DeletedUser8939
Guest
Hello everyone
We belong to a top guild, very combative and active participant in the GvG wars.
For quite some time now we have detected what think is a big problem in the game mechanism, which think is quite important.
Although we understand that the initial objetive of the FoE Development Team was to power balance in GvG, between large and powerful guilds and less powerful guilds, it is finally leading to a very large imbalance, which clearly benefits the smaller guilds and with fewer sectors.
We refer to the counter that is activated when releasing a sector, not allowing the guild that releases it to perform any action on it, until the next count and map update.
And this is where, under our point of view, is the problem.
Along the time a tactic has developed, widely spread, by which a few seconds before the end of the 24-hour period immediately preceding a certain count, the guild that owns the sector releases it. As soon as the recount ends, they place a siege on the sector released a few seconds before and (given the advantage that the attacker usually has, except for a successful attack by the rival guild on the siege) they usually reconquers it and putting on a shield for another 24 hours.
This tactic is usually combined with a change of defenses in the sector just before the count, placing troops of low potential to facilitate the subsequent siege and reconquest. If we additionally consider the low cost of sieges, for a guild with few sectors on the map, this becomes a great advantage for those who want to defend at very low cost, and with very little effort and losses. A huge help more, to add to the cost of sieges, for those guilds of GvG with few sectors. And that unjustly penalizes whoever works the most to own these sectors.
There is a very serious consequence in this that we comment, since it is indispensable to be very quick to put the siege right after the recount. Both for who makes this defensive tactic and for who intends to take the sector, the temptation to use bots and / or automatic mouse programs is very high. In fact we have suffered its use many times, we have reported it to Support on multiple occasions (even providing videos) and we know that it is very complicated to prove and sanction it.
This undesirable derivative accentuates the injustice and imbalance that we marks, completely distorting the desirable and clean competition between guilds in GvG. It is extremely frustrating to prepare with care and dedication a brilliant combat maneuver, to see it derailed afterwards with these traps, and these exaggerated advantages for those who least work a GvG map.
Another undesired aspect of this is the creation of "ghost guilds" to take advantage of these circumstances: guilds that only want to score points for the Towers Tournament; guilds dedicated only to annoy and attack larger guilds, with only objective and desire to harm one's most power opponent; top guilds with many sectors, which are forced to create "ghosts" to defend themselves at low cost ... the mixture of all this has greatly distorted the initial idea of GvG: a place to fight, a place to compete, a place for that the best guilds (large or not) can unfold their potential and their strategies.
We propose a very simple solution.
Simply if you release a sector of your own, you can not attack it within next effective 24 hours. Not until the next recount, which is the current situation and that, as we said, may be it a few seconds after you releasing it. If you release him at 19:59.55, you can not attack again until 19:59.55 of the next day.
As simple as that.
This would eliminate in a direct and quickly way all the problems previously exposed.
To oblige to defend the sectors that are possessed, with talent and means.
It would take you to fight with "the face uncovered", which is what it is! FoE are a War Game (especially in its GvG module).
It would make the use of bots and traps irrelevant.
To minimize the theme of the "ghost guilds".
It would balance GvG, and probably helps to make the same in the rest of the game: if you are a small guild the logical thing is to first grow and then be able to fight in GvG with guarantees, starting with low Ages; If you are a powerful guild, that you have worked to get where you are, your logical reward and benefit is to have sectors on the maps. Without being so exposed to incursions oriented only to damage, with little effort and risk. And to be able to attack and obtain a minimum reward for so much effort, without having to overcome defenses of low cost exaggeratedly benefited by these that we comment.
The counter re-desing proposal is also extended to the shield that guild puts when conquer a sector. Currently the shield of a certain sector down during the next count. And all of shields falls at once. We propose, as a complement to the above, that the shield of a certain sector remain active during a effective period of 24h, starting from the moment it is put.
It is true that both counters should be controlled by independently way, for each sector (we assume that it will consume resources in the servers). But it is very possible that this workload is distributed and balanced for more hours. Despite the obvious improvements of the last update, the entire workload and resources continue to be concentrated in the time lapse between just before 20:00 and, perhaps, 15 minutes to 1 hour later. We believe that redesigning the counters of liberation and shields will avoid this workload peak so accentuated. And the known (and protested) problems of servers overloaded at 20:00h.
To conclude; these improvements will give a new dimension to GvG. There will be more action and more variety, for more hours per day, as the strategies become less dependent of count period (20:00h). The hours of fighting will be diversified. It will be much more dynamic. And it will be much more just, rewarding and compensating for the effort and talent, for attention on game during more time...not like a present situation... that it is a mere "trains crash" at 20:00h, with too many advantages for the defender, and too many difficulties for the one who risks and attacks more.
We believe that the small guilds, while growing up to be able to fight successfully in GvG, can to score in the Expeditions; with several levels suitable for the potential of each one. Of course, any player has the neighborhood, and the possibility of attacking their neighbors. And already in GvG the norm of cost of sieges by number of sectors is already in itself a great help against more powerful guilds.
Thanks for everyone's attention. We hope that this reasoned and simple idea has a welcome, and allow us to perfect and improve a GvG that, for us, are very damaged by this that we remarks.
We belong to a top guild, very combative and active participant in the GvG wars.
