We are in top 20 and I have never seen an AI guild on Xbox.
Wouldn’t you just have to grab your al guilds records and adjust points given by them, surely there is not hundreds of them?
Because the matching algorithm ignores the ELO score, it’s operating on hidden brackets.
To give an example, assume the topmost hidden bracket goes from rank 1 to rank 50. If only 49 of those 50 guilds attend, one guild won’t be able to receive an opponent. Instead of picking that opponent from the next bracket, the server just generates a high value pushover team. Repeat for each of the other hidden brackets.
There’s really a whole lot more broken with this approach. ELO matching is supposed to happen based on closeness in ELO score, to ensure that opponents close in strength encounter each other. Going instead by random picks from huge fixed brackets basically ensures a terrible experience, where overpowered guilds almost always meet underpowered guilds. Somehow I doubt release 9.1 will even attempt to address this, Gems of War has perfected putting band-aids on band-aids to avoid spending effort on a proper design.
To the devs team and the community,
Under the old gw system, our skill was measured on the battlefield every week. We always were in the top 3 and our victories were the result of our strategy and commitment. The introduction of the new gw system supposed to be fairer with a dynamic ELO ranking, is in reality a crushing failure that penalizes competitive guilds and undermines all equity in the competition.
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An illegitimate Initial Ranking and a betrayal of history. The starting ELO was calculated based on the total trophy count of guilds. This is a measure of longevity and overall activity, not of strength in gw. Thus, guilds with exorbitant treasuries inherited a crushing advantage while others guilds like Dragoonz were demoted to the 11e place. This erases years of purely war - related performance.
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An Incoherent Elo Algorithm that rewards “easy matches”. The cor of an ELO system is to reward a victory against a strong opponent more. Your algorithm does the opposite. Proof by facts :
-Dragoonz beats Nemesis ( the # 1), result + 12 points ( a meritorius victory, poorly rewarded ).
-Dragoonz faced a dead guild, result 0 point and a loss in ranking position.
-Nemesis and Shining Force faced a dead guild, result +18 and + 19 points ??
CONCLUSION :it’s mathematically more profitable in your system to have lucky matchmaking against an inactive guild than to fight and defeat a great guild. This is the very negation of sportsmanship and competitive spirit.
- Broken Matchmaking and disastrous consequences. This point calculation bug, coupled with matchmaking that allows fights against dead guilds creates a total distortion of the LEADERBOARD. Nemesis and Chining Force, despite being defeated will be #1 and #2 only due to the exorbitant points gained from an inactive guild. Where is the logic ? Where is the justice for those who actually fight ?
WE, loyal players, tolerate bugs but we do not tolerate glaring injustice that turns an elite competition into an absurd lottery. The gap between the rapide resolution of issues affecting your revenue and the inaction on what is killing the cor of the game for your most dedicated players is indefensible.
We demand clear answers and actions :
1. Recalculation of the initial ranking on fair bases ( historical war performance )
2. Immediate Correction of the Elo points gain/lost algorithm to truly reflect opponent difficulty
3. Guarantee of matchmaking that excludes completely dead guilds.
To the Devs Team : do you prefer to intervene to restore the credibility of your new flagship system, or do you prefer to see historic guilds and their most loyal members leave in disgust ?
The ball is in your court. Inaction in all of this will be an answer in itself.
Sincerely, Adda, the guild leader of Dragoonz
Wait, what? Say that again and explain in detail, please.
Methinks, you must be living in some sort of fairy world. I’ll spell it out for you - your AI bot guilds do not attack defenses that players set, therefore your AI bot guilds score no points and they end the day with 0, therefore your AI bot guilds are just a free win (and free rewards) by default, as long as actual human guild wins a single battle at the gate (I don’t know what happens when neither guild plays and they end the day with a score of 0 vs 0).
So, how are you supposing to change this and make it so that “they aren’t just a free win”? Will computer controlled attacker face computer controlled defender that a player set? Essentially, you’ll be randomly deciding whether human guild wins or loses against your botnet, right? Or will it be something else?
