How so? All guilds recruit and guilds who are serious about competing at the top levels of their leagues are going to recruit for specific traits such as DAT (Daily Automatic Treasury), fight stats, establish minimums on advances, and now they're going to recruit for red and blue players. I highly doubt there's a single thing that Inno can do to truly prevent players from creating super guilds completely (and why would they want to?) and I do think that the stacked VPs will go a very long way towards ameliorating rank due to receipt of unearned VPs, i.e., the "fifth hour" by capping at XX:59.I think the center of both map 1 and 2 and their surroundings should be either all blue or all red. This will balance all guilds in the difficulty of fighting on the blue icon.
I highly doubt that. What we see on the game screen are numbers that are rounded to a certain delimiter but I strongly suspect that what's often referred to as Senior Diamond League Guilds have, in fact, earning far more than 1000 LPs much like we saw in L100 guilds that continued to increase their prestige holding higher ranks even without the benefit of holding land in GvG.The issue of the diamond league being only 1,000 will mean that in the future there will only be 3 to 4 guilds in diamond, restricting the gain from buildings.
If what you mean by rotating positions is swapping on the map, what makes you think they're not doing it now? Just because I've not seen (or heard of) more formal swap arrangements like the ones that existed prior to the tournament-style BG doesn't mean they don't exist. You don't even have to be in a top guild (or even Diamond league) to see that people are still prone to checkerboarding the map to keep their attrition down or at the very least using the good old hurricane swap method and just rotate that way.Because it may happen that some guilds join together and and rotate positions and then whoever does not join these guilds will be deprived of the earnings. I think a margin of 950-1000 should be placed to be diamond league and not only 1000.
Fully agree.So, the significant changes have taken affect in the live servers. Despite the fact that no genuine testing phase has been concluded in Beta. As this changes significantly impact the GbG season, alteration in match making and even a special round. For this to be genuinely tested at least 1 full season is required to fully observe the effects effectively and coming to a full conclusion if the changes are meeting expectations of the intended results. The failure in completing a full genuine test round, to observe how this effects a full season deeply concerns me and makes me wondering what ultimately drove this decision.
If the Beta server lacked a sufficiently competitive environment to be suitable for such genuine test, I would’ve understood and expected this to be communicated clearly through announcements. Much as was done years ago. When a specific live sever was selected to test significant changes. As beta was unable to give concluding results due to the lack of a sufficiently suitable environment. This leaves me to speculation of what could’ve driven this decision to release the changes while it’s not fully tested yet. Could a mod shine a light on this or could someone provide a link to the explanation for this? It’s very concerning to observe this development
I don't like to be forced to resort to such speculation. Although a very compelling theory. Which is more in line with recent developments. Which appear more... impulsive compared to prior years. Alongside other signals I won't go further in detail off for now. As it may be unrelated to the dev's and their decision to ship major changes despite completion of a full test.It is most likely being implemented on live because the increased sector building costs have resulted in more diamond sales...
In other words, for the same reason that drives ever INNOvation in FoE..... Monetization.
It's an interesting analysis. However due to the lack of data collected on at least 1 full GbG season with this changes in affect. It's more an educated guess than an analysis based off factual real world data from 1 affected season. While a decent hypothesis based off indications, it lacks the real world data necessary.Fully agree.
I was about to post this when live announcement came, unfortunately, we'll learn if that's right the hard way...
New Diamond league activity level & matchmaking
A- There are only a few cycles for guilds that doesn't stay permanently in Diamond league (that can be partially or fully followed depending on each guild capacity).
Cycle 1 = R1 Diamond -> R2 Plat -> R3 D -> R4 D -> R5 P -> R6 D -> R1 D...
Cycle 2 = R1 P -> R2 D -> R3 P -> R4 D -> R5 P -> R6 D -> Cycle 1
Cycle 3 = R4 P -> R5 D -> R6 P -> R1 D -> Cycle 1
Consequences :
1/ Within guilds that can't stay permanently in Diamonds, the most competitive one (i.e. the one able to go back to diamond after 1 round in Plat) will follow the same cycle (#1).
2/ Platinium will therefore be more competitive on rounds 2 & 5.
3/ Less Platinium competitive guilds will still have other opportunities at rounds 1, 3, 4 & 6.
B- With this, we can reach the conclusion that the powerful enough guilds will therefore meet more frequently less active guilds than currently (outside of special round). Diamond maps will have globally less activity.
Of course, that's depending on the following:
>> that diamond size increases.
More guilds with less battles capacity will be included in the matchmaking list.
Well we won't know how it really evolves as on Beta we're having consecutive special rounds [unless someone got the stats of size evolution of current Diamond 1000PL on long term / made simulations].
But with 2 rounds with no demotion, we can assume, it will increase bit by bit, as it seems stable with current GBG system.