For quite some time now we have detected what think is a big problem in the game mechanism, which think is quite important.
Although we understand that the initial objetive of the FoE Development Team was to power balance in GvG, between large and powerful guilds and less powerful guilds, it is finally leading to a very large imbalance, which clearly benefits the smaller guilds and with fewer sectors.
We refer to the counter that is activated when releasing a sector, not allowing the guild that releases it to perform any action on it, until the next count and map update.
And this is where, under our point of view, is the problem.
Along the time a tactic has developed, widely spread, by which a few seconds before the end of the 24-hour period immediately preceding a certain count, the guild that owns the sector releases it. As soon as the recount ends, they place a siege on the sector released a few seconds before and (given the advantage that the attacker usually has, except for a successful attack by the rival guild on the siege) they usually reconquers it and putting on a shield for another 24 hours.
This tactic is usually combined with a change of defenses in the sector just before the count, placing troops of low potential to facilitate the subsequent siege and reconquest. If we additionally consider the low cost of sieges, for a guild with few sectors on the map, this becomes a great advantage for those who want to defend at very low cost, and with very little effort and losses. A huge help more, to add to the cost of sieges, for those guilds of GvG with few sectors. And that unjustly penalizes whoever works the most to own these sectors.
There is a very serious consequence in this that we comment, since it is indispensable to be very quick to put the siege right after the recount. Both for who makes this defensive tactic and for who intends to take the sector, the temptation to use bots and / or automatic mouse programs is very high. In fact we have suffered its use many times, we have reported it to Support on multiple occasions (even providing videos) and we know that it is very complicated to prove and sanction it.
This undesirable derivative accentuates the injustice and imbalance that we marks, completely distorting the desirable and clean competition between guilds in GvG. It is extremely frustrating to prepare with care and dedication a brilliant combat maneuver, to see it derailed afterwards with these traps, and these exaggerated advantages for those who least work a GvG map.
Another undesired aspect of this is the creation of "ghost guilds" to take advantage of these circumstances: guilds that only want to score points for the Towers Tournament; guilds dedicated only to annoy and attack larger guilds, with only objective and desire to harm one's most power opponent; top guilds with many sectors, which are forced to create "ghosts" to defend themselves at low cost ... the mixture of all this has greatly distorted the initial idea of GvG: a place to fight, a place to compete, a place for that the best guilds (large or not) can unfold their potential and their strategies.
We propose a very simple solution.
Simply if you release a sector of your own, you can not attack it within next effective 24 hours. Not until the next recount, which is the current situation and that, as we said, may be it a few seconds after you releasing it. If you release him at 19:59.55, you can not attack again until 19:59.55 of the next day.
As simple as that.
This would eliminate in a direct and quickly way all the problems previously exposed.
To oblige to defend the sectors that are possessed, with talent and means.
It would take you to fight with "the face uncovered", which is what it is! FoE are a War Game (especially in its GvG module).
It would make the use of bots and traps irrelevant.
To minimize the theme of the "ghost guilds".
It would balance GvG, and probably helps to make the same in the rest of the game: if you are a small guild the logical thing is to first grow and then be able to fight in GvG with guarantees, starting with low Ages; If you are a powerful guild, that you have worked to get where you are, your logical reward and benefit is to have sectors on the maps. Without being so exposed to incursions oriented only to damage, with little effort and risk. And to be able to attack and obtain a minimum reward for so much effort, without having to overcome defenses of low cost exaggeratedly benefited by these that we comment.
The counter re-desing proposal is also extended to the shield that guild puts when conquer a sector. Currently the shield of a certain sector down during the next count. And all of shields falls at once. We propose, as a complement to the above, that the shield of a certain sector remain active during a effective period of 24h, starting from the moment it is put.
It is true that both counters should be controlled by independently way, for each sector (we assume that it will consume resources in the servers). But it is very possible that this workload is distributed and balanced for more hours. Despite the obvious improvements of the last update, the entire workload and resources continue to be concentrated in the time lapse between just before 20:00 and, perhaps, 15 minutes to 1 hour later. We believe that redesigning the counters of liberation and shields will avoid this workload peak so accentuated. And the known (and protested) problems of servers overloaded at 20:00h.
To conclude; these improvements will give a new dimension to GvG. There will be more action and more variety, for more hours per day, as the strategies become less dependent of count period (20:00h). The hours of fighting will be diversified. It will be much more dynamic. And it will be much more just, rewarding and compensating for the effort and talent, for attention on game during more time...not like a present situation... that it is a mere "trains crash" at 20:00h, with too many advantages for the defender, and too many difficulties for the one who risks and attacks more.
We believe that the small guilds, while growing up to be able to fight successfully in GvG, can to score in the Expeditions; with several levels suitable for the potential of each one. Of course, any player has the neighborhood, and the possibility of attacking their neighbors. And already in GvG the norm of cost of sieges by number of sectors is already in itself a great help against more powerful guilds.
Thanks for everyone's attention. We hope that this reasoned and simple idea has a welcome, and allow us to perfect and improve a GvG that, for us, are very damaged by this that we remarks.
EDIT: NormaJeane - 2018-05-07 - Edited* this because partially no English translation was provided.
* in accordance with this post
* in accordance with this post
Last edited by a moderator: