MATR
Squire
I think Inno can already control the amount of attrition by the way it distributes camps. Currently, I see less 3 building sectors than in the past and there is far fewer in the center with 3 building slots than in the past.
The concept of limiting attrition with an artificial throttle of 66% is lame. It seems like a knee jerk reaction without much thought. It sure hasn't added any excitement to gbg for me.
Here's some ideas to provide some excitement for GBG rather than making it less thrilling:
Make all sectors have at least a single building slot. - gives the guilds stuck on the edge something of value to use to try and get off the edge.
Make edge sectors have multiple building slots and Have center sectors with NO building slots. Having the center sectors with the most slots makes charging to the center for the big farmer guilds important plus it provides the opportunity for zero attrition. Eliminating building slots in the center will reduce zero attrition opportunities. Having more slots on the edge will give all guilds a better chance of having a sector they can use to get out of home base,
Make the map bigger, much bigger, then add more guilds. 20 guilds with several hundred sectors. Put guild base camps towards the middle of the field (1 or 2 sectors) instead of all at the edge. Sectors behind your home base are much less likely to be controlled by the swapping farmers. Put the strongest guild at one end of the map and group the weaker guilds at the other end. Could even have a DMZ across the middle with two rows of sectors with zero slots.
If you want everyone to have fights just add 2 rings of sectors behind home base with zero building slots.
Make lock-down last 8 hours instead of 4 and make it take twice as many ( or 5 times as many) fights to conquer a sector. Would reduce the 4 hour rush and reduce the need for the constant management, that causes burn-out in many gbg leaders. Would also give the slow fighters extra time to get in some fights before the heavy hitters finish filling the sector (takes less than 2 minutes in my home guild before sector is filled, sometimes less than 1 minute). I'm lucky to get in 5 or 6 rights before the sectors is filled. I have to set an alarm clock or I'm left out.
Only allow a player 50 fights per sector, resets once it is locked.
Provide all home bases with no attrition equal to 2 siege camps.
Change it up every season so no one has the chance to "learn" the best strategy for farming.
Do any of these but don't make max attrition 66% no matter how many sc your guild managed to string together.
Finally: it would be nice to show the attrition reduction for each sector, as it is now I have to figure out how many sc we got, see if the sectors has traps, then do a calculation based on a multiplicative thing which I don't even understand. So, I don't bother. We now report attrition by the number of sc we got and leave it to the players to try and figure out.
The concept of limiting attrition with an artificial throttle of 66% is lame. It seems like a knee jerk reaction without much thought. It sure hasn't added any excitement to gbg for me.
Here's some ideas to provide some excitement for GBG rather than making it less thrilling:
Make all sectors have at least a single building slot. - gives the guilds stuck on the edge something of value to use to try and get off the edge.
Make edge sectors have multiple building slots and Have center sectors with NO building slots. Having the center sectors with the most slots makes charging to the center for the big farmer guilds important plus it provides the opportunity for zero attrition. Eliminating building slots in the center will reduce zero attrition opportunities. Having more slots on the edge will give all guilds a better chance of having a sector they can use to get out of home base,
Make the map bigger, much bigger, then add more guilds. 20 guilds with several hundred sectors. Put guild base camps towards the middle of the field (1 or 2 sectors) instead of all at the edge. Sectors behind your home base are much less likely to be controlled by the swapping farmers. Put the strongest guild at one end of the map and group the weaker guilds at the other end. Could even have a DMZ across the middle with two rows of sectors with zero slots.
If you want everyone to have fights just add 2 rings of sectors behind home base with zero building slots.
Make lock-down last 8 hours instead of 4 and make it take twice as many ( or 5 times as many) fights to conquer a sector. Would reduce the 4 hour rush and reduce the need for the constant management, that causes burn-out in many gbg leaders. Would also give the slow fighters extra time to get in some fights before the heavy hitters finish filling the sector (takes less than 2 minutes in my home guild before sector is filled, sometimes less than 1 minute). I'm lucky to get in 5 or 6 rights before the sectors is filled. I have to set an alarm clock or I'm left out.
Only allow a player 50 fights per sector, resets once it is locked.
Provide all home bases with no attrition equal to 2 siege camps.
Change it up every season so no one has the chance to "learn" the best strategy for farming.
Do any of these but don't make max attrition 66% no matter how many sc your guild managed to string together.
Finally: it would be nice to show the attrition reduction for each sector, as it is now I have to figure out how many sc we got, see if the sectors has traps, then do a calculation based on a multiplicative thing which I don't even understand. So, I don't bother. We now report attrition by the number of sc we got and leave it to the players to try and figure out.