Few years back discussing the same content regarding removing the guild names not sure where the discussion happened, but it is like old-school approach only. It will make the GBG as a serious place. Purpose to remove the guild name understood and I can agree for it, but at the same time for that purpose, why to remove something which looks good in the UI (original names displaying is good) I can disagree for it with heavy heart, by knowing very well that names are the main root cause for farming/checkers/allies etc. Still thinking if there is any better way to hide names and make the UI look better.GBG balancing ....
Inside GBG Map changes:
If any guild member open the GBG map, only the member's guild name and guild icon should be represented correctly.
Other guild names should be given names like Guild 1, Guild 2...etc and common guild battle (or new) icon for all other guilds in the GBG map.
Even the guild logs also represents the same pattern. And in guild ranking window also same modification.
Once the season gets over, if our guild placed in top 3 position just mention which position we achieved in the resulting window.
If no position achieved, just say "better luck next time". Do not display the other top 3 guild names in the final resulting window.
Flag and sector colors no changes needed.
Live Servers GBG Match-up Logic:
Make the guild GBG match ups by including same server with different worlds like GE with additional algorithm steps like,
- From every world collect all guild details in the given server where we play GBG.
- Next, calculate the average attacking army 'attack' strength of each guild present in every world.
How? by collecting attacking army attack strength of every member in the guild,
find the total attack strength value of all members in the guild
and divide it with total members count and round off the value to the nearest number.
Final number is the average attack strength of entire guild.
- By doing above step to all guilds, we got all guilds average attack strength from the current server.
Now List them in the descending order like highest to lower.
There are chances to see duplicates average value to few of the guilds,
If that happens descending order gets decided based on the following things,
guild creation date or total members count or total members with higher age/era or just by guild name alphabetical order.
- Now we have the highest to lowest guild listing based on the average attacking army attack strength.
From this, make a partition of 8 guilds starting from top to bottom of the list,
and initiate the GBG match-ups for each partition set of 8 guilds.
Only last partition set gets the chance of not having 8 guilds depending on the total guild count from all worlds in the server.
Beta Server Logic:
- Beta server has only one world, so algorithm steps will be limited to guilds available in that world.
- Except multiple world guild mixing concept, remaining live server steps are applicable to the beta server.
Known Facts:
Not picked the attacking army defense strength to get the overall strength. It plays an major role for some guilds in the GBG. If Attack strength zero means, having 1000 attacking army defense percentage strength also end-up losing only. So didn't pick the guilds match-ups with attacking army defense strength value. But it is the only secret weapon in this approach for all the guild players doing GBG battles.
Happy fighting to all and No one knows whom they are fighting !!
Other than this GBG match-up logic with all guilds from the current server including every world, I can support for it whole heartedly. Just read it twice and didn't find any issues with the algorithm till now. Need some more time to think deep about it.