Help us understand, as I understand with the new changes for e.g. an alone wolf can take a tile and move hq multiple times in 24 hours and take more tiles. With the new changes, you cannot drop cap easily. Yeah top guilds can work with other guilds to shield but then again they can do that now as well...however with new changes they have to do it multiple times a day, which will give more chances to breach the shields.
it´s easy, the players that are against are players who belong to top guilds or their satellites and they like to lock the others guilds.
They reached the top and remain there without fighting for it, when they have difficulties they go out just to make others spend.
There is a player thad said that he is retired, and the other day he has done 1700 fights
and guess what ? we belongs to the Top 1 guild...
Exactly jmtiago. All it takes is 1-2 strong fighters to go bleed small-medium size guilds to death. Most #1 guilds have at least 10 fighters. Some as many as 20 or more. They can spare a couple to go and raid. Now the guilds trying to break through have to decide if they want to address the ghost guild or the parent guild. (Note: the parent guild will just gobble them up and remove them at some point.)
In the next day or two, yogi and I will check back in. If all our tiles are gone and the target guild has refilled, we'll blast them again. Pretty hard to handle losing 10-20k goods every five or six days. We can just widdle them down until they can't afford to hold more than 8-10ish tiles, and never really be a threat for #1.
Based on my main server (korch), I'd say fighter counts breaks out like this
10+ fighters = 2 guilds
7-10 Fighters = 2 guilds
4-6 fighters = 8 guilds
1-3 fighters = everyone else.
^--- that means there are several "top 10" guilds that don't even have 5 legit fighters.
Add in the variability of attendance, real-life schedules, general frustration with lag, and the fact that the top guilds generall have the most well-developed fighters (GBs, unattached unit count, guild treasury, etc) -- and it makes it easy for top guilds to give up a couple of fighters to go murder everyone else. There's going to be a huge boom in activity while guilds/players make a mad rush for land etc. Might even be enough to shuffle the rankings a little bit.
But give it 6 weeks... "Rich" well-developed guilds will out resource everyone else because they are already more built up, they produce more faster, and they are spreading the load over more players. We're already seeing this type of thing happen effectively with only 1 recalc per day. Those guilds with 6 or fewer fighters won't be able to handle the churn. AA will roughly remain the same. Rich guilds will just log on at 1 or 2 recalcs and retake what they lost real fast. The boring back and forth...
That's why many players think this change is going to ruin small-medium sized guilds.
People have mentioned the idea of adding a cooldown after a guild is removed to help reduce ghost guilds effectiveness. How does that play out for those mid sized guilds that get removed trying to break in? I'd let them land just to remove them and have them on cooldown. Gotta remember that all these changes go both ways.