I assume the intention is that the defender will be stronger. Unless they give the AI guild a set score each day or something. But right now the attackers on the AI guild get nothing so you always win the day. It’s just whether you win every battle during the day (and thus whether you get the rewards for battle wins) and how much you score against them (as easy defenders make it easier for more guild members to go for the palace and win).
Implementing the ELO algorithm for Unity Engine is trivial code, and I can do it for free. Guilds’ starting ratings must be equal. Automatic matchmaking within a specified range. Feel free to contact me.
Hello - this is RockStar, GL of North Star. I want to add my voice to this discussion as we are competitive in Guild Wars and spend time and energy on this event each time it comes around. While I appreciate and enjoy the new Guild Wars format, I agree with many here that the leaderboard ranking system has been flawed from the beginning. I understand the devs needed data to form initial brackets, but basing them on trophy count unfairly disadvantaged strong guilds that did not have extensive history in the game. Trophy count does not accurately reflect a guild’s actual strength or teamwork capabilities. Personally, I feel that the initial bracket matchups should have been based on the average player levels within each guild. Better yet, everyone could have played several qualifying rounds before the new system launched to establish more accurate rankings from the start.
The inconsistent point distribution for matches against dead guilds is equally problematic. For example, North Star received zero points when we won against a dead guild, yet other guilds—including some top-ranked ones—have recently earned substantial points from dead guild matchups. For competitive integrity, either all guilds should face a dead guild per Guild Wars cycle, or none should. The current randomness makes the leaderboard unreliable (even for the low brackets). I see Jeto posted that the dev team is looking into having these AI Guilds match their bracket opponents more closely and they are looking into rebalancing any inflated points gained from past Guild Wars events - what about the guilds that received no points in the past, will that be adjusted as well?
I’ve had chats about these issues with other guild leaders and with other players from competitive guilds. The consensus is clear - the Guild Wars system needs to be overhauled and adjusted for fairness and accuracy.
@Jeto - I know you are the go-between for the players and the devs and we are counting on you to carry our messages through to them! As always, thank you!
I can understand the fact, that a bug fix cannot repair old issues.
So if a guild fought against a dead guild and gain zero points.
But I do not understand the new fix to pamper a guild which faces a dead guild with more points than fighting against a guild which is very strong and one of the best in the bracket.
If this were done in a sports game like soccer/football, I don’t think anyone will understand why a team will get 3 points for the win and they have won legit. And there is another match, where a jury has to judge if that game has a decent issue and grants the winner of the judgement will get a win and the result will be 10:0.
Back to the game: I don’t know if the devs play regurlarly but sometimes it seems that the devs do not understand their game anymore. GoW grews over the years and got more complex. I am also a developer and one of my duties is to know about the current mechanics of a software. I do not want to rule anyone but for me it seems that there were made changes and nobody knows how the changes will affect the whole game.
Another point: The investigation of a bug is sometimes not so easy as all expect. It will take time, that’s ok. But why is the communication often that the issues are rejected and were placed on the last place of the backlog? There are issues where this behavior is correct, but if there will be introduced a new feature and there are big issues, you cannot ignore this the whole time.
We like the game, I guess you as the devs/support like the game, too. We want to make it better for all, do not every time ignore urgent messages that have more impact on the game as you think.
Otherwise more and more players get annoyed or disappointed and the number of active players that are leaving will rise. I think that is not the way the game should take.
Fairness in the game should take a high value.
Apparently we are getting no fix for this and will lose gold marks because the top 2 guilds fought an AI guild and got 18 and 19 points when they should be worth no more than 2 considering we only got 3 points for facing #20 guild and the devs have went silent again
Yeah we lost gold marks too last time and no compensation so you just gotta chalk it up as a loss.
Jeto said it’ll be fixed in the next update.
I am also a member of Dragoonz and I have never posted on this forum but felt a need to do so as I am extremely upset with the unfair guild wars ranking system. Multiple people from different guilds have reported the same issues and it appears that very little to nothing is being done. Could you please take these above reported issues seriously and fix them as soon as possible? There are numerous long term players that are extremely frustrated and upset with the perceived inaction to these issues.
This seems to be mostly a top 5 problem. Overall, I think the current rankings are quite accurate. Due to our trophy count, we started the new guild wars around rank 50 and worked our way up to rank 10 by beating actual guilds. Guild profile still gives old wars rank though (32).
