Feedback: Guild Conflict Improvements
#161
Posted 26 October 2008 - 18:31
if pvp rating was able to be taken. the level range of attacking should be lowered up a bit. i do like what Vanul said about gaining pvp and not losing it. you could get very high levels pvp ratings thru this. most likely making the player more of a target for actual PvP for that rating. thus bringing back to life PvP in general.
solves everything ;P
RP rewards needs actual work done on it also. its a small step to start building a nice structure around PvP and GvG. give it some life
#162
Posted 03 November 2008 - 16:46
I agree with some things said here, but disagree with other things said here.
This post is sponsored by Avvakum Ltd.
:roll:
GvG system needs at least some things...
#163
Posted 05 November 2008 - 04:09
#164
Posted 11 November 2008 - 06:50
#165
Posted 26 November 2008 - 04:16
#166
Posted 12 January 2009 - 22:55
#167
Posted 13 January 2009 - 18:11
GvG privilege - basically Guild founders would be able to set who would be allowed to join in a GvG possibly by a structure(to help pull a lil gold out of the game) or by a rank privilege
better 'RP' packages - it would be nice to have a few more bonuses for all the hard work put into GvG, this link will take you to my ideas for some better packs.
Avatar upgrade - http://forums.hunted...showtopic=55576
GvG tracking ideas -
In the advisor - http://forums.hunted...showtopic=55250
In a building - http://forums.hunted...showtopic=53004
#168
Posted 14 January 2009 - 21:45
Original post date 21st November 2007. Methinks Hoof et al have stopped reading this now! :cry: !
most likely, but i can always hope... can't i?
Avatar upgrade - http://forums.hunted...showtopic=55576
GvG tracking ideas -
In the advisor - http://forums.hunted...showtopic=55250
In a building - http://forums.hunted...showtopic=53004
#169
fs_theoryman
Posted 27 January 2009 - 03:29
#170
fs_arkonas
Posted 02 June 2009 - 14:39
#171
Posted 05 August 2009 - 19:39
[b]Its nice but Kind of Expensive about 10,000 gold to inate a conflict would be much cheaper and better[/b]
I agree, because low lvl guilds that are just starting out dont have enough gold to do that, and maybe a fsp award to the winner between the conflict
#172
Posted 19 August 2009 - 00:16
#173
fs_ryozanpaku
Posted 30 August 2009 - 08:55
GvG is pointless
- GvG is an outlet to use stamina in a way other than leveling. It breaks the monotony of mindlessly leveling up with no purpose other than to get new buffs and make more gold killing monsters. Some players stayed longer simply because they had an alternative to the same old same old
GvG is a waste of time because of ... FSPs, Stam, Gold, etc
- If your opinion of GvG has such negativity, then simply don't participate. If you get attacked, don't retaliate. If you lose enough times, most guilds wont even bother attacking you. In the current system the difference in points correlates to the cost of a conflict, so it's not often you'll find a guild with 1000+ GvG points wanting to attack a guild with 800 GvG points since it will probably cost them 1 fsp + 1-1.2 million gold and they'll only be rewarded 5 RPs.
GvG attacks should be based on the guild's VL rather than player's VL.
- This will only create major limitations in GvG. How are guilds who don't focus on leveling supposed to hit the top 10 guilds? There's such a major gap in guild levels that having such a restriction will only give you a handful of guilds to fight with.
It's unfair to hit inactives and we want them to be inaccessible
- I really can't sympathize, there's a reason there's a boot feature for the guild. They're only dead weight; they don't increase your guild XP, they take up a space in a guild, and they are vulnerable in getting attacked. If you want to honor them, then use the guild bio space if they are that important, if not then just wait a few weeks, when only their name remains then they cannot be attacked in GvG.
It's unfair that only 1 person is hitting
- This is a pretty touchy subject, as many guilds lose because of this, hence the complaints. Just bear in mind why this happens.
1) It's a proven strategy.
2) It makes coverage a lot easier.
3) It annoys the opposition.
