But GBG is designed for сompetitions between guilds initially! Only unreasonable personal rewards and the lack of incentive to fight for the championship for guilds spoiled this. And nerf camps will not fix either one or the other
why cant they just scrap that pc-only GVG thing (never played it myself) and instead implement some new and real guild vs guild challenge (for mobile AND pc) where only the ranking wields rewards, while the fights themselves wouldnt.
Or maybe, i have once made the suggestion below, it could also serve as a good dia sink, tavernsilver sink, and as a replacement to GVG as well
(ofc it got rejected, and also surely not perfectly thought out, but something like this could be a good guild v guild challenge):
Tavern-Expansion: The gladiator games
1. What is this?
a) The basic concept
The gladiator Games would be a challenge between guilds, including its own league system.
Gladiators would be hired in the tavern with tavern silver.
And tavern silver could be bought with … yes DIAMONDS!
There would be different types of gladiators that could be hired. A player can hire as many gladiators as they want, as long they have enough tavern silver.
Once a player has hired at least 8 gladiators, he can put them into a team of 8 gladiators and then initiate a fight against the member of an opposing guild.
b) The units
(units can die ofc)
heres a list of possible gladiators that ive thought out (ive not thought them out very thorouhly though, its more a rough example of what types of gladiators could be hired)
Eques: Extremely robust (robustness scales with the player's combat values), heals other friendly gladiators, but cannot deal damage itself. The higher a player's attack power, the more the Eques heals.
Murmillo: Extremely robust, strengthens the attack values of your own gladiators, but cannot deal damage. The more attack power a player has, the higher the bonus granted by the Murmillo. The more Defense Power a player has, the more resilient the Murmillo is.
Agitator: Extremely vulnerable, can stealth in certain terrain, can cause an enemy gladiator to defect. The higher a player's attack power, the higher the chance of capturing an enemy gladiator.
Thraex: Extremely vulnerable, can stealth itself in certain terrain, can detonate itself. The higher a player's attack power, the greater the blast radius and blast damage (you know, gladiator games are not necessarily antique stuff)
Hoplomachus: Extremely vulnerable. Can spot enemy hidden gladiators. The higher a player's defense power, the higher the chance of detecting hidden gladiators. Bonus damage against hidden gladators
Retiarius: can place booby traps. The higher a player's defense power, the more damage booby traps will inflict on the opponent. The Retiarius can also fight, is particularly robust and strong in close combat.
Pontarius: Can disable enemy booby traps, and can also fight. The higher a player's defense power, the higher the chance of detecting and defusing enemy traps.
2. The frame-work
a) league system
Gladiator Games would essentially be fights between the members of guilds, which would be implemented as a league and would start over and over again seasonally. However, guilds could rise and fall in leagues. The gladiator games would be cross-server.
b) Which players can participate?
Anyone who has researched the required technology. I would place the technology for this in the late Middle Ages.
c) How would the framework for gladiator games look like?
Each guild would be put in a group with several other guilds, let's say 10 guilds per group.
The groups would be formed by the total combat strength each guild and by the number of members, i.e. the game would
- just before the start of a league, determine the total combat strength of each player in a guild by adding the combat values of his attacking army and his defending army, it would look like this:
attacking army 1000% attack power
attacking army 500% defense
defending army 150% attack power
defending army 500% defense
Makes a total of 2,150 Total Combat Power
- the total combat strength of each player in a guild would be added up (of course not counting those players who are not yet unlocked for gladiator games) and thus a total combat value of a guild would be determined, for example 30,000 guild total combat power
- This guild would then be pooled with other guilds that have roughly the same overall combat strength and roughly the same number of members.
- if there were no comparable guilds - for example if a small guild has already risen a long way and therefore only stronger and larger guilds are available within the group pool, then this guild would just be put together with stronger and larger guilds.
The same applies the other way around
3. The fights:
In order to initiate a gladiator fight, you would have to provide eight gladiators. Of course you should also provide 8 defending gladiators (similar to your own defense army or the PVP Arena).
If a player does not provide defending gladiators, he would automatically lose a defending battle.
There would be a whole range of different Gladiators, each with their own pros and cons, and only a maximum of two of each type could be fielded, so a team would always consist of at least four different Gladiators.
4. How would the fights go?
a) Units can only be lost when attacking - similar to plundering or the PVP arena.
b) How many league points can be won for a successful attack or a successful defense is calculated by the combat value of both players involved. If you (being the attacker) field a combat value of 5.000 andtje defending player has only 500 points of combat value, you could win only a few points.
d) can you choose the player you attack? Of course not. That would be random. But you can choose the guild whose players you want to attack, see next point.
e) Can you choose the guild whose players you attack? Yes. However, you can only choose the guild. Which player of the target guild you meet is then random.
But each guild can only be attacked a limited number of times per day. The number of players in a guild participating in the duel determines how often the guild can be attacked. If it can no longer be attacked, you have to choose another guild. Until just no more guild can be attacked. In that case you have to wait for the next day.
f) How many attacks can you initiate per day?
That would be similar to the pvp arena.
One attack would become available per hour. However, you can only stack up to a maximum of three attacks (then you have to attack again if you want to stack more attacks).
you could buy extra attacks with tavern silver or diamonds.
g) could one withdraw from a fight?
sure. But the smaller the difference to the defending player's combat power, the higher the league penalty points that your guild receives for this lost battle.
h) Rewards
they would have to be adequate so that it would be fun to participate in the guild duels.
i) would large guilds be at an advantage compared to small guilds?
i tried to compensate for this on the one hand with the group allocation and on the other hand with the number of maximum attacks that a guild has to endure based on the number of its members. because they can attack more often when they are larger, but they can also be attacked more often.
However, a beta would have to be used to find out how the ratio of the number of players to the maximum number of attacks on a guild would be fair.
Ad hoc, five attacks per day against a guild guild per guild member seems appropriate to me.
ie a guild of 20 members would have to endure a maximum of 100 attacks per day.
but since I can't test that, it's just a purely fictitious number.