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Thread: Server Killers

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  1. #1
    Forum Moderator Andy's Avatar
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    OK, I get it now. You are talking about preventing the problem for new servers and not fixing it on the exiting servers. In that case my idea of limiting the power that a Guild is allowed to have is probably the best solution, but it would never be implemented because it is too complex. I do like the idea that the buffs not be related to the power of the players in the Guild, but there has to be some prizes for winning GW other than bragging rights. If the prizes are significant then we have the same problem. The top players will band together to for a Uber-Guild so that they can get the prizes. If they are not then every one will complain that they should be higher. The prizes, whatever they are, have to be game items (coins. credits, reputation, chips, etc.) and the players that get them will be able to advance faster that the ones that do not.

    If what we are trying to fix is GW, how about some sort of handicap system, similar to what is used in CW, where the loosing gets a power increase for the next fight? This will work on new and exiting servers.
    Last edited by Andy; 03-05-2014 at 06:53 PM.
    The opinions expressed on this post are my own as a player, not as a Moderator.

  2. #2
    Hopebringer SPAWN_901238's Avatar
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    Quote Originally Posted by Andy View Post
    OK, I get it now. You are talking about preventing the problem for new servers and not fixing it on the exiting servers. In that case my idea of limiting the power that a Guild is allowed to have is probably the best solution, but it would never be implemented because it is too complex. I do like the idea that the buffs not be related to the power of the players in the Guild, but there has to be some prizes for winning GW other than bragging rights. If the prizes are significant then we have the same problem. The top players will band together to for a Uber-Guild so that they can get the prizes. If they are not then every one will complain that they should be higher. The prizes, whatever they are, have to be game items (coins. credits, reputation, chips, etc.) and the players that get them will be able to advance faster that the ones that do not.

    If what we are trying to fix is GW, how about some sort of handicap system, similar to what is used in CW, where the loosing gets a power increase for the next fight? This will work on new and exiting servers.
    I seriously doubt people will play on new servers after their experiences here and in evony. I know I won't. Especially after all the cash I have dropped and the game now giving everyone the same things I had in my vip status when they have small vip's and some evern no vip. I believe Vip is now useless.

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    YOU DON'T NO GW'S UNTIL YOU PLAY OUTSIDE 1-10

  3. #3

  4. #4
    Let me give some history to put this in perspective.

    During beta and when servers 1-5 were launched
    We had 5 realms each with its own cities
    We had competition within each realm over the cities for a while until the dominant guild arose to take over the realm

    This continued on servers 6+ for a while

    everything was fine.

    SOme of us thought hey we are going to have 1 guild in every realm that owns everything. Maybe we need some inter realm event where the big guilds can fight each other. This type of idea was suggested on forums.

    Then things started to change.
    Servers began only having 3 realms
    and 11+ had GWF changed so that it was inter realm warfare.

    Personally I like the original model we have on servers 1-10 But would like to have the top 5 guilds battle daily for something like coins/credits/rep/exp - NOT ANOTHER BUFF

    Then have this applied to all servers.

    Its a very simple solution. Go back to what we had originally add a new event and be done.
    Don't even bother asking what this event would be - It doesnt have to be complicated. - Believe it or not Im out of ideas for today

    This takes NOTHING away from anyone
    doesnt just hand things to people
    and promotes competition.

    other then that like i keep saying attach the buffs to the guild level instead of a city

  5. #5
    Quote Originally Posted by mattp169 View Post
    Personally I like the original model we have on servers 1-10 But would like to have the top 5 guilds battle daily for something like coins/credits/rep/exp - NOT ANOTHER BUFF

    Then have this applied to all servers.

    Its a very simple solution. Go back to what we had originally add a new event and be done.
    I like this suggestion best and considering mergers are now happening, i don't see why light and dark realms couldn't be added during the merge for all serves 11 and up. The addition of a server wide battle function across each of the 5 realms would be fun and this would allow the uber guild on server to also collect a few extra bonuses ontop of the buffs from GW cities held, whilst still allowing for top guild in other realms to also get buffs.

    +2 for this one matt

  6. #6
    I like Andy's idea, I like Matt's idea.
    Yeah Yeah, I know I don't look like that, but a girl can dream.

  7. #7
    Quote Originally Posted by heathermh1998_32327 View Post
    I like Andy's idea, I like Matt's idea.
    I read your post heather, and I don't disagree with your idea on how to mitigate the widening gap between dominant guilds and other guilds, but I think its a tad convoluted. I like Andy's idea & Matt's idea as well. Anything to help reduce a widening gap between guilds. Big coiners are one thing (but we are not talking about them here, as they are a separate issue), but when there is a growing gap between players because of overly strong city buffs it actually reduces competition as the strong get stronger while others can't keep up.

  8. #8
    Lightbringer
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    I think the problem here is that people shift their blame to the guild rather than the source of the server retention problems:Tynon. One guild building up and dominating a server is a symptom of the way Tynon has set up their game. It is too boring and repetitive to retain new players who show up and just begin. The only real PvP action in the game on a server is GW's and it comes with wonderful buffs, but as soon as a guild begins to gain more than 3 or 4 of them they massively outpace the other players on the server. The other players can no longer compete. This isn't the controlling guilds fault, but rather it is Tynon's for not putting contingencies in place. A way to fix this is to put a cap on the amount of Guild cities any single guild can own (I think 5 would be appropriate, and only 66% of a level for lvl 3 and 4). This would even out game-play and make it GW's more competitive giving people something to work for, and the ability to actually stay on relatively competitive grounds.

  9. #9
    Quote Originally Posted by DrthCaedus View Post
    I think the problem here is that people shift their blame to the guild rather than the source of the server retention problems:Tynon. One guild building up and dominating a server is a symptom of the way Tynon has set up their game. It is too boring and repetitive to retain new players who show up and just begin. The only real PvP action in the game on a server is GW's and it comes with wonderful buffs, but as soon as a guild begins to gain more than 3 or 4 of them they massively outpace the other players on the server. The other players can no longer compete. This isn't the controlling guilds fault, but rather it is Tynon's for not putting contingencies in place. A way to fix this is to put a cap on the amount of Guild cities any single guild can own (I think 5 would be appropriate, and only 66% of a level for lvl 3 and 4). This would even out game-play and make it GW's more competitive giving people something to work for, and the ability to actually stay on relatively competitive grounds.
    ^^^^ This!!! This is why I'm not blaming the guilds, but rather attacking the heart of the matter. People tend to blame the guilds, but it is Tynon's game balancing that is the real underlying cause of server's dying. Many top guilds even know this is an issue and strive to maintain a balance of power on servers. You know your game has balance issues when top guilds sometimes go out of their way to ensure that others have some cities to prevent a server from dying.

  10. #10
    Quote Originally Posted by perawind_8762856 View Post
    ^^^^ This!!! This is why I'm not blaming the guilds, but rather attacking the heart of the matter. People tend to blame the guilds, but it is Tynon's game balancing that is the real underlying cause of server's dying. Many top guilds even know this is an issue and strive to maintain a balance of power on servers. You know your game has balance issues when top guilds sometimes go out of their way to ensure that others have some cities to prevent a server from dying.
    Agree. Another issue is, a guild will go out of their way to give a city to a lower guild to get it taken from the second dominant guild who will never lose it... and so on. Ultimately, there is no balance for the lower guilds to ever own a city.

    One possible solution I saw posted was to allow for guild level buffs and keep this separate from owning cities (which is more monetary).

    The guild levels should allow the guild to boost using contributions from the members for the sole purpose of Guild war advantages. While owning cities should give monetary benefits as it is now.

    Just my 2 cents.

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