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Thread: Feedback Requested: Cross-Realm Arena and Guild Warfare

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  1. #11
    Matt's Epic Plan

    SO I am going to try to incorporate as many things as I can to create a plan to change GWF for the better on server 1-10. My hope is that this plan does the following
    1. Add competition, so GWF is not a monotonous task every guild does just for the rewards
    2. Allow smaller guilds to actually get some rewards so that maybe their players can grow
    3. Make it so what guilds have already accomplished is not taken away for them just to make a change
    4. Not change the limits to how many people can be in a guild

    Now the idea is complicated, SO bear with me. I will break it all down into parts. Each part is crucial and without one part the whole idea may fall apart. I will also do my best to explain why I incorporated each part.

    Part 1. FIX GWF
    We all know there are bugs and glitches in it. Before any change is implemented, the bugs and glitches need fixed, Because no one deserves to win or lose a city over a glitch

    Part 2. Remove the Science Museum
    I do not mean remove techs. I want it so that the techs are unlocked when you increase guild levels. SO a level 4 guild will have what is currently offered by level 4 Science Museum. This change eliminates the countless guild funds that are used on Science Museum and frees them up for more important things.

    Part 3. Add a guild upkeep.
    yes i know this will not be popular. But when taken in as part of the whole idea it is crucial. This will prevent guilds full of alts from having too much impact on bidding. Yes alts are a TOS violation, So what? we all know they are there. This also encourages activity in a guild. The upkeep should be based upon the maximum level of players allowed in the guild. and should be 5% of the that numbers minimum investments. SO a guild with 60 people will be my example.
    60 people each giving a minimum of 50 through small investment = 3000 investment in a day. 5% of that is 150. SO the upkeep for a guild that can hold a max of 60 people is 150 daily guild funds. Which is not a lot in the long run but enough to make it matter.

    If a guild can not pay its daily upkeep, it can not bid and will have any cities held NPC'd. The upkeep continues to rollover and until teh full amount is paid that guild can not bid.

    Part 4 Change the costs and cool down times for guild levels
    The costs and cool down times are forcing all the major players into fewer guilds, making it harder for smaller guilds to survive. The cool downs should be cut down by at least 50% and the costs should be cut by at least 25%- This coupled with the removal of the need to upgrade Science museum will balance out

    Part 5 The city makeup.
    This is the most dramatic change. There will be an overall increase in the number of cities on the server, 22 cities per realm for a total of 110 cities. Each realm will have their own set of cities, just like it is now on servers 1-10. However there will be new guidelines and restrictions as explained.

    Level 1 Cities
    These can be attacked by any guild in the realm that is level 1 or higher- so every guild in the realm (not server) can attack them.
    City 1A gives a 20% rep buff
    City 1B gives a 50% increase to coins/credits

    Level 2 Cities
    These can be attacked by any level 2 or higher guild on the server
    City 2A gives a 20% rep buff
    City 2B gives a 20% rep buff
    City 2C gives a 50% increase to coins/credits
    CIty 2D gives 1 extra guild chest chance

    Level 3 cities
    These can be attacked by any Level 3 or higher Guild on the server
    City 3A gives a 20% rep buff
    City 3B gives a 20% rep buff
    City 3C gives a 20% rep buff
    City 3D gives a 50% increase to coins/credits
    CIty 3E gives 1 extra guild chest chance

    Level 4 Cities
    These can be attacked by any Level 4 or higher Guild on the server

    City 4A gives a 50% increase to coins/credits
    CIty 4C gives 1 extra guild chest chance
    City 4D Gives 50% pirates bonus

    Level 5 Cities
    These can be attacked by any Level 5 or higher guild on the server
    City 5A Gives 1 extra guild chest chance
    City 5B Gives 50% Pirates Bonus
    City 5C gives 1 free lab

    Level 6 Cities
    These can be attacked by Any Level 6 or higher guild on the server
    City 6A Gives 50% pirates bonus
    City 6B Gives 1 free lab

    Level 7 Cities
    These can be attacked by any Level 7 Guild or higher on the server
    CIty 7A Gives 1 free lab
    City 7B Gives 75 stamina

    Level 8 Cities
    These can be attacked by any Level 8 Guild on the server
    CIty 8 Gives 75 stamina

    Part 6 CITY LIMIT CAP
    There shall be no limit to the number of cities a guild can hold. Now before you blow your top. keep reading

    Part 7 BUFF CAP
    The Buffs shall be capped as follows
    Stamina 100%
    Coins/credits 150%
    Guild chests 3
    Pirates 100%
    Lab 1
    Stamina 150

    SO a guild could hold 8 cities that give rep bonus but would not get 160% rep bonus they would only get 100% This will create interesting scenarios. DO you take extra cities and have to defend them, do you not take them, DO you take them so another guild can't take them? This will also create extra cities for smaller guilds to fight over. Do you take a city that does not increase your buff so you can fight it out with your rival guild in another realm without risking anything? If you are a smaller guild do you work it out with all the small guilds in a different realm to try and steal a city form a big guild in a different realm? There are all sorts of possibilities with this.

    So theres my epic plan for GWF. Love it ? Hate it? I may have more to add to this later, especially after people start commenting. Im sure I didn't think of everything.
    Last edited by mattp169; 09-28-2013 at 11:59 PM.

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