4) A more obscure reason is that it cost guild FSPs to actually upgrade the Max conflict participants. Why would you spend all those FSPs just to increase your number of participants when it causes more losses? I do see certain guilds bragging about how they maxed out the conflict participants but I have yet to actually see them use it.
It's unfair smaller guilds win
- The reason why smaller guilds win is because they are better suited in GvG. It's pretty obvious that guilds who know the fundamentals of GvG can exploit the weakness bigger guilds have. My personal suggestion is stick to one goal and know what the benefits are. Do not expect your guild to be the all dominant guild in this game, much like Relics, the more you try to get the harder it is to defend.
If you want to be a top guild, then simply recruit all players and actively level up efficiently. Leveling guilds reap the biggest benefits in this game. They have an easy time killing Super Elites and Titans, they have a lot of buffs available to them, and they get the opportunity to be called the "top guild".
If you want to be a GvG guild, then be compact and well equipped. The rewards are less substantial though. All you get are the chance to get ranked in a GvG ladder, RPs that can lead to buffs that you can already cast, and the chance to use your stam in something other than leveling.
The GvG path is less rewarding, so there is no valid reason to complain with the trade offs given. The harsh reality is, no matter how much you try to complain about it is that specialized guilds will often times have an advantage over guilds that try to dominate everything.
Rewards aren't worth it
Fully agree. :!: Why bother with buffs that you can get yourself or buy a potion from? Rewards should be something exclusive to GvG. Arenas get exclusive Crystalline prizes and bigger guilds are able to acquire Titan items , and what do we get? Lousy buffs. GvG in my opinion is the second great equalizer (next to the Arena). You have a range that you can work with and go to battle. It's fitting that an actual relevant reward is in place. Contrary to popular belief, not everyone in this game actively levels up every single day, so why give us buffs that encourages leveling? I don't mind that it's there and it's a good option since it gives guilds that like to level to entertain the thought of using their precious stam to give a guild wide benefit, but where are the prizes that we can actually enjoy?
-------------------------------------------------------------------------------------
Constructive Suggestions
Be able to purchase epic and crystalline items with RPs
In my opinion, exclusivity and better prizes promotes the greatest interest. For small guilds like mine, it's almost near impossible to gain a Titan item due to the amount of man power required to get the most kills, so why not be able to buy Titan items and Arena items with RPs instead of guild-wide buffs and promos in the front of the site? You can price the Titan items for 1000 RPs for all I care and adjust prizes based on rarity and difficulty to attain. Obviously epic items that can be made by recipes should be cheaper than items dropped from Titans.
Give us an exclusive potion
It would be nice to have a potion that would be something extraordinary, such as a potion that gives 1-5x hell forge. That would be both useful and be something desirable enough to get people active in GvG.
Have the option to add "extras" in a GvG
Give us a check box that will charge us an "X" amount of either gold or fps to have features that were suggested in the forum.
I particularly like the reduced stamina feature.
This way it becomes another gold or fsp sink for the Cows
#174
Posted 30 October 2009 - 02:29
I've skimmed this forum out of boredom and as a GvG enthusiast I saw some unreasonable suggestions as well as really good ideas. I've gathered some of the recurring themes and just wanted to say my piece about them.
GvG is pointless
- GvG is an outlet to use stamina in a way other than leveling. It breaks the monotony of mindlessly leveling up with no purpose other than to get new buffs and make more gold killing monsters. Some players stayed longer simply because they had an alternative to the same old same old![]()
GvG is a waste of time because of ... FSPs, Stam, Gold, etc
- If your opinion of GvG has such negativity, then simply don't participate. If you get attacked, don't retaliate. If you lose enough times, most guilds wont even bother attacking you. In the current system the difference in points correlates to the cost of a conflict, so it's not often you'll find a guild with 1000+ GvG points wanting to attack a guild with 800 GvG points since it will probably cost them 1 fsp + 1-1.2 million gold and they'll only be rewarded 5 RPs.
GvG attacks should be based on the guild's VL rather than player's VL.
