#about future guild war

2 messages · Page 1 of 1 (latest)

timber drum
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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.

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In this way, even smaller guilds can acccumulate enough points, and eventually get some cool units instead of deciding whether to push in certain guild war. There's no need to review how bad was the guild war.