>> that match count doesn't reset, guilds that stays permanently in diamond will meet less and less (especially as they'll still get paired during special rounds).
(Actually, even if match count resets every championship, that will be the case, in lower proportions).
In case you didn't notice all changes that are championship related are always being deployed with next championship in live. Regardless of any feedback. This applies both to GbG and QI, but not GE.So, the significant changes have taken affect in the live servers. Despite the fact that no genuine testing phase has been concluded in Beta. [...]
It was previously stated that beta data doesn't constitute real data (no additional details).[...] For that reason I'm seriously questioning what has driven the devs to rush through such impactful and significant changes without proper testing, collecting real world data and taking the time to analyse set data. Making conclusions based off that and informed decisions: necessary tweaks due to unforeseen consequences, unexpected/unwanted effects, meeting expectations or not, etc. It's all very atypical for a professional enterprise
I noticed with QI that it was hastily released. Same goes with this. One time could be written off as somewhat impulsive. A second time is unlikely not to be a pattern.In case you didn't notice all changes that are championship related are always being deployed with next championship in live. Regardless of any feedback. This applies both to GbG and QI, but not GE.
I suspect this represents some issue with code.
Even just an issue where updating the tower in GbG for next championship is linked to any change in championship code, so deploying one without the other risk creating more bugs (since that split isn't being tested in beta at all). Not sure why this applies to QI too. But notice the amount of effort they took to increase separation between qi championship end in beta and live
Thanks for the advice and I did. I provided this piece of feedback before anyone else here did. As soon I noticed the devs have decided to not compete a full genuine test phase for these changes.If you want to provide feedcack on GbG and qi, I suggest you write your feedback as early as possible.
It was years ago stated for something else, yes. It’s also evident that it should be possible to selectively release significant changes. Hence why it’s so strange. Can you elaborate further on the by your implied logic? I’ll give more context from where I’m coming from.It was previously stated that beta data doesn't constitute real data (no additional details).
So by your argument, dev SHOULD rush it to live to start collecting "real world data". They get no such data from beta.
Well, GBG championship was already running on live and implementing it with next championship in Jan would have made more sense.In case you didn't notice all changes that are championship related are always being deployed with next championship in live. Regardless of any feedback. This applies both to GbG and QI, but not GE.
It's not that difficult to understand once you realise what the advantages are.I noticed with QI that it was hastily released. Same goes with this. One time could be written off as somewhat impulsive. A second time is unlikely not to be a pattern.
I have an hard time believing an enterprise would build in such an obviously critical design flaw. Let some not trying to patching it or letting it slip through.
I would argue that the scheduled release of the feature is not a comment on the feature, but I did the same. It can be argued both ways.Thanks for the advice and I did. I provided this piece of feedback before anyone else here did. As soon I noticed the devs have decided to not compete a full genuine test phase for these changes.
There are some ways that data from beta could be useless.It was years ago stated for something else, yes. It’s also evident that it should be possible to selectively release significant changes. Hence why it’s so strange. Can you elaborate further on the by your implied logic? I’ll give more context from where I’m coming from.
Without sufficient real world data collected on the affects of significant changes, no meaningful analysis can take place and from that no effective and informed decisions can be formulated. Like I said in my original post. If the Beta server doesn’t support a sufficiently competitive environment to facilitate meaningful real world data. They could opt like they’ve done in the past to select one suitable live server. Since they’ve done that in the past, I don’t see any reasons why they miraculously couldn’t do it this time around. The theory of critically flawed code as it’s too entangled seems unlikely on those grounds. However since neither of us have direct access to asses the underpaying code nor inside knowledge we’re left to speculate and theorise. Until a mod in contact with the devs or a dev releases more information on the subject.
As the facts are standing now however: significant GbG changes have been released. Insufficient time has past for real world data to accumulate for meaningful analysis to for meaningful conclusions and making informed decisions based off that. As for now how competitive guilds will react and may adapt is speculative and at best educated guesses. However due to the absence of sufficient real world data, it is more a gamble that no unforeseen consequences will come forth from it and the expected results will be met. Those facts are what deeply concerning me. As GbG is a delicate core feature that mainly maintains high engagement.
