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Guild Vs Guild Event

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  • Guild Vs Guild Event

    There are many great ideas floating around the forums, on how Kabam can improve or create a true Guild event. Everything in this game is rewarded based on individual efforts. Team rivalry's are important for the millions of competitive people that play this game. At this point, Guilds have raided Oss, Jez, BloodQ, and Bourg to death. New Raid bosses coming?..... We don't need all the answers atm, but can we get a response on if Kabam is looking at future Guild events?

  • #2
    I like the guild wars from the games "Legend of Fantasia" or "Gangster Wars" from a while back. These games are down now but it would be fun if they could do something like this.

    Comment


    • #3
      How about every guild gets their own castle instead. HP can be determined by the amount of might accumulated in arena by guild during event.

      The 2 best defences have the top card 3 and 4 have the second best card, and so on down the line , prizes for the top castke defending guild and top PvP point collectors

      Maybe starts at 10 minutes day 1 to kill walls And each day it increases by 3 minutes or something so it's still possible but slower late in the event as hp totals grow

      Comment


      • #4
        Even just rewards for Guild Rank would be a start. As it stands there is no benefit to joining any guild except for Raiding bosses, which at this point is just to help newer players. With servers closed, those players are becoming less and less everyday.

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        • #5
          who would want guild vs guild with all those free gem players around?

          Comment


          • #6
            Or (at least) some week/month competition based on arena might (or event points) received by guilds ...
            With light rewards (ss, chests) for whole guild.

            Comment


            • #7
              The most obvious thing to do is to fix up Castle Siege. There are currently 2 problems and 1 annoyance with Castle Siege as it is implemented.

              1. Capturing a castle is always a bad move, because then you cannot recapture it. It becomes a target only for opposing factions.
              2. Point allocation is skewed toward not-fun-play. Specifically, to win you must find a castle that has few or no other players attacking it and hit the walls repeatedly with a weak/rear attack. This allows dozens of attacks against one castle, generating lots of points. It is also insanely boring and flatly pointless.
              3. The castle boss cards do not drop.

              The 2nd problem is the most easly remedied. Points should be awarded in proportion to the damage done. If a front attack does 400k (I forget the actual numbers here) and a rear attack does 100k then the latter should only yield 1/4 the points of the former. The same thing goes for all of the opponents in the siege. All points should be allocated in direct proportion to the damage done by the player.

              The 1st problem can most readily be fixed in combination with the 3rd issue. The guild who conquers a castle should get 1 chest each that MAY contain the boss. Now if faction A takes the Vortigern castle you can be certain that faction B or C will quickly try to re-take it. The castles would then need to each have a boss card that is desirable. This would be a great way to give limited access to some fun cards that are not currently in the summon pool but are not necessarily powerhouses, maybe Gaznar, Violet Knight, some of the Halloween cards.

              Finally, the individual rewards should be diminished and there should be more attractive rewards for the top ranking guilds. The goal of this event should be to make playing in coordination with your guild members necessary as well as profitable.

              Cheers,
              Rosen

              Comment


              • #8
                Originally posted by Rosencranz View Post
                The most obvious thing to do is to fix up Castle Siege. There are currently 2 problems and 1 annoyance with Castle Siege as it is implemented.

                1. Capturing a castle is always a bad move, because then you cannot recapture it. It becomes a target only for opposing factions.
                2. Point allocation is skewed toward not-fun-play. Specifically, to win you must find a castle that has few or no other players attacking it and hit the walls repeatedly with a weak/rear attack. This allows dozens of attacks against one castle, generating lots of points. It is also insanely boring and flatly pointless.
                3. The castle boss cards do not drop.

                The 2nd problem is the most easly remedied. Points should be awarded in proportion to the damage done. If a front attack does 400k (I forget the actual numbers here) and a rear attack does 100k then the latter should only yield 1/4 the points of the former. The same thing goes for all of the opponents in the siege. All points should be allocated in direct proportion to the damage done by the player.

                The 1st problem can most readily be fixed in combination with the 3rd issue. The guild who conquers a castle should get 1 chest each that MAY contain the boss. Now if faction A takes the Vortigern castle you can be certain that faction B or C will quickly try to re-take it. The castles would then need to each have a boss card that is desirable. This would be a great way to give limited access to some fun cards that are not currently in the summon pool but are not necessarily powerhouses, maybe Gaznar, Violet Knight, some of the Halloween cards.

                Finally, the individual rewards should be diminished and there should be more attractive rewards for the top ranking guilds. The goal of this event should be to make playing in coordination with your guild members necessary as well as profitable.

                Cheers,
                Rosen
                i dont agree with diminishing individual rewards because there are a lot of solo players,so i would prefer an advantage to those that are in a guild but diminishing sounds a bit extreme and i would suggest that those of the guild that participated in the siege would get the chest cause that would improve cooperation and also 40 people sitting and 10 doing all the job and in the end someone from these 40 getting more cards out of luck is unfair. other than these two things i find the idea pretty solid

                Comment


                • #9
                  I think he meant just for the Guild event (Castle Siege). Guild Rewards>Individual Rewards

                  Comment


                  • #10
                    Originally posted by 40oz2Freedom View Post
                    I think he meant just for the Guild event (Castle Siege). Guild Rewards>Individual Rewards
                    yes thats what i meant too.diminishing means that its not even worth it to someone without a guild to try to compete in castle siege. since its castle siege guild rewards should be greater than individual but i dont agree with nerfing individual rewards so much

                    Comment


                    • #11
                      I agree with guild X guild event, Arenas etc ... the Kabam has other games where the guilds battle between them, do not know 'cause in hoc that was not done, for sure will improve if you do it right. There are more players chasing the same result and together, do as the koc, there the dynamic is very good, better prizes for those who strive more and the guild that they are part of and participated in the competition also win awards. The game is spinning around the only individualism, good to have all kinds of competitions, individual and group to move over the game!

