From what is being circulated in the forum, the developers try to find a way of eradicating the use of “champion” units in the battles between guilds. I believe that this effort will further complicate things than solve the problem.
Let me elaborate on this… let’s assume that II fill a sector with “champions” and rogues“”. When I set this sector free, these defence units change into new random ones, isn’t it? This is a loophole that several guilds, which do not actually participate in the “wars”, but rather act as buffer zones, will take advantage of in order to create a “wall” manned with strong defences.
On the other hand, the players who tend to do “fake battles” against sectors full of champions – clearly in the context of the individual progress – will find new ways to continue doing so.
1) For example, someone may proceed to an arrangement with a friendly guild and lay siege to a/some sector(s) manned with champions all day long.
2) Moreover, my guild can fill a line of bordering sectors with champions and another friendly siege can make 79 battles without conquering the sector though. Then my guild can refill the defences, start again and so forth.
With the above points in respect, it appears that the only way to eradicate the “tactic” of fake battles is to ban champion units altogether from all defence and sieging positions.
Or you could just make Champs useful for something other than farming. For example, you could make them universal like rogues to match the age they are used in. That'll at least give players a reason to use their champs for actual combat (looking at early ages up through TE). You could cut champs points given to be in line with other units, but players will undoubtedly farm other units (i.e. artillery is easy to farm, or even just heavy + rogues etc.)
The easier way to eradicate it would be for Inno to announce that players would gain no ranking points from any battles fought in GvG, with GvG being intended for the advancement of the guild and not the individual.
This would effectively kill GvG and cause a very loud uprising. Inno might want to let gvg die off, but they'd never make it so obvious.
Well I sure hope Inno doesn't cave to the whiners who have not played GvG as much as some of us have and want it changed to their benefit. The fact is, GvG has been a very fun part of the game for many years. Just the way it is. The issues have been that it's not on mobile, so we've had to help users find it when they start as mobile only. And the servers haven't gotten the TLC they should have received over the years which has caused massive lagging and glitches. Now, the servers got some TLC and reset is running fast & smooth. The glitches still occur but fewer and farther between.
One of the original posts mentioned only 5% playing GvG.
Tell me Inno, why would you not make a qualified survey to the 5% that DO play GvG and have them submit their responses, then take that data which would be much further on topic and geared to those that actually do play GvG. You obviously have the mechanism to tell us that 5% play GvG which means you can tell who uses it, which also means you could get a survey out to those specific people .....
Don't add a lot of extra complications to what has been fun for us for years, just fix the things we've asked to get fixed. And talk to the people who actually use it.
1) completely agree about talking to people that actually gvg instead of listening to goobers that don't.
2) Fixing the lag and bugs would take a lot of reprogramming. Upgrading servers isn't going to fix the issues or they would have already done it.
3) Ignoring the development aspect... simply adding mobile would add more users and that would add more lag. Inno doesn't want more complains about lag.
I've come to the realization that inno simply wants to do just enough with GvG to look like they are keeping it alive. I'm certain they would have already dropped it completely if those 5% weren't their most active players. That said, I think they are willing to risk the slow trickle of that 5% quitting, as long as it doesn't happen all at once. Which is what we're seeing now.
It seems like the business plan is to get GBG's up and running to slowly divert attention and focus from GvG, so they can let GVG die "nautrally." They need something that's daily/constant combat to keep people logging in. GE is over too quick for that. Once GBG is going, they'll have the hook, and GvG will no longer be necessary. Those gvg users can quit the game because GBG will be new daily combat activity that keeps people hooked.
Hope they prove me wrong, but I also won't be sad if they disappoint and prove me right. I've already uninstalled FoE from my phone and cut my FoE gameplay down to just once or twice a day. The hardest part is the friendships built from GvG teamwork etc, so once that's gone, players like me (who spend money and have advocated for the game for 2+ years) will fade out.
While GvG power values are now 1/3 of their previous values, the calculations are now done three times a day. The result is that GvG still provides the same overall contribution to guild rankings as it used to.
They should actually bump it back up a little. it's a lot more work to keep a tile for 24 hours now. The cost of a back and forth war is much higher. It would make more sense for the power to be 1/2. The logic there is simple - You'd get power based on how long the tile is "protected" with respect to recalcs. It would give extra rewards to the guilds that do a better job of holding without penalizing guilds that are unable to hold tiles for 24 hours like they are currently able to.