Feature | Feedback | Longer testing advantages |
Provinces with blue army boost | Generally positive. Some complain on people not having as much blue bonuses There might be some issue with the randomisation of provinces | Randomisation forming patterns might better tested with more data, but using all live server might reveal any issue much faster. Beta testing already show that there is no major bug here. |
Matchmaking enhancement | Many complain, but I didn't see any specific issue mostly theoretical complain | Real world data in needed. Longer test might be insufficient |
Leagues ranger changes | Some theoretical analysis on it effect on guild participation. They might have also changed the amount of LP for victory. In bronze it's now 263 for participation, but I'm not sure what the old value was. | Real world data in needed. Longer test might be insufficient. Beta data might be not representative |
Special matchmaking for 3rd and 6th session | Some theoretical analysis on it effect on guild behaviour | Real world data in needed. Longer test might be insufficient. Beta data might be not representative |
Usability improvement | There are a couple of issue reported here. Some might be fixed, but they were not major enough to delay deployment to live. If the same low severity issue had delayed deployment of flat mode we would be enraged. | Maybe there is some minor issue we missed on beta. No guarantee it would have been found with a longer test. |
Reward pop up removal | Positive feedback. Personally I would prefer if clicking to see the reward open a window that can be closed with ESC on keyboard. | No benefit |
Building cost and VP scaling | I saw no feedback | Not sure anyone is testing the effect of this. Live data might be needed to see any issue |
Building with new ability (VP amount not just %) | I saw no feedback. I think this has the potential to have a big impact since the amount from the home base province is huge. | Pattern need to emerge is there is something to twich here. Live data might be needed to analyse any issue here. |
New look | I saw only positive feedback | No benefit |
New attrition level | I saw feedback that I would sum up as: Who cares | Live data might be needed to analyse any issue here, like burnout risk |
Sorry I was under the impression we just srted a new championship. I was wrong since the championship started at the end of November.Well, GBG championship was already running on live and implementing it with next championship in Jan would have made more sense.
I also checked records, last big change on GBG (attrition cap - mid-2023) was implementend 5 weeks after Beta.
Here, we're live only 3 weeks after Beta...
I think you misunderstand what software developers actually do to test a new/upgraded feature. The testing you seem to think has been overlooked happens in their own systems analysis, i.e., running sims. Before releasing the develop-ing (-ed is more accurate to what actually happens) software to a live audience, e.g., A/B or Beta testing, they've already determined it's functionality. What they're looking for is a live audience to what amounts to testing the market. Will the product sell? Will it be popular or successful? And so on. If they happen to gain valuable information regarding everything from marketing to actual bugs/glitches from their volunteer testers while they're doing that, all the better!I noticed with QI that it was hastily released. Same goes with this. One time could be written off as somewhat impulsive. A second time is unlikely not to be a pattern.
I have an hard time believing an enterprise would build in such an obviously critical design flaw. Let some not trying to patching it or letting it slip through.
I'm still convinced you don't fully understand what a "full genuine test phase" is.Thanks for the advice and I did. I provided this piece of feedback before anyone else here did. As soon I noticed the devs have decided to not compete a full genuine test phase for these changes.
You're rephrasing what you've already stated so I will also: see above.It was years ago stated for something else, yes. It’s also evident that it should be possible to selectively release significant changes. Hence why it’s so strange. Can you elaborate further on the by your implied logic? I’ll give more context from where I’m coming from.
Without sufficient real world data collected on the affects of significant changes, no meaningful analysis can take place and from that no effective and informed decisions can be formulated.
This would probably be far more reliable a testing means than what you call a full-blown Beta phase, e.g., the full championship season.Like I said in my original post. If the Beta server doesn’t support a sufficiently competitive environment to facilitate meaningful real world data. They could opt like they’ve done in the past to select one suitable live server.
You're rephrasing what you've already stated so I will also: see above.Since they’ve done that in the past, I don’t see any reasons why they miraculously couldn’t do it this time around. The theory of critically flawed code as it’s too entangled seems unlikely on those grounds. However since neither of us have direct access to asses the underpaying code nor inside knowledge we’re left to speculate and theorise. Until a mod in contact with the devs or a dev releases more information on the subject.
There's that pesky "real world data" stuff again. See above.As the facts are standing now however: significant GbG changes have been released. Insufficient time has past for real world data to accumulate for meaningful analysis to for meaningful conclusions and making informed decisions based off that.
To my knowledge Inno has never concerned itself with the collective's (guild) reaction but only that of the playerbase as a whole so I'm not sure why they would start now!As for now how competitive guilds will react and may adapt is speculative and at best educated guesses.
Again with "real world data." Rinse, repeat.However due to the absence of sufficient real world data, it is more a gamble that no unforeseen consequences will come forth from it and the expected results will be met.
l couldn't agree with you more, nor do I think would the developers. I'm quite sure that's why they've spent 5+ years developing, maintaining, and upgrading the feature. (Do you realize this is not the first major upgrade to battlegrounds?) I think you've brought up some laudable points but I think they're misplaced and well, not fleshed out. I'd suggest you try to separate your concerns between actual game mechanics and marketing techniques after familiarizing yourself with the testing and implementation phases of software before you present it, but that's just my opinion.Those facts are what deeply concerning me. As GbG is a delicate core feature that mainly maintains high engagement.
the cheapest to build and level: Obs & Zeuswhat GB is best for defense bonuses?
and what GB is best for attack bonuses?
The 3x Saturn VI Gate but you need space age Titan goodswhat GB is best for defense bonuses?
and what GB is best for attack bonuses?