then remove the real time synchronization
just every 5 minutes
your guild had 159/160 progress. no progress from other guilds
5 minutes later: another guild took that sector --> the fault of your guild. you stopped at 159
or much easier:
you can't see the progress of other guilds on the sectors
and sychnronization happens only when a sector is taken
for every problem there would be a solution
doesn't mean: all players would like that solution
They don't need to worry much on technical issues or real time synchronization on cross worlds in GBG with the given suggestion. Because, when the GBG match ups set with 8 guilds, each guilds will be labeled as guild 1, 2, 3,.....8. So, code should depict guild <#> number hitting the sector without any trouble.
For example,
X1X sector, guild1 made 100/160 battles. guild2 made 45/160 battles.
Most challenging part is building and keeping the timer on sectors and creating GBG buildings from the guilds with proper synchronization. This too can be handled easily, at the initial time of making GBG match ups of guilds where all guild placed in one particular GBG map which should have same starting timer like the default behavior. Now, any treasury updates or siege camp build updates are done by GBG leader of specific guild, say like "guild1 GbG leader added 2 siege camp", guild2 member conquered A2B sector". All these can be achieved by doing little tuning in the code logic since guild which performs the action is clearly visible and entry will be added to log also which has timer details too. IMHO, suggestion is completely possible. Here, sector locked timer is visible to everyone and when the log getting updated with the conquer message, time can be noted and set immediately without any trouble. Also, SC if constructed means, those construction timer also set with the same approach. Ranking the guilds based on their actions and retrieved points are very straight forward with this approach too. If I saw the code, I could have applied the solution long back with proper time zone and timer sync up. With this only trouble is, they can't do farming like how they did previously. It's definitely a good challenge in making this code logic, but this is one time change for sure and works without any trouble. Also, restricting to not show guild members information and guild original details will improve the performance of GbG too, because showing takes rendering events and association of particular guild related stuff. But restricting will make it like, only program knows guild1 is which guild and guild 2 is which guild. All details needed to implement will be readily available. many things are to be handled running background with this suggestion. With the given suggestion, GBG chat option is the main weakness. Because, without creating co-op threads with guilds, they can openly beg for farming/allies in the GBG chat window but it is visible to all guilds. hence, no hidden level communication in any of the GbG map which can be compromised.
It's kind of cluster based cloud mechanism concept which relies on dynamic clustering. But, data inputs and details having here are completely minimal and not massive amount of data, since every match up max 8 guilds only needed. Let say, One server has 10+ worlds and each world has 3000 guilds in it.
GBG has 3 days cooldown period and matchup partition of 8 guilds from (10x3000) = 30000guilds with the steps mentioned in the suggestion earlier will easily done the job in seconds (mostly done in milliseconds or nanoseconds also). Once partition done, program should label the guilds sequentially with the numbers and set the GBG match up with current behavior of flags but no guild emblems visible. to any other guilds. If guild 1 is ours and opening GbG, will shows guild number label. Our guild name and logo can be shown to us in brackets if needed. Developing this needs one month time, 3 weeks development effort and 1 week thorough testing for validating every sync up applied correctly. There are cases where few guild doesn't get 8 guild match ups if they are the last in the entire algorithm sequence. This should be considered as known issue or not a bug since no balancing guild available for them in the match up algorithm sequence.