- This will only create major limitations in GvG. How are guilds who don't focus on leveling supposed to hit the top 10 guilds? There's such a major gap in guild levels that having such a restriction will only give you a handful of guilds to fight with.
It's unfair to hit inactives and we want them to be inaccessible
- I really can't sympathize, there's a reason there's a boot feature for the guild. They're only dead weight; they don't increase your guild XP, they take up a space in a guild, and they are vulnerable in getting attacked. If you want to honor them, then use the guild bio space if they are that important, if not then just wait a few weeks, when only their name remains then they cannot be attacked in GvG.
It's unfair that only 1 person is hitting
- This is a pretty touchy subject, as many guilds lose because of this, hence the complaints. Just bear in mind why this happens.
1) It's a proven strategy.
2) It makes coverage a lot easier.
3) It annoys the opposition.
4) A more obscure reason is that it cost guild FSPs to actually upgrade the Max conflict participants. Why would you spend all those FSPs just to increase your number of participants when it causes more losses? I do see certain guilds bragging about how they maxed out the conflict participants but I have yet to actually see them use it.![]()
It's unfair smaller guilds win
- The reason why smaller guilds win is because they are better suited in GvG. It's pretty obvious that guilds who know the fundamentals of GvG can exploit the weakness bigger guilds have. My personal suggestion is stick to one goal and know what the benefits are. Do not expect your guild to be the all dominant guild in this game, much like Relics, the more you try to get the harder it is to defend.
If you want to be a top guild, then simply recruit all players and actively level up efficiently. Leveling guilds reap the biggest benefits in this game. They have an easy time killing Super Elites and Titans, they have a lot of buffs available to them, and they get the opportunity to be called the "top guild".
If you want to be a GvG guild, then be compact and well equipped. The rewards are less substantial though. All you get are the chance to get ranked in a GvG ladder, RPs that can lead to buffs that you can already cast, and the chance to use your stam in something other than leveling.
The GvG path is less rewarding, so there is no valid reason to complain with the trade offs given. The harsh reality is, no matter how much you try to complain about it is that specialized guilds will often times have an advantage over guilds that try to dominate everything.
Rewards aren't worth it
Fully agree. :!: Why bother with buffs that you can get yourself or buy a potion from? Rewards should be something exclusive to GvG. Arenas get exclusive Crystalline prizes and bigger guilds are able to acquire Titan items , and what do we get? Lousy buffs. GvG in my opinion is the second great equalizer (next to the Arena). You have a range that you can work with and go to battle. It's fitting that an actual relevant reward is in place. Contrary to popular belief, not everyone in this game actively levels up every single day, so why give us buffs that encourages leveling? I don't mind that it's there and it's a good option since it gives guilds that like to level to entertain the thought of using their precious stam to give a guild wide benefit, but where are the prizes that we can actually enjoy?
-------------------------------------------------------------------------------------
Constructive Suggestions
Be able to purchase epic and crystalline items with RPs
In my opinion, exclusivity and better prizes promotes the greatest interest. For small guilds like mine, it's almost near impossible to gain a Titan item due to the amount of man power required to get the most kills, so why not be able to buy Titan items and Arena items with RPs instead of guild-wide buffs and promos in the front of the site? You can price the Titan items for 1000 RPs for all I care and adjust prizes based on rarity and difficulty to attain. Obviously epic items that can be made by recipes should be cheaper than items dropped from Titans.
Give us an exclusive potion
It would be nice to have a potion that would be something extraordinary, such as a potion that gives 1-5x hell forge. That would be both useful and be something desirable enough to get people active in GvG.![]()
Have the option to add "extras" in a GvG
Give us a check box that will charge us an "X" amount of either gold or fps to have features that were suggested in the forum.
I particularly like the reduced stamina feature.
This way it becomes another gold or fsp sink for the Cows
I would like to +1 everything Ryo said.
and to make an improvement on a few things.
