roookey1
12-20-2014, 05:38 PM
I'm currently in a guild with about 30 members of which 20+ are active in wars on a regular basis, the others are taking it easy.
Somehow, all of us feel, the assignment of guilds is really messed up and frustrating: although we would win most battles if strictly counted with a max. of 6 battles per fight, we (very) often LOSE because we're gemmed to death by 1 or 2 individuals in the other guild who spend gems like crazy. Last battle, for instance: 2 players of the other guild did a total of 38 (!) fights and accounted for almost 60% of their points. Without those two, we'd have won although most of us are not gemming (only 2 or 3 are sometimes spending 10 for another round of 4).
While K&D calculates points based on the opponent's strength (weaker armor against stronger one gives more points if a battle is won, for example), the gemming factor is not counted in at all, although it doubles, triples, quatruples etc. his effective 'power', yet if a player 'gems' repeatedly, he will even get exactly the same number of points every time! This can lead to ridiculous situations when I - as the GM with pretty okay epics - are beaten for 30 or more times by just 1 person in the opposing guild, in some cases (like: latest war epics on the other side, received from 'alliance' a.k.a. stripping conglomerate membership) when even armor switching doesn't help, I can basically stop engaging myself in the battle as there is no way for our guild of winning anymore. An ugly feeling I tell ya, to effectively be 'responsible' for our loss! While 1-2 players ready to buy a win can beat a whole guild of which most players are active and even winning their regular battles!!
So logically, gemmers should be calculated like fighting with a super-weapon only someone doing the same on the other side can match with.
I think even the blindest fanboys will admit that the current system ridicules the whole idea of a world-wide competition (even when turning a blind eye on cheating=stripping, and the otherwordly top guilds with war reward armor that is pretty much immune to attacks for 2+ months). I get the point: gems are what are making this company money. They can continue to do so: but give them a tier where they can compete with other gemmers for nice and shiny armor, but leave the others, who simply can't afford that much money to compete on a similar level or simply don't want to buy their wins, compete with their own likes to keep at least some balance.
Something else that feels funny (but very few guilds seem to realize) is that it actually doesn't matter at all if a gemming guild reaches #26 (as it is, that's just possible by spending hundreds if not thousands of dollars), if a very active one reaches #250 or a semi-active one reaches #500: the rewards are really pretty much the same. Who cares about 1 dark prince key or 1 ridiculous fusion stone more or less? So we found that we are very comfortable settling for something between 450-500 - we don't need gems/cheating/stripping for that, and trying for more isn't really worth any additional effort (especially as we WILL get outgemmed anyway, the higher we get).
I think that with the flood of wars we now have to deal with, the time is really ripe for a renewal of the guild war system. Either (at least!) deduct points for every 7th+ fight or assign guilds with a certain percentage of gems contributing to their number of battles to another tier where they can out-gem each other. But many of us feel increasingly annoyed (now twice a week!) by 'losing' simply because we rarely gem, NOT because we're inactive (often enough, just the opposite comparing to the other guild, but it doesn't matter, because just 1 or 2 of them can completely make up for 30 or more non-gemming players, you get the point?).
Somehow, all of us feel, the assignment of guilds is really messed up and frustrating: although we would win most battles if strictly counted with a max. of 6 battles per fight, we (very) often LOSE because we're gemmed to death by 1 or 2 individuals in the other guild who spend gems like crazy. Last battle, for instance: 2 players of the other guild did a total of 38 (!) fights and accounted for almost 60% of their points. Without those two, we'd have won although most of us are not gemming (only 2 or 3 are sometimes spending 10 for another round of 4).
While K&D calculates points based on the opponent's strength (weaker armor against stronger one gives more points if a battle is won, for example), the gemming factor is not counted in at all, although it doubles, triples, quatruples etc. his effective 'power', yet if a player 'gems' repeatedly, he will even get exactly the same number of points every time! This can lead to ridiculous situations when I - as the GM with pretty okay epics - are beaten for 30 or more times by just 1 person in the opposing guild, in some cases (like: latest war epics on the other side, received from 'alliance' a.k.a. stripping conglomerate membership) when even armor switching doesn't help, I can basically stop engaging myself in the battle as there is no way for our guild of winning anymore. An ugly feeling I tell ya, to effectively be 'responsible' for our loss! While 1-2 players ready to buy a win can beat a whole guild of which most players are active and even winning their regular battles!!
So logically, gemmers should be calculated like fighting with a super-weapon only someone doing the same on the other side can match with.
I think even the blindest fanboys will admit that the current system ridicules the whole idea of a world-wide competition (even when turning a blind eye on cheating=stripping, and the otherwordly top guilds with war reward armor that is pretty much immune to attacks for 2+ months). I get the point: gems are what are making this company money. They can continue to do so: but give them a tier where they can compete with other gemmers for nice and shiny armor, but leave the others, who simply can't afford that much money to compete on a similar level or simply don't want to buy their wins, compete with their own likes to keep at least some balance.
Something else that feels funny (but very few guilds seem to realize) is that it actually doesn't matter at all if a gemming guild reaches #26 (as it is, that's just possible by spending hundreds if not thousands of dollars), if a very active one reaches #250 or a semi-active one reaches #500: the rewards are really pretty much the same. Who cares about 1 dark prince key or 1 ridiculous fusion stone more or less? So we found that we are very comfortable settling for something between 450-500 - we don't need gems/cheating/stripping for that, and trying for more isn't really worth any additional effort (especially as we WILL get outgemmed anyway, the higher we get).
I think that with the flood of wars we now have to deal with, the time is really ripe for a renewal of the guild war system. Either (at least!) deduct points for every 7th+ fight or assign guilds with a certain percentage of gems contributing to their number of battles to another tier where they can out-gem each other. But many of us feel increasingly annoyed (now twice a week!) by 'losing' simply because we rarely gem, NOT because we're inactive (often enough, just the opposite comparing to the other guild, but it doesn't matter, because just 1 or 2 of them can completely make up for 30 or more non-gemming players, you get the point?).