@Radneto, simple "yes" n "no" question: is this update which will fix gvg trading (friendly gvg, farming RP or whatever you call it....)???
1 man guild problem: make it that defenders can hit back with let say min 5 players always, whatever is the number of attackers, problem solved (easy)....
guild itembox= nice update, agree with that....
The only way to make it fair is that you make defending in gvg worth, you lose gvg, you lose something (I really think -5rp for losing, 3Rp each side for equal is fair), to implement this, simple disconnect RP from titan hunting and gvg....
Do all this have sense??
why is it people seem to propose solutions that are all stick and no carrot.
GvG requires you to spend fsp, gold and stamina if you are the initiating guild. It costs stam to defend gvg. If you want to stop trading you have to address what makes it attractive. Threats don't work, making things "illegal" doesn't work (ask any historian how wel prohibition worked out) You want people to do something, give them a positive reason to do it.
If somebody idn't care about gvg rating why would they burn 500 stam for no gain. If there had been a way for the losing guild to earn rp for making all 50 attacks, I never would have turned to trading gvg conflicts. But where my choice was risk fsp gold and stam and get nothing or make an agreement with people who felt the same way and we both get something we wanted hmmmmmm what to do.
You want people to fight back, reward them for doing it whether they win or not. Fix it so it makes sense to fight back.
Think like the traders here if you want to "fix" this. Not everybody cares about rating or the "purity of GvG". If they did, trading would not have been a problem. From the evidence of the number of guilds that advertised (tip of the ice berg), there is a significant number of players that do not hold a purist view of gvg.
you people to fight back in gv, give them a reason that isn't "do it or we will take your stuff away"
I agree this is the crux of the matter and until this issue is resolved nothing will change.
Back before RP points had value, our guild still had a "No retaliation" policy on GvG conflicts. I wrote a long article over on our guild website why using the stamina to "defend" against a conflict was a complete and utter waste of stamina.
That our guild felt no attaction to our GvG ranking or rating (no reason too).
Then RP's became valuable. Just like your guild decided, it became a matter of stamina vs. profit. Planned GvG's became better use of stamina. We use 500 stamina to get 10 RP points, you use 500 stamina to get 10 RP points. Simple math, agreeable to a
MAJORITY of logical guild founders out there.
This isn't a "cheat". This isn't a way to "game the system". It's just simple math. What are the most profitable ways for a guild and it's members to use stamina.
Why do people want to overanalyze it beyond that? Why do people think all of us that paricipated in friendly GvG's with friendly people are some sort of immorale players? That's ludicrous.
All the recent change does is change the MATH behind the profit of GvG conflicts. It still will come down the price the Epic components fetch at auction, the time and cost in stamina and the cost of initiating a conflict.
That formula still holds true.