggest changes in regards to Guilds and Guild Battles in the following.
Guild Members Size
Guilds can admit too many members too quickly. This causes only a very limited number of guilds (usually one or two) to dominate a server and making it virtually impossible for new or even existing guilds to grow, making players move on to new servers and thus consolidating the dominating guilds position on the server etc... etc... Until the server has been deserted by all except for those players in the dominating guilds and the server has become all but 'dead'.
This is not good for those guilds either as they now slowly wither away as no new players will join that server, but old active players do stop playing over time....
Smaller guilds mean more dynamic guild competition and mechanics.
A suggestion for guild sizes would be:
Guild Battle Mechanics
In guild battles there can be an atrocious mismatch of guilds, where by one side has 40 people and the other side 5. This is not enjoyable for the five, but neither does it make it enjoyable for the one with 40. Might as well not have the Guild Battle at all (this seems to happen over time anyway as one side just doesn't show up) and give the prizes based on who shows up and ranking/world boss placing... Saves everybody time.
I suggest something like the following to make it more interesting for both the bigger and smaller Guilds.
Rotating members upon defeat.
Players who are defeated have their spot taken by a waiting guild member and have to wait their turn again (health is not regenerated until defeated).
I would suggest the number of players allowed on the battle area per side is determined as follows: Guild with the least number of members in the Battle Area * 2 + the number of the opposing Guild in the Battle Area divided by 3 rounded up (with a minimum of 10).
Example: Guild A has 25 players in the Guild Battle area and Guild B has 11.
As the Guild B has the least players, the maximum number of players the other Guild can enter into the Battle = 2*11 + 25 = 47 /3 = 15.667, rounded up makes 16, creating a 11 vs 16 match.
For the remaining Guild A members, they now have to wait for a fellow guild member to be defeated to be allowed to enter (while the defeated player now has to wait).
The number of players allowed on the Battle Area would be continuously recalculated as people come into (and leave) the Guild Battle. For example three minutes into the Guild Battle, Guild B adds another 5 to their total. It would now be recalculated to (2*16+25)/3 = 19. Thus creating a 16 vs 19 battle (now it becomes really interesting). If people leave, the number would be reduced (but this would be resolved by a defeated member not being replaced until the right number of players on the Battle Area has been reached).
In the example of the 5 vs 40 it would be 2*5 + 40 / 3 = 16.667 thus 17 (this would still be an unbalanced battle but at least little more interesting).
Guild Battle Schedule
Can we have a better 'spread' of times and days of the Guild battles?
I am surprised it isn't over Friday/Saturday and Sunday and at different times to allow people who would never be able to make the 20:00 time due to work/time zone etc. at least have one slot they can make it.
I suggest to have a morning, afternoon and evening session, preferably on one day (Saturday would probably a good day and then the sessions should be well spread out).
If you would argue it would clash with other events... Well, choose, you already have to choose between certain events now (Tanks clash with battle ground for example).
Besides.... I know what I would go for if I had to choose between an everyday event and Guild Battle.
Anyway
My thoughts on it....
Additional.....
I saw this suggestion somewhere else [Original at http://forum.************/viewthread.php?tid=90896] and I am shamelessly endorsing this suggestion, too. I am placing it into my post to have these suggestions together..
In short it suggest to ability to merge guilds together without the [substantial] loss of the contribution wealth.
- Guild Member Size;
- Guild Battle Mechanics;
- Guild Battle Schedule;
Guild Members Size
Guilds can admit too many members too quickly. This causes only a very limited number of guilds (usually one or two) to dominate a server and making it virtually impossible for new or even existing guilds to grow, making players move on to new servers and thus consolidating the dominating guilds position on the server etc... etc... Until the server has been deserted by all except for those players in the dominating guilds and the server has become all but 'dead'.
This is not good for those guilds either as they now slowly wither away as no new players will join that server, but old active players do stop playing over time....
Smaller guilds mean more dynamic guild competition and mechanics.
A suggestion for guild sizes would be:
- Level 1 - 15 members
- Level 2 - 25
- Level 3 - 33
- Level 4 - 40
- Level 5 – 45 and further expansion increment by 5 until maximum of 60 has been reached.
Guild Battle Mechanics
In guild battles there can be an atrocious mismatch of guilds, where by one side has 40 people and the other side 5. This is not enjoyable for the five, but neither does it make it enjoyable for the one with 40. Might as well not have the Guild Battle at all (this seems to happen over time anyway as one side just doesn't show up) and give the prizes based on who shows up and ranking/world boss placing... Saves everybody time.
I suggest something like the following to make it more interesting for both the bigger and smaller Guilds.
Rotating members upon defeat.
Players who are defeated have their spot taken by a waiting guild member and have to wait their turn again (health is not regenerated until defeated).
I would suggest the number of players allowed on the battle area per side is determined as follows: Guild with the least number of members in the Battle Area * 2 + the number of the opposing Guild in the Battle Area divided by 3 rounded up (with a minimum of 10).
Example: Guild A has 25 players in the Guild Battle area and Guild B has 11.
As the Guild B has the least players, the maximum number of players the other Guild can enter into the Battle = 2*11 + 25 = 47 /3 = 15.667, rounded up makes 16, creating a 11 vs 16 match.
For the remaining Guild A members, they now have to wait for a fellow guild member to be defeated to be allowed to enter (while the defeated player now has to wait).
The number of players allowed on the Battle Area would be continuously recalculated as people come into (and leave) the Guild Battle. For example three minutes into the Guild Battle, Guild B adds another 5 to their total. It would now be recalculated to (2*16+25)/3 = 19. Thus creating a 16 vs 19 battle (now it becomes really interesting). If people leave, the number would be reduced (but this would be resolved by a defeated member not being replaced until the right number of players on the Battle Area has been reached).
In the example of the 5 vs 40 it would be 2*5 + 40 / 3 = 16.667 thus 17 (this would still be an unbalanced battle but at least little more interesting).
Guild Battle Schedule
Can we have a better 'spread' of times and days of the Guild battles?
I am surprised it isn't over Friday/Saturday and Sunday and at different times to allow people who would never be able to make the 20:00 time due to work/time zone etc. at least have one slot they can make it.
I suggest to have a morning, afternoon and evening session, preferably on one day (Saturday would probably a good day and then the sessions should be well spread out).
If you would argue it would clash with other events... Well, choose, you already have to choose between certain events now (Tanks clash with battle ground for example).
Besides.... I know what I would go for if I had to choose between an everyday event and Guild Battle.
Anyway
My thoughts on it....
Additional.....
I saw this suggestion somewhere else [Original at http://forum.************/viewthread.php?tid=90896] and I am shamelessly endorsing this suggestion, too. I am placing it into my post to have these suggestions together..
In short it suggest to ability to merge guilds together without the [substantial] loss of the contribution wealth.
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