As much as I am heartbroken to see that Inno gave up on GvG, I do understand reasons behind it. So I will not waste time here trying to change Inno's mind.
Summary Feedback for GBGs:
K I S S - Keep It Simple Stupid
Right now you have placed negotiations, fighting, building in sectors, leagues, strategic move planning and team coordination and several other old concepts together. So players need to figure out mechanics first and those who succeed, will also need to find time and resources somewhere to participate while responding to guild demands....
Where is the fun part of this concept?
I mean something that should motivate players to make this extraordinary effort?
GBGs concept is not a GvG mobile substitute as it is not aggressive, pure military thing that engages players accross guilds on more personal level - alliances, back- stabbing, loyalties, fighting evil bullies, trash talk, heroism, you name it. GvG is an Alpha-dog playground.
Is GBG an alpha-dog playground?
Does it allow for creative and diversified strategies?
Does it require creating alliances, friendships, new kind of enemies, and other forms of social behavior that bond players together?
Suggestions:
1. Guilds send "Olympic-games-style" representations to compete in GBG. Let's say 3 fighters, 3 negotiators, and 3 builders. This way other guild members will not be tortured with leadership demands to participate in GBG.
2. Three fighters fight, three negotiators negotiate. Now, why builders? To engage players who focused their game strategy on leveling GBs. Erecting GBG building in GBG hexes cannot be based on guild treasury resources because big chunk of guilds have their treasuries almost empty. So basing GBG success on something that is already a problem for many guilds is setting the whole concept of GBG for failure from the start. GBG buildings have to use resource, other than treasury/personal goods. Resource that only players with high lv GB have. What? Well, I have not figured out that part yet...
3. The rewards to winning teams have to be mind-blowing. Why? Because of the amount of additional effort the new feature requires. Forget Himeji rewards. You need to do much better than that. So if you want to award new GB prints - better this new GB produces diamonds every day.
That may catch attention even the most disengaged players.
4. Players have to know who exactly are they competing against. Why? To create at least some rudimentary social context for this new feature. The current competitors have to have their avatars marked somehow. They are the new alpha-dogs. That may help motivate other players to become contestant next time.
5. There needs to be some sort of "progress window" awailable to access for players who do not compete but who are interested in seeing how is their team doing. People get excited watching Olympic Games even though they do not compete themselves. That will help keep the non-competing players engaged.
6. I understand the rationale behind the league thing. It should be the main motivating mechanism behind this whole concept. I saw it in another game. But personally I disliked it. I do not think it gives sufficient level of accomplishment to be truly motivating. Too many guilds end up at the top. And almost always the same ones. Other guilds get disgruntled very soon... Just saying.
It is just a suggestion. I am putting it out there as my final contribution to this project. For what is worth.
It is a token of my appreciation to InnoGames for offering this opportunity to players (to be engaged in design).
Thank you!