1) the guild conflicts page limits active conflicts to only 5 conflicts per page.. meaning, with 20 active conflicts, you see 4 pages. I would like to see all conflicts listed on ONE page so we can monitor incoming attacks better.
2) An option to end a GvG instantly. Meaning, forfeit, or outcome has been determined.
This Button would serve as a way to create more active conflict, which is also another source of a GOLD SINK.
If the out come is determined, 50/50 incoming attacks, and say 31/32 out going, knowing there cannot be a draw or win, Both guilds can hit the retreat button to end the conflict early.
3) As of right now, a guild conflict can be activated, and a Guild founder can kick all players in the hitters range. I would like to see that guild being initiated against, be locked down until the conflict is over, hence the forfeit button, to give a guild founder reprieve from the conflict and have time to prepare his guild for war. I do however understand that a guild thief or something might need to be kicked, but thats why an UNRANKED position is there, so that player cant do anything inside that guild and certainly can wait til the conflict is over to be kicked.
4) Rewards for the GvGs. As of right now, there are none, and the amount of gold being put into them, should give a guild something nice. all the time spent hitting, buffing and defending should reap some nice rewards. I also love the idea of medals, reward to those who participate in the GvGs and possibly the whole guild itself earn a medal.
#175
fs_raiyt
Posted 30 October 2009 - 08:28
I've skimmed this forum out of boredom and as a GvG enthusiast I saw some unreasonable suggestions as well as really good ideas. I've gathered some of the recurring themes and just wanted to say my piece about them.
GvG is pointless
- GvG is an outlet to use stamina in a way other than leveling. It breaks the monotony of mindlessly leveling up with no purpose other than to get new buffs and make more gold killing monsters. Some players stayed longer simply because they had an alternative to the same old same old![]()
GvG is a waste of time because of ... FSPs, Stam, Gold, etc
- If your opinion of GvG has such negativity, then simply don't participate. If you get attacked, don't retaliate. If you lose enough times, most guilds wont even bother attacking you. In the current system the difference in points correlates to the cost of a conflict, so it's not often you'll find a guild with 1000+ GvG points wanting to attack a guild with 800 GvG points since it will probably cost them 1 fsp + 1-1.2 million gold and they'll only be rewarded 5 RPs.
GvG attacks should be based on the guild's VL rather than player's VL.
- This will only create major limitations in GvG. How are guilds who don't focus on leveling supposed to hit the top 10 guilds? There's such a major gap in guild levels that having such a restriction will only give you a handful of guilds to fight with.
It's unfair to hit inactives and we want them to be inaccessible
- I really can't sympathize, there's a reason there's a boot feature for the guild. They're only dead weight; they don't increase your guild XP, they take up a space in a guild, and they are vulnerable in getting attacked. If you want to honor them, then use the guild bio space if they are that important, if not then just wait a few weeks, when only their name remains then they cannot be attacked in GvG.
It's unfair that only 1 person is hitting
- This is a pretty touchy subject, as many guilds lose because of this, hence the complaints. Just bear in mind why this happens.
1) It's a proven strategy.
2) It makes coverage a lot easier.
3) It annoys the opposition.
4) A more obscure reason is that it cost guild FSPs to actually upgrade the Max conflict participants. Why would you spend all those FSPs just to increase your number of participants when it causes more losses? I do see certain guilds bragging about how they maxed out the conflict participants but I have yet to actually see them use it.![]()
It's unfair smaller guilds win
- The reason why smaller guilds win is because they are better suited in GvG. It's pretty obvious that guilds who know the fundamentals of GvG can exploit the weakness bigger guilds have. My personal suggestion is stick to one goal and know what the benefits are. Do not expect your guild to be the all dominant guild in this game, much like Relics, the more you try to get the harder it is to defend.
If you want to be a top guild, then simply recruit all players and actively level up efficiently. Leveling guilds reap the biggest benefits in this game. They have an easy time killing Super Elites and Titans, they have a lot of buffs available to them, and they get the opportunity to be called the "top guild".
