following suggestions are translated from a comment in 2014, which
proposed a heathier guild war, allowing both casual gamers and core gamers to enjoy guild war.
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Original Poster: 185****50 Lv.1 "Violent Cannon"**
Posted: 2014-02-16 | Chongqing
All boss battles to date have been successful in terms of rewards but failures for game longevity and player experience. They widen the gap between veteran/paying players and free/casual players, worsening relationships between these groups. As a leader of a small casual guild, I’m forced to frequently kick members with lower levels, infrequent activity, or low boss contributions.
What Z2 should truly improve:
Replace direct boss rewards of top-tier units with a WOW-style point system.
Let players exchange points for rotating units – keeping veterans engaged with freshness and giving regular players attainable goals.
Current Z2 design is stuck in a self-defeating loop: needing to release ever-stronger units to maintain appeal/balance, but each release worsens both.