Today we fight an A.I. opponent for the first time. Curious to see if we get points for beating it.
PS @Jeto Keep up the good work. We love these guild wars.
If you were in the 50s and are now in top 10, it may be that you should have started much higher up in the ranks but you didn’t, simply because of trophy count. Trophies should never have been a factor in the initial rankings. So while you had to spend weeks climbing to where you are now, you all probably missed out on potential rewards from morale bonuses etc. based on leaderboard placement.
It’s like having marathon runners line up for a race but they position some runners’ starting lines further back just because another team had better color uniforms - doesn’t make any sense at all and has nothing to do with the race or how strong a runner is.
How else would you start off a new leaderboard? It’s not like trophies are given to a guild but rather earned and also deoending on how old the guild is.
They could have started with the old system leader boards for placement if anything.
Also I think the Elo leaderboard should update daily and not just at the end like it is currently.
This whole system is broken and needs to be fixed. I said it before and I’ll say it again. Take it back off the lineup and come back with a better solution.
Also calling it a weekend event is a joke. 5 battles a day is their idea of exciting? And pushing back a gnome event weekend to squeeze more in was just salt in the wound.
It should have been based on the last guild war’s leaderboards.
Failing that, because it seems likely they lost that data or weren’t able to use it, I suspect, then they should have given a trial period of testing the guilds to see where they would end up. Either have them play against other guilds in a week of test matches, or use leaderboards for guild events and other data as a starting point and adjust from there.
Number of trophies tells you how long a guild has existed, and how active it’s players have been over the life of the entire game, not how active or powerful they are now. If a guild had been super active in the past, but lots of players left recently, it would have started way up in the rankings and then fallen fast. And if those powerful, active players all moved to a new-ish guild, that guild would start way down in the rankings and climb quickly. But it’s still gonna take months before they reach where they should have been from the start.
Agreed.
They never lost the data, they said they did.
When new GW commenced all the B1 guilds were ranked. That rank kept going and you can see it if you click on the guilds that were in B1 when old GW was destroyed. Our last position still shown from the ‘leagues’ menu. It’s still there. PC/Mobile for us etc. ![]()
Got another small update.
From this current Guild Wars event, there will be adjustments made to defeating an AI Guild. Was also told that they will show a 0 score still, but the calculation for defeating an AI Guild will be adjusted from reset tonight.
As I mentioned in my last post, this is a temporary solution. The team is.. hopeful.. that by the next Guild Wars event, we can get in a long term resolution where all the brackets are readjusted and then only the lowest bracket will have an AI opponent (as there will be an odd number of Guilds in there).. this is currently dependant on QA, whether this is then implemented for the next event.
Again, I don’t have any word on the past 2 Guild Wars events where the AI guilds would give an inflated score. It’s been confirmed this scoring cannot be retroactively adjusted but after this weeks Guild Wars is completed and the devs can see the adjusted calculations from AI Guilds has worked, they will then be looking at what can be done.
That’s as much as I was able to get today, it’s not too different to what I shared before but now it has been confirmed the changes will apply from this current event.
Trophies are useful when gauging a guild’s longevity and overall activity in the game. However, trophies measure a different aspect of gameplay compared to Guild Wars and can’t be a direct comparison for Guild Wars placement.
Game playing performance differs between trophy accumulation in areas like Explorer, PvP, or Arena, because these areas offer unlimited chances and can be played at everyone’s own pace. That said, trophies are more of a reflection of consistency and participation over time.
Guild Wars, on the other hand, involves a structured format. Each event requires guilds to coordinate 30 players within specific restrictions, and with a limited number of battles per person and no opportunity for a redo if a battle is lost. Success depends in part on great guild communication, preparation, organization, and strategic decision-making, in addition to overall participation of the players.
I previously suggested that the devs could consider using the average ranks of players within each guild to help establish the initial brackets. From there, a short period of everyone playing qualifying battles could be used to provide additional data, allowing for more accurate placement within the brackets before Guild Wars goes live.
Also, I agree they may have to go back to the drawing board on this. I do love this new Guild Wars format and hope they can find a solution that is fair and which satisfies the players.