If you want to be a GvG guild, then be compact and well equipped. The rewards are less substantial though. All you get are the chance to get ranked in a GvG ladder, RPs that can lead to buffs that you can already cast, and the chance to use your stam in something other than leveling.
The GvG path is less rewarding, so there is no valid reason to complain with the trade offs given. The harsh reality is, no matter how much you try to complain about it is that specialized guilds will often times have an advantage over guilds that try to dominate everything.
Rewards aren't worth it
Fully agree. :!: Why bother with buffs that you can get yourself or buy a potion from? Rewards should be something exclusive to GvG. Arenas get exclusive Crystalline prizes and bigger guilds are able to acquire Titan items , and what do we get? Lousy buffs. GvG in my opinion is the second great equalizer (next to the Arena). You have a range that you can work with and go to battle. It's fitting that an actual relevant reward is in place. Contrary to popular belief, not everyone in this game actively levels up every single day, so why give us buffs that encourages leveling? I don't mind that it's there and it's a good option since it gives guilds that like to level to entertain the thought of using their precious stam to give a guild wide benefit, but where are the prizes that we can actually enjoy?
-------------------------------------------------------------------------------------
Constructive Suggestions
Be able to purchase epic and crystalline items with RPs
In my opinion, exclusivity and better prizes promotes the greatest interest. For small guilds like mine, it's almost near impossible to gain a Titan item due to the amount of man power required to get the most kills, so why not be able to buy Titan items and Arena items with RPs instead of guild-wide buffs and promos in the front of the site? You can price the Titan items for 1000 RPs for all I care and adjust prizes based on rarity and difficulty to attain. Obviously epic items that can be made by recipes should be cheaper than items dropped from Titans.
Give us an exclusive potion
It would be nice to have a potion that would be something extraordinary, such as a potion that gives 1-5x hell forge. That would be both useful and be something desirable enough to get people active in GvG.![]()
Have the option to add "extras" in a GvG
Give us a check box that will charge us an "X" amount of either gold or fps to have features that were suggested in the forum.
I particularly like the reduced stamina feature.
This way it becomes another gold or fsp sink for the Cows
I would like to +1 everything Ryo said.
and to make an improvement on a few things.
1) the guild conflicts page limits active conflicts to only 5 conflicts per page.. meaning, with 20 active conflicts, you see 4 pages. I would like to see all conflicts listed on ONE page so we can monitor incoming attacks better.
2) An option to end a GvG instantly. Meaning, forfeit, or outcome has been determined.
This Button would serve as a way to create more active conflict, which is also another source of a GOLD SINK.initiates conflict with XX hours and XX min later, hits complete. the guild who received the hits can option to retreat and end the conflict early by forfeit. The reward for forfeit, would be extended reprieve from being hit again.
If the out come is determined, 50/50 incoming attacks, and say 31/32 out going, knowing there cannot be a draw or win, Both guilds can hit the retreat button to end the conflict early.
3) As of right now, a guild conflict can be activated, and a Guild founder can kick all players in the hitters range. I would like to see that guild being initiated against, be locked down until the conflict is over, hence the forfeit button, to give a guild founder reprieve from the conflict and have time to prepare his guild for war. I do however understand that a guild thief or something might need to be kicked, but thats why an UNRANKED position is there, so that player cant do anything inside that guild and certainly can wait til the conflict is over to be kicked.
4) Rewards for the GvGs. As of right now, there are none, and the amount of gold being put into them, should give a guild something nice. all the time spent hitting, buffing and defending should reap some nice rewards. I also love the idea of medals, reward to those who participate in the GvGs and possibly the whole guild itself earn a medal.
Very much agreed here. Adding a few thoughts here of my own.
1) Ending a GvG instantly may be a bit problematic. After all, what incentive does a losing guild have to agree to end the conflict early? The idea of options to offer a draw or offer surrender would be nice, of course. Rather, I would suggest that the margin of victory be made important in some way, such as GvG rating or a more nuanced RP system.
