#Guild War Reforms
37 messages · Page 1 of 1 (latest)
11pm - 6:30am is really uncomfortable
all 3 instances of this are inconvenient
Some people work 8 hour shifts or longer and do not have access to internet/mobile data during work hours.
school interferes too
7:00am-2:30pm on Monday is really painful
so that's 1 guild war i am guaranteed to miss and 3 that i need to sacrifice sleep for
1 Proposal: A player can engage in a total of 30 individual guild war duals per 23 hours and 30 minutes. A 30 minute break can be allocated per day to allow the system to recalculate guild rankings and assign the next guild fights. The overall duration of the guild war is still 3 days. This format retains the 90 possible fights per entire guild wars, abd allows the system to still allow for recalculation of guild ranks.
this system works imo
however, it has the drawback of fighting less guilds so if you get a poor matchup, it screws you even more
I too think it needs to change somehow. I doubt it is a priority for any developer now but still.
The idea of a head to head match up between guilds is a critical component of guild wars. Replacing this with pools will undermine that experience. It will be the same as a guild clash at that point.
The current schedule is probably close to the best available compromise. You can never make a schedule that works for everyone.
But you can make a schedule that works better for the majority. I would prefer 15 battles every 12h instead. Or just remove the guild war since its really boring, predictable and takes up alot of time.
What if the guild war had a longer duration in days (p.e. 6) and had more matches each day with a longer timer (p.e. 24 h)?
Longer duration, no, lol, it already takes 5 days as it is, starting on Thursday with Placements and ending on Monday.
isn't the current guild clash model just fighting 10 people from a pool of the 50 in the guild you're up against
and repeating this 9 times?
We've tried longer formats in the past and they caused more problems
I'll get to that
Increasing the number of battles per match and decreasing the number of matches does not help either, since ranking quality is primarily supported by number of matches
you are asking about matching logic, I'll explain briefly
When determining matches, the server looks at the list of guilds sorted by their matching points (not their final ranking points) and then attempts to pair them off starting from the top, ex. 1 with 2, 3 with 4, 5 with 6. However, there is a rematch prevention period where the same guild can't face off against a guild they fought recently (been a while since I worked on SS so I don't remember exactly but I am sure somebody here knows).
So for example, if after the matching list updates, 1 and 2 already fought recently, the game will match 1 with 3 and 2 with 4. So its possible to match with a harder guild after losing for a few reasons. Either because of rematch prevention rippling downwards through the matching list, or because guild strength isn't always perfectly correlated to matching rank, ex. if a guild is strong but not regularly active.
Matching points are gained from the placement clash and from winning matches. I am not sure we actually show players the points but we show the relative ranking between guilds, which is all that matters. After each match, you gain ranking points based on your position in the matching list. The higher your position, the more points you get. At the end of the event, the final rank and rewards are determined by ranking points.
The rematch period is 3 rounds. That is to say, when 2 guilds face off, they can not be matched again for the next 2 rounds, but they can be matched on the round after that, which is 3 rounds later.
You DO show the match points.
well there are multiple objectives but that is an important one for sure
There are really three main reasons we probably would not want to do simultaneous matches like you proposed
- It would require an overhaul of the war UI, which is a big ask, especially these days.
- It would make wars more complex and harder for people to intuitively understand.
- Simultaneous matches are less useful than sequential ones for establishing ranking, since in sequential each match takes the winners of the previous round into account, whereas in simultaneous there is basically a lag time of 2 matches before results can influence more matches.
The break time is to allow the server to calculate all matchings. I'm not a server engineer so I can't speak to the details, but I don't believe it usually uses the full time, its more like a safety buffer in case something goes wrong, because if a round did start with an incomplete or incorrect set of matches, it would be very bad and unrecoverable.
Maybe it could be reduced a bit but probably not enough to have a significant impact on the schedule imo.
I can't disagree, but guild war has always been a compromise in scheduling. I still think the current model is far better than the originals, and I don't think there are any clear paths forwards to a better option.
Also this shouldn't be a loss
Practically speaking. Obviously the game code says player loses a "draw"
Loss on draws exists to counterbalance the player's manual play advantage.
Well these bges that have very large emberhide and healing values result in way more of these draws
It was more of a problem last bge with just dragons and whatever the other throwaway bge was
insect
better ask for the removal of clash cap first, they still don't have a good excuse for that one
We should switch to the Tyrant model, where you had nearly unlimited war attacks, but they capped every 90 minutes. In that way humans have absolutely no chance against unsleeping bots, the bots will take over, and the game will finally shut down.
I agree, or reduce the clash cap from 30 to 1 attack, so only bots or people with the Uberman sleep schedule will stand a chance