                      Comment


                      • #12
                        Originally posted by Rosencranz View Post
                        The most obvious thing to do is to fix up Castle Siege. There are currently 2 problems and 1 annoyance with Castle Siege as it is implemented.

                        1. Capturing a castle is always a bad move, because then you cannot recapture it. It becomes a target only for opposing factions.
                        2. Point allocation is skewed toward not-fun-play. Specifically, to win you must find a castle that has few or no other players attacking it and hit the walls repeatedly with a weak/rear attack. This allows dozens of attacks against one castle, generating lots of points. It is also insanely boring and flatly pointless.
                        3. The castle boss cards do not drop.

                        The 2nd problem is the most easly remedied. Points should be awarded in proportion to the damage done. If a front attack does 400k (I forget the actual numbers here) and a rear attack does 100k then the latter should only yield 1/4 the points of the former. The same thing goes for all of the opponents in the siege. All points should be allocated in direct proportion to the damage done by the player.

                        The 1st problem can most readily be fixed in combination with the 3rd issue. The guild who conquers a castle should get 1 chest each that MAY contain the boss. Now if faction A takes the Vortigern castle you can be certain that faction B or C will quickly try to re-take it. The castles would then need to each have a boss card that is desirable. This would be a great way to give limited access to some fun cards that are not currently in the summon pool but are not necessarily powerhouses, maybe Gaznar, Violet Knight, some of the Halloween cards.

                        Finally, the individual rewards should be diminished and there should be more attractive rewards for the top ranking guilds. The goal of this event should be to make playing in coordination with your guild members necessary as well as profitable.

                        Cheers,
                        Rosen
                        +1. Wonderful suggestions.

                        Comment


                        • #13
                          Got ya Wylie. I kindly disagree, and here is why:

                          First off, there are plenty of individuals events that could coincide with a Castle Seige event like Arenas, Tower, and mini games.

                          Secondly, under a revamped version of Castle Seige, the possibility of boss cards dropping becomes the individual reward. All other rewards should be guild based. This would create a reason to be involved in an active guild or a top guild.

                          Comment


                          • #14
                            I posted this somewhere else, but it just got buried under useless threads, maybe here it'll get more attention:

                            Castle Siege also needs extreme polishing, or simply change it.

                            It's time for an event where having a Guild actually matters. And here's where I think the current Castle Siege needs to be changed:
                            - Castle Model(Attacking): Wall/Gate/Guard is fine, defeating the lord is too, but the issue is, the Lord is very easy to kill alone or even with someone else, I think it should require more effort from the Guild. So increasing the Lord's HP should be good, time limit: 20 minutes. PVP points should also be reviewed here, what's more important is the Lord, so the Lord should give the most PVP points, Guard as second, Wall and Gate as last. (It also would be nice to see breaching a wall and not a gate have different effect on the battle, maybe halving the amount of people who can siege when only one of those has been breached or something like that)

                            - Random battles when traveling: I think the current state of this aspect is not good, it's easy to reach top prizes by simply exploring and killing enemies non stop, that's also not fun, and where's the Guild involved here? If this aspect were to be kept, I think the awarded PVP points should be lowered to minimum (1 PVP Token per Fight won).

                            - Castle Model(Defending): This is actually isn't that bad, I can't think of what to do when defending the castle other than fortifying the wall and gate, you guys can come up with some ideas.

                            - Reward system: Here comes the main part, since it must be a Guild Based event, I think the top prize should be:
                            > For Guild Rank Rewards
                            Top 1 - A certain amount of Gems (10K for example), a certain amount of Summon Stones (5K); all of which should be distributed according to how many PVP points each of the guild members who participated achieved; and a random "exclusive" chest containing a 6* Card?
                            Top 2 - Same as the avobe but rewards reduced to 75%, except the Chest (which can't be reduced lol)
                            Top 3 - Same as top 1 but with 50% reduction of prizes, Chest is ok too.
                            Top 4-5 - Same as top 1 but with prizes reduced to 25%, and no random 6* card chest, instead two chest containing a random 5* card.
                            Top 6-10 - No gems, A certain amount of summon stones (maybe 35% of top 1), a couple of chests containing a random 5* card
                            Top 11 and so on - A fixed amount of summon stones.
                            > For Individual Rank Rewards
                            Top 1 - Four 6* "exclusive" cards or Four Chests containing a random "exclusive" 6* Card and a fixed amount of Summon Stones.
                            Top 2 - Three 6* "exclusive" cards or Three Chests containing a random "exclusive" 6* Card and a fixed amount of Summon Stones.
                            Top 3 - Two 6* "exclusive" cards or Two Chests containing a random "exclusive" 6* Card and a fixed amount of Summon Stones.
                            Top 4-5 - One 6* "exclusive" card or One Chest containing a random "exclusive" 6* Card and a fixed amount of Summon Stones.
                            Top 6-10 - A Fixed amount of Summon Stones.
                            Top 11 and so on - Same as above.
                            * If a predefined exclusive 6* Card was to be chosen, a fixed amount of chests containing who knows what for each of the Top 5 ranks would be ok too.
                            ** I'm not so sure about individual rank rewards but I'm sure that Gems shouldn't be awarded here; I don't want to make it similar to city events, but ideas are more than welcome.

                            Those are some of my Ideas, I missed some... I'm sure, since I have a headache and I can't think entirely straight lol, but I think I put most of them out.

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