Our Guild fights ALOT. Here are our suggestions.
GENERAL OBSERVATIONS AND PREMISES1. GUILD GvG IS A SECOND LADDER / SCORECARD. Many FS players don't understand the meaning of this statement. Most people see GvG as a distraction to leveling up. This is not true. While the Guild ladder measures Guild XP, let's face it, most guilds will never hope to be in the top 10 (even though my guild went from rank 150 to 100 in 1 month..lol).
The Guild GvG scorecard allows many of our Guild members to have fun in FS in another way. It's just another scorecard to have fun with ! I'm sure the other top ten Guilds in GvG would agree. Twinky, one of our star guild members, has made his reputation fighting.
2. ATTACKING INACTIVES IS OK. This follows from Premise 1. If your guild is so anal about the XP ladder that you keep inactives, then either get them terminated or suffer the consequences. In this way one scorecard acts synergistically to clean up the second. That's good. I am conflicted by attacking people on vacation, so much so that I almost suggest being able to attack only those players who are online. It's more fun anyway. Ultimately though, the concerns outweigh the benefits. The present rule is fine the way it is. Don't change it.
3. NO GUILD CAN OPT OUT OF GUILD GvG. FS is a game of swords and shields. This also follows from Premise 1.
4. GUILD GvG IS SEPARATE AND DIFFERENT FROM PvP. I see many comments that confuse the two. They are different and should be treated as such; one is team and the other is individual.
SUGGESTIONS1. ALTER UPGRADE APPROACH. Do away with the current upgrades regarding the number of participants. Set up new a new Guild GvG structure that becomes a new gold sink for the game and legitimizes the Guild GvG ladder as a desirable alternative to the XP ladder. Here's some ideas on the structure and upgrades:
a.) A structure that allows control by certain ranks (e.g., like untagging gear or mass messaging works) of who can participate in Guild fights. We would be much higher in the Guild GvG ladder if we could better control the excitement of our new players!
b.)
I think a structure that repairs inactives' gear
Maybe this is an upgrade.
c.) An upgrade that gives you 2 hours warning before a guild conflict will begin. The merits of this upgrade are debatable.
d.) Other...
2 PROVIDE CONFLICT CHOICESAlso how about different modes of Guild Conflicts.
Neutral Conflict
*5 stamina use an attack
*No losses/damages to the enemy - except guild rating
Hostile Conflict
*10 stamina use an attack
*Enemy guild suffers experience loss to their guild if they lose (not players)
Wagering
*Both guilds must agree to the conflict
*Both guilds put up a certain amount to bet, winner take all.
BTW, have you noticed Baine always has good ideas? I would leave the Hostile Conflict out for Premise Number 1; they are two different ladders and Guild GvG'ers already pay a huge stamina price in the XP ladder for fighting. The default would be the Neutral Conflict. You can not opt out.
3. PARTICIPATION RULES DON'T WORK. First, maybe I'm dumb, but I can only see what guild members are participating from MY TEAM! it doesn't matter; everyone ignores them anyway. Second, you shouldn't be able to choose who the enemy attacks. I'd do away with it.
4. 1 VS 1 IS NOT GUILD GvG. Currently the most effective way to stay in the top 5 GvG ladder is to carefully choose 1 person GvG's against guilds that have no good player to fight back. I believe this is a flaw, since it's a Guild fight, not customized PvP. I would make the minimum at least 2 or 3.
5. DC POTS CAN DESTROY GvG. Powerful DC potions should not work in Guild GvG. It kills the fight.
6. GUILD CONFLICT SCREEN IS CONFUSING. Currently the number of fights are together, and the win / loss for your team are together. It is intuitively easier to understand (especially for newbs) if you would put their stats under each team. Example: Them: 15/16 34 remaining Us: 5/5 45 remaining. The whole screen could be more clear though.
7. +/- 25 LEVELS SHOULD BE REDUCED. Especially for lower levels, there is NO way a level 25 player can defend a level 50 player. End of argument. Reduce it to 5 or 10.
8. IMPROVE REWARDS. BadJoe really is onto something, although his rewards are too high. But the costs to GvG are already very high, and if we want more Guilds to take the GvG ladder seriously, the rewards must be more significant. We don't need more penalties for losing (XP loss is enough), we need more rewards for winning. I like his imaginative buff scenarios though. Current RP rewards are fairly lame:)
By the way, using Deflect in GvG is lame!
Hail the Kings and Queens!