As this topic came up here: https://forum.beta.forgeofempires.c...ding-recent-feedback.15456/page-9#post-133853
I wanted to create a separate thread to discuss this.
I will also share the other suggestions I made for gbg and you can write, what you think.
These "Problems" are just what I personally observed. They have no official value and are just things I as a player noticed.
And there we have it, all my ideas, that when combined (in one way or another) would fix the issues most are concerned about. But please tell me what you think. Did I miss anything, do you think the ideas are good? What ideas are not good and what would you change?
I would like to se a combination of these ideas especially:
Soft Cap
Having multiplicative Camps/Watchtowers and increase values to 30% and 15%
no attrition for fights next to HQ
Token reward
Here is the reasoning:
Soft Cap: This is the major change and what everything else expands on. It will lead to way better balanced battlegrounds. However this will lead to some problems. Firstly, stronger and weaker guilds will be separated more, leading to more intense battles for stronger guilds and more boring ones for weaker ones. However, this might already fix itself, because less guilds will be in higher leagues (hopefully) and therefor the amount of needed progress per sector will be fitting. So there is just one major issue to fix for weaker ones: Getting started.
No attrition for fights next to HQ: To help guilds getting started on a map, they will gain no attrition when fighting on sectors next to their HQ. We have to consider 2 things here: Weaker guilds will be in smaller leagues, meaning that they will have less progress per sector, so they can do 3-4 sectors per season with maybe 70 or 100 fights per sector. Maybe these sectors will get taken by other guilds, but seeing the activity in lower leagues, that will not happen often. Also, since other guilds can't build many Camps near the HQs, switching sectors will not be profitable. But how does it affect stronger guilds? Firstly, they already do a lot of fights. Having these additional ones will not have a major influence. Farming will not be profitable for the same reasons as for the weaker ones. In addition, one change will also make it more difficult:
Having multiplicative Camps/Watchtowers and increase values to 30% and 15%: We are currently having something similar and it has some positive and negative effects. Positive is, that it is way more balanced and almost endless farming is no longer possible. That are the changes we want, considering the general game balancing. However, there are also negative effects: The activity on the map decreased in general, especially for bigger guilds. To combat this, the Soft Cap change will bring more activity to stronger guilds. Also, increasing the boost slightly will balance things out even more. The activity will be a bit less in general, however this is fine.
Now to the final change: Token rewards. This is actually a big one. It would be very broken with the current Battlegrounds, where you can farm this much. However, with all the previous changes, it is a major point to fight for a higher place. let's say for now 2 token equal 1 random reward (you previously had). If you get to 50 attrition and do fights with an average of 75% attrition reduction, you get 200 token (100 rewards). That is not that far off from before, but still not overpowered. Now you might think, why the token? Because they give a lot of options. Firstly, they fix the problem with the popups. The token can simply be displayed as a resource next to your attrition. Now, there are multiple options, that can happen with the token:
Please also note, that this is just a discussion. These are just my personal ideas and nothing that will/can be implemented. If you want any official information, look at the announcements.
I wanted to create a separate thread to discuss this.
I will also share the other suggestions I made for gbg and you can write, what you think.
These "Problems" are just what I personally observed. They have no official value and are just things I as a player noticed.
Problem | Solution | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Currently League points have a hard cap of 1000 points and guilds always receive the same amount of points for the same places. Many guilds reach this and get randomly assigned enemy guilds. I think this is not optimal, because this will lead to 1-3 very strong guilds dominating the map and the others have no chance. Also, guild rankings are currently determined by GvG only, because most guilds at the top have 1000 LP and get the same amount of prestige. | Have a soft cap. This means, instead of gaining 175 points for P1 you get progressively less points, the more you currently have. You also loose more points then. The 1000 cap will be removed. This could look like that:
It will push most active guilds from 1000 LP down to around 500 and the very best will get more league points, while not so good current 1000 LP guilds, will have progressively less points. It also gives a bigger motivation to stay on top, but very much limits how much you can achieve. As you may have also noticed, I also decreased the amount of points you receive/loose. This is because I think you get through the leagues way too fast currently. Forge is a long term game so going to the top leagues should also take a while. This should solve most or even all issues regarding matchmaking, guilds, that can't do anything on their battleground, too random matchmaking and guild rankings. This would also result in guilds playing against the same ones more often. But this is not as big as a problem, as they are now better matched against others, that are just as strong. If this could be a problem, there could be a bit of variation added in terms of what guild will play against what guild. This means, instead of always following the same pattern of sorting them by LP and assigning the battleground, some guilds with less/more LP could be shuffled in the order, but not much. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Having 5 camps makes it possible to do fights without attrition. This leads to many battles done by players and giving them way too many resources. | Always have at least 1% chance to gain attrition. This change will not decrease the amount a lot, but is a limiter, that can't be broken by full guild treasuries. Another solution from other players is, instead of adding the percentages, multiplicate them. In this case, the attrition reduction could also be increased to make it easier for smaller guilds. This would lead to this:
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In higher leagues, there is not enough space for 8 active guilds to have a fair fight. In lower leagues, most of the map goes untouched for a whole season. | Have less guilds in higher leagues and more in lower leagues on one map. Proposal:
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Guilds in Diamond leagues need a change and motivation to get to the top. | Have a "Masters" league. There, only the best 4? guilds will participate. There will only be one battleground in this league. It gives special rewards, like exclusive units/barracks, goods from player defined age and building vouchers for gbg buildings. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The 2 week rhythm is too long/short for players. | Have changing battleground lengths. A season could be extended to 3 weeks. A season is divided into active phase and off time. The active time can be between 10 days and 18 days, while the off time is between 11 days and 3 days. This time is random and is the same for the current battleground, but not all battlegrounds during one season. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Smaller guilds have problems getting away from their starting province, because they have to fight with full attrition. | Don't increase attrition for provinces next to your starting province. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Battlegrounds is very repetitive. The 2 maps are too similar. | Introduce a couple new maps with many differences. These can include:
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Popups are annoying, when doing fights. | Don't display popups while you are on the gbg map and show all rewards you got in the new window introduced for the Castle System, when you leave the map. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Guilds block sectors by having them at 159/160 fights. | Reduce the amount of needed progress on a province by X (or X%) every hour. This would make it very hard to plan a sector locking and would also make it easier for smaller guilds to get provinces. Provinces will have a min. amount of progress this can go down to (maybe half). | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Having max League Points does not provide a big appeal to get a higher place. | Instead of randomly giving rewards, give out 1 token for every attack and 2 token for every negotiation. add a multiplier to it at the end of the season. Example:
|
And there we have it, all my ideas, that when combined (in one way or another) would fix the issues most are concerned about. But please tell me what you think. Did I miss anything, do you think the ideas are good? What ideas are not good and what would you change?
I would like to se a combination of these ideas especially:
Soft Cap
Having multiplicative Camps/Watchtowers and increase values to 30% and 15%
no attrition for fights next to HQ
Token reward
Here is the reasoning:
Soft Cap: This is the major change and what everything else expands on. It will lead to way better balanced battlegrounds. However this will lead to some problems. Firstly, stronger and weaker guilds will be separated more, leading to more intense battles for stronger guilds and more boring ones for weaker ones. However, this might already fix itself, because less guilds will be in higher leagues (hopefully) and therefor the amount of needed progress per sector will be fitting. So there is just one major issue to fix for weaker ones: Getting started.
No attrition for fights next to HQ: To help guilds getting started on a map, they will gain no attrition when fighting on sectors next to their HQ. We have to consider 2 things here: Weaker guilds will be in smaller leagues, meaning that they will have less progress per sector, so they can do 3-4 sectors per season with maybe 70 or 100 fights per sector. Maybe these sectors will get taken by other guilds, but seeing the activity in lower leagues, that will not happen often. Also, since other guilds can't build many Camps near the HQs, switching sectors will not be profitable. But how does it affect stronger guilds? Firstly, they already do a lot of fights. Having these additional ones will not have a major influence. Farming will not be profitable for the same reasons as for the weaker ones. In addition, one change will also make it more difficult:
Having multiplicative Camps/Watchtowers and increase values to 30% and 15%: We are currently having something similar and it has some positive and negative effects. Positive is, that it is way more balanced and almost endless farming is no longer possible. That are the changes we want, considering the general game balancing. However, there are also negative effects: The activity on the map decreased in general, especially for bigger guilds. To combat this, the Soft Cap change will bring more activity to stronger guilds. Also, increasing the boost slightly will balance things out even more. The activity will be a bit less in general, however this is fine.
Now to the final change: Token rewards. This is actually a big one. It would be very broken with the current Battlegrounds, where you can farm this much. However, with all the previous changes, it is a major point to fight for a higher place. let's say for now 2 token equal 1 random reward (you previously had). If you get to 50 attrition and do fights with an average of 75% attrition reduction, you get 200 token (100 rewards). That is not that far off from before, but still not overpowered. Now you might think, why the token? Because they give a lot of options. Firstly, they fix the problem with the popups. The token can simply be displayed as a resource next to your attrition. Now, there are multiple options, that can happen with the token:
- They can be automatically converted into random rewards depending on the map.
- You could receive all rewards at once, once the season is over and the multiplier is applied.
- You could get a box you can activate whenever you want.
- Rewards can be given out over time.
- You can create a shop, so you can spend the token on whatever you want.
- The shop can have some set rewards.
- The reward prices can increase the more you buy of one type.
- It can also have random rewards you can only buy a limited amount of. (resets daily, every season).
- The shop can have some set rewards.
- You can create a Lootbox/Gacha system, where you spend a bigger amount at once to get a random reward.
- You can do a lot with that
- Rewards:
- Avatars
- Battleground Buildings
- GE Buildings
- Resources
- Open multiple Boxes/Gachas at once
- You can make the token buy-able with diamonds (to add another source of income (InnoGames needs to make money and that would be a great point to add another income to finance all these changes made))
- You can include other guild features as well
- Give token for doing encounters in Guild Expeditions
- Give token for placing higher ranks in Guild Championships
- Give token for higher guild level (production in Town Hall)
Please also note, that this is just a discussion. These are just my personal ideas and nothing that will/can be implemented. If you want any official information, look at the announcements.
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