View Poll Results: Will these arrangements re-balance Guild Warfare and Championship Warfare?

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  • Yes

    66 31.13%
  • No

    108 50.94%
  • Some sort of

    33 15.57%
  • I don't know.

    6 2.83%
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Thread: Will these arrangements re-balance Guild Warfare and Championship Warfare?

  1. #121
    Guardian Jewels's Avatar
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    Something needs to be done soon - the amount of new 'players/alts' is escalating and i don't think that is what tynons motivation to the patch was...

  2. #122
    Ironheart Cuddles_1461020's Avatar
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    Why are we being lectured on what is "fair" by those who monopolized their 9+city servers and chased away server population?


    Cuddles' Law: The volume of a player's whine is directly proportional to his/her VIP level.

  3. #123
    Justice Riot's Avatar
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    i actually like the GW more exciting

    but the durability is an issue and would like to see -2 or -3 per win and -5 or -6 per loss.

    buff?.... i think its ok, but 5% - 6% per city would be better balance IMO

  4. #124
    Ironheart Cuddles_1461020's Avatar
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    Quote Originally Posted by Riot View Post
    i actually like the GW more exciting

    but the durability is an issue and would like to see -2 or -3 per win and -5 or -6 per loss.

    buff?.... i think its ok, but 5% - 6% per city would be better balance IMO
    I agree. Needs more refining.

  5. #125
    Justice
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    Being used as lab rats on untested patch. Then hung out to dry and losing buffs not equal across the board. Being criticized for not using strategy against forces we had no control over with buffs that didn't allow for any strategy when they run you over. This is Tynon's idea of fixing GW. Which doesn't affect so many. They will continue to hold all the cities, not affected by any of this and very quick to judge and say yah it's great. (But not in my backyard)

  6. #126
    Justice Riot's Avatar
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    we gave way 3 rep cities and lost 1 coin due to miscalculation of patch effect since yesterday.

    we will get it back over time and we aren't not too worried about it. now we have 4 city buffs which should help.

    i agree cities should be rewarded to other deserving guilds who try hard.

  7. #127
    Guardian Jewels's Avatar
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    No one is taking into account the huge disparity between servers

    *1-10 - 5 realms - each realm holds cities and fights their own gw's (goin out on a limb but guessing they only have 1 fight a night)
    *10+ 3 realms and server wide gw's
    *some servers dead with only 1 guild with cities and maybe a alt or small guild to provide gw's
    *a newer server with a PR (riot) that is so out of the box huge
    *or a server like ours 71 with 4-5 guilds doing battle in gw's each night

    the patch probably doesn't effect each type of server in the same way (as listed above)

    and i agree that being told "use strategy now" when thats how we got the cities and had kept them when fighting 3-4 wars a night is a unfair statement when 'you' don't play on our server.

    when u fight 4 wars against huge numbers and are trying to split your 20 core players between all 4, then post how your strategy has helped keep those cities.
    Last edited by Jewels; 03-20-2014 at 05:01 AM.

  8. #128
    Justice
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    Quote Originally Posted by Jewels View Post
    No one is taking into account the huge disparity between servers

    *1-10 - 5 realms - each realm holds cities and fights their own gw's (goin out on a limb but guessing they only have 1 fight a night)
    *10+ 3 realms and server wide gw's
    *some servers dead with only 1 guild with cities and maybe a alt or small guild to provide gw's
    *a newer server with a PR (riot) that is so out of the box huge
    *or a server like ours 71 with 4-5 guilds doing battle in gw's each night

    the patch probably doesn't effect each type of server in the same way (as listed above)

    and i agree that being told "use strategy now" when thats how we got the cities and had kept them when fighting 3-4 wars a night is a unfair statement when 'you' don't play on our server.

    when u fight 4 wars against huge numbers and are trying to split your 20 core players between all 4, then post how your strategy has helped keep those cities.
    You are mostly correct. But for one thing - server 2, 5 realms, but we have on avg 5 battles per nite. There are several small guilds that bid, and one big one here. So for us/me, it was never 1 fight per night. The big guild and us were/are very close in power, so when the city buffs were added to them it was ugly. (for us) For the other 4 realms here that is not the case.

  9. #129
    Quote Originally Posted by Cuddles_1461020 View Post
    I agree. Needs more refining.
    I'll put in a table to refine it then. Maybe some others could comment on it and instead of just complaining we can offer the devs a solution.

    Durability Loss in Guild Wars
    (Based on Loser's Power compared to Victor's Power, WITH power adjustments for cities owned)

    Loser < 10% Victor's Power: Victor -1 Durability
    Loser 10% - 25% Victor's Power: Victor -2 Durability
    Loser 26%-50% Victor's Power: Victor -3 Durability
    Loser 51%-75% Victor's Power: Victor -4 Durability
    Loser 75% - 100% Victor's Power: Victor -5 Durability
    Loser 100%+ Victor's Power: Victor -6 Durability

    With Real Numbers:

    Assuming a victorious player with 100M power facing ten enemies: five 5M power alts; three 30M power real players; one 60M power player; one 80M power player; winning all ten fights, with control of eight cities as compared to the attackers (who then receive a 50% buff)

    Each 5M power alt: buffed to 7.5M: < 10% of victor's power: victor loses 1 durability per win (-5 total)
    Each 30M power : buffed to 45M each: 45% of victor's power: victor loses 3 durability each (-9 total)
    The 60M power: buffed to 90M: 90% of victor's power: victor loses 5 durability (-5)
    The 80M power: buffed to 120M: 120% of victor's power: victor loses 6 durability (-6)

    The grand total durability loss is now -25 to the victorious 100M (if indeed she was victorious, facing all those foes including the last one). Rigors of war reflected, vastly smaller guilds given a chance to unseat existing superpowers, if they coordinate. By the same token, those with superior tactics and formation strategies, though they can beat much stronger players, also suffer from damages as they do so.

    In the real world we call that a 'proposed solution' instead of 'pointless harping without any ideas how to fix things'.

  10. #130
    Quote Originally Posted by charles.molnar_8339810 View Post
    I'll put in a table to refine it then. Maybe some others could comment on it and instead of just complaining we can offer the devs a solution.
    ......
    In the real world we call that a 'proposed solution' instead of 'pointless harping without any ideas how to fix things'.
    You cannot compare power levels to determine durability loss.
    Power is too easily manipulated.

    I will reiterate my proposal:

    Use how much HP a player loses in each fight, to determine the durability loss of the winner for that fight.

    The less hp lost in a fight, the less durability lose for the winner.
    Therefore, small alts will only do -1 durability loss to "real" players.

    0-10% hp lost -1 dura
    11-20% hp lost -2 dura
    21-30% hp lost -3 dura
    31-40% hp lost -4 dura
    41-99% hp lost -5 dura

    This corresponds to how a fight really happens, as more "health" a unit loses, the less effective it will be in future fights (durability loss).

    Losers of any fight should lose -10 durability, regardless of how much hp they chop off the winner.

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