2) I'd like a warning screen displayed when kicking a member during GvG. "Kicking this member will forfeit all current guild conflicts." Doing so would instantly offer forfeit. However, the other guild would need to accept it. That way, two guilds who agree that one side had reason to kick a person could continue the fight, and it wouldn't be an easy out from incoming attacks. After all, if I pay 750k to launch a GvG, I insist that I get my shot at hitting anyone in their guild within 25 levels, every two minutes, so long as they are part of the guild.
Also, any guild member who wishes to withdraw from the guild at that point in time would need to be cleared by the founder with same penalties as above, or be delayed until all conflicts have come to a close.
3) Using RP for exclusive items would be nice. Also nice would be medals for guild conflicts, as well as more PvP medals overall. Even if it's just showing off, medals for things like conflict victories, PvP attacks, and number of times put on the bounty board would just be fun.
I'd also suggest that RP won be based upon the rating of the guild defeated. That way, a guild going from 1,000 to 1,100 rating wouldn't be gaining as much RP as a guild going from 1,200 to 1,300. Basically, getting the best rewards would require fighting the toughest opponents, similar to the PvP arena.
That covers the few idea expansions I've got at the moment. Anybody else?
#176
Posted 03 November 2009 - 06:01
1) Ending a GvG instantly may be a bit problematic. After all, what incentive does a losing guild have to agree to end the conflict early? The idea of options to offer a draw or offer surrender would be nice, of course. Rather, I would suggest that the margin of victory be made important in some way, such as GvG rating or a more nuanced RP system.
Like I covered in my post... A forfeit by a guild who is being attack would give them reprieve, time to recover from future attacks for a certain time period.. like instead of 100 hours, it would be 7 days, to give that guild founder time to fix his guild and prepare it for the next conflict
and yes, there has to be a victor either way. weather it was forfeit or hitting.. and a tie of course is still a stand off and nothing changes
#177
fs_ryozanpaku
Posted 05 November 2009 - 09:16
1) Ending a GvG instantly may be a bit problematic. After all, what incentive does a losing guild have to agree to end the conflict early? The idea of options to offer a draw or offer surrender would be nice, of course. Rather, I would suggest that the margin of victory be made important in some way, such as GvG rating or a more nuanced RP system.
Like I covered in my post... A forfeit by a guild who is being attack would give them reprieve, time to recover from future attacks for a certain time period.. like instead of 100 hours, it would be 7 days, to give that guild founder time to fix his guild and prepare it for the next conflict
and yes, there has to be a victor either way. weather it was forfeit or hitting.. and a tie of course is still a stand off and nothing changes
I'm liking the idea of a way to end a determined conflict.
I think that if a victor is already determined, I.E. one guild has 50/50 and another is sitting at 31/32, then that conflict can be deemed something like "Pending Victory" and will automatically free up a GvG initiation.
As an example : A guild has 3 max conflicts, Conflict A is at 50/50 waiting attack, Conflict B is at 50/50 waiting attack, Conflict C is at 50/50 and opponent has 31/32. Since Conflict C has determined the winner, a guild frees up that conflict and is able to do another GvG instead of having the status of Max Conflicts.
#178
fs_theoryman
Posted 17 November 2009 - 23:50
I would like to see the maximum number of participants for the defender equal the number of participants from the attacking guild or the number of players that where attacked from the defending guild, which ever is higher, up to the number of Max Conflict Participants upgrades the defender has.
Unresolved conflicts should either not count towards outgoing attacks (like deflected attacks), or show up in your log as "Your Combat with player X was unresolved". In general, unresolved conflicts and deflected attacks should appear in your log.
Total wins and outgoing attacks in GvG combats, for each player, in the Guild Advisor.
I would also like to see the FSP cost removed and the gold amount upped, but I think that is just wishful thinking.
#179
Posted 18 November 2009 - 22:12
Total wins and outgoing attacks in GvG combats, for each player, in the Guild Advisor.
I would also like to see the advisor updated to include these things plus the number of conflicts initiated by each player.
#180
Posted 25 November 2009 - 15:40
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