Markus Stormrider
Emperor
and to be fair: it's quite rare for a game to last 15 years, let alone even longer. most games shut down between their 5th and 10th year. people just want something new after a while, that's life 
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I feel like if it's gone past the 10th year mark it's just going to keep going on forever. Neopets is still around isn't it?? That website is like 30 years old!and to be fair: it's quite rare for a game to last 15 years, let alone even longer. most games shut down between their 5th and 10th year. people just want something new after a while, that's life![]()
That's how life works. People gather with those who are like them. Here, the strong stick with the strong and active ones. If people are active, they score points. It's rather the natural order of things in this situation. But even with 80 members, there are always some who are stronger and more active than others. Reducing guilds would be incredibly troublesome. In a guild of 80, there can also be 3 or 4 active or semi-active members. In a guild of 20, that results in 1 or 2 active members. FoE players are generally not very active. If people participate in all the mini-games every day, like IQ, GE, GBG, and events, they're considered active players, yet this kind of player is not very common among the total player base, even though it's not exceptional in itself.How about lowering the max number of members of guilds? When guilds were introduced the aid and free trade were important so bigger guilds were good, gave more advantage.
When it comes to fighting this system is terrible. In my main world a while ago, when I last checked and having 1 billion ranking points wasn't that common, more than 40% of the players over 1 billion points were in the top 2 guilds. I'm not kidding, more than 40% in just 2 guilds. How the hell should other guillds compete in this environment?
With guilds of max 20 people that's immediately 8 guilds instead of 2.
Sadly this could never happen since there's no way to break up current guilds. The only fair solution would be to delete all guilds but players won't approve that, ever.
Edit:
Now
- 6 out of the top 10
- 11 out of the top 20
- 15 out of the top 30
- 21 out of the top 40
- 24 out of the top 50
- 43 out of the top 100 players (including even inactive accounts) are from that two guilds. This is extremely bad for competition. If there's actual competition, people would be able to fight more obviously since a guild of 80 would not face 3 guilds of 1 in each round.
Yeah, somehow I don’t think limiting or reducing Guild size would have the outcome of better Guild matchups for the same reasons you’ve outlined.Limiting guilds would only cause trouble.
Les gens s'approche par affinité , et ne le font pas par calcul . Donc on ne peut pas mettre sa en place en fait .tout le monde à accepter de se mélanger autour des Guildes pour avoir une propagation uniforme du bien aux mauvais combattants
getting everyone to agree to shuffle around the Guilds to have a even spread of good to bad fighters
Translation
People connect based on shared interests, not calculation. So we can't actually implement that.
FoE has multiple bad features which make players eventually leave, even before reaching contemporarty era.If the players are leaving, there won't be a game to be sustained.
Not a real fan of the time limited token usage. If I play a game, I play it for its full (possibly unlimited) content. I don't want to sit and wait for an hour just to get another fight. Games like that tend to find the shelf much faster than games that allow for uninhibited play. Then there's the guild number factor in all of this. If a guild has 5 active members, that would mean 50 (10 each) progress points for the duration until it recharges. Whereas if a guild has 60 members that are active, then it would mean that they have 600 progress coming to them until they have to wait for a recharge. This is why I don't take fancy to GE since I have to wait until I get all attempts in or have to spend medals or dimes to get them, and those can get costly.A way to help with this would be a token system. 10 tokens at the begining of the day, 1 token per hour is generated, 1 token means 1 fight or negotiation.
Yes, players are hungry and give it their all, struggling to leave any ground to others.To name one, GBG. This feature has at the same time multiple bad characteristics which, instead of appeal majority of players, create feelings of stress, boredom, monotonous, toxicity, non healthy competition (even among guild mates), etc.:
Its better than QI, at least you get the same chance of all the coins no matter what sector you're hitting. I was in a guild where some goon took both bosses every single day before I even woke up and with the sailor moon coin nerf I never got my next bazaar that season even though I spent all my QA every single day.Not a real fan of the time limited token usage. If I play a game, I play it for its full (possibly unlimited) content. I don't want to sit and wait for an hour just to get another fight. Games like that tend to find the shelf much faster than games that allow for uninhibited play. Then there's the guild number factor in all of this. If a guild has 5 active members, that would mean 50 (10 each) progress points for the duration until it recharges. Whereas if a guild has 60 members that are active, then it would mean that they have 600 progress coming to them until they have to wait for a recharge. This is why I don't take fancy to GE since I have to wait until I get all attempts in or have to spend medals or dimes to get them, and those can get costly.
SASH has been around for a solid year and a half, I'm not even sure if we even had tasks in events that required past age anything because everything in my city got reno'ed when the age got released. The troops is one thing because I got the warship and the cider gartens, but there ain't nothing that can be done for the production buildings if you aged up and never expected inno to pull the rug out from under you. Plus they're worse for the city and don't make any sense in the first place ??@planetofthehumans2 I feel your pain, mate. I was in a few guilds like that where all the good stuffs taken and I had nothing to go about for QI in the past, until I decided to build my boosts so I can try and take the heavy fights (as most of the time I was left with them; especially in the wrong zone). It was a pain to wait until that node clears so the favorable can be open, but off I go to sleep, and next day it was cleared as well as the favorable one.
A few mates and I founded our own guild where we share the spoils with each other by allowing the ones who needed the small stuff to keep progress going. We've exchanged a bunch of tips between us as well as guides shared to us to make the best of QI. Going solid, I have been getting like 5500 to 6k progress per QI season. The nerf did impact some game play, but if wanted, I can get the 8 full kits of the bazaar base levels building. The Silver/Gold are what kept me at bay for the moment since they give out very small each season (guess they didn't want too many silver/gold buildings around). I am also eyeballing some stuff I can say I can put in my city as well. I had stopped with getting more Neo-Checkmates since I am getting a good amount of Koi Ponds that I will put down soon enough. For now, I am just happy to have like 15 production buildings set up to take care of those supply production quests.
Once I age up to SAM, I will keep some of the buildings at a previous age to be put away so I can have them in case we get another Rival that asks for previous supply productions.

Number still goes up, a mere 3% compared to last year.we are not making a billion anymore
just 860 million
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Nope, MTG has other game in "strategy and simulation".Number still goes up, a mere 3% compared to last year.![]()