Given there are 4 different threads around the new Guild Wars, there are lots of places where feedback is being mentioned.
So, to consolidate the discussions, any further feedback should be shared here!
We want to try to remove as much chance as possible of anything being missed in the comments of the patch notes or in one of the other blogs we released.
War hasn’t officially started yet, so I won’t give too much feedback yet, but a lot of players in my guild are currently complaining about how complicated it is, and lack of explanation in the game. A lot of my guild doesn’t seem to want to engage with it at all, so far.
We’re also seeing a lot of new bugs to add to the (already massive) list of issues in the game, including some that make guild wars difficult, like not being able to select certain options within the guild wars menu, any interaction with guild wars defences messing up other game modes and the game now crashing when trying to access guild information (possibly because of the notifications spawned by guild wars actions such as setting a defence - that was pretty spammy on the list before we stopped being able to access it altogether).
This doesn’t feel like it’s been fully tested let alone actually finished (bugs removed, features polished) before launching. And we haven’t even really started yet. Not to mention the fact you’re already pointing out known bugs we haven’t encountered yet, that you didn’t fix before launch, and talking about other stuff you wanted to include but didn’t (why not wait and add that before launching it?). This doesn’t feel ready, meaning we’re the beta testers and we’re not getting compensated for it, really.
There was a lot of bad feeling when you removed guild wars to introduce a half-assed PvP relaunch full of bugs, and now you’re bringing it back just as badly (without even finishing fixing all the bugs from the PvP launch) so expect more bad feeling there too.
On the plus side, I like the keeps, and the guardians (though I’d prefer they already had the extra features you wanted to give them and didn’t yet), and being able to actually choose my defence team again (something taken away from PvP generally) is much better than being stuck with my attack team on defence. So there is some good stuff, so far. I’ll wait and see how the wars themselves turn out.
Bug can appear at any point, even with the most thourough QA and beta process. Not everyone plays the same, not everyone has the same devices, consoles, computer builds, old data on their device/console, OS versions etc.
So bugs can appear later or even after something is already live. Because as much as you can try to replicate the circumstances of playing live, it is never going to be 100% the same, so something can appear later.
Some bugs can also appear after we have already submitted, which means they can’t be fixed before an update goes live - so they have to go out in the next update or a hotfix if possible.
Content that we have mentioned we want to include but didn’t is similar.. feedback from the beta could have come in after a time where we could have been able to action it, after submission or we did not have the bandwidth to implement it before submission.
Also, with the intention that updating Guild Wars was going to be over multiple updates, there are things that need to be implemented and go live first, before they can be added.
There is also always going to be feedback that can’t be actioned till it’s live and we see how players interact with it.
The beta was amazing and they shared a lot of great detailed feedback (and bug reports), but during a beta we only have so much capacity to make changes - and definitely a fair few were made, it’s just others will have to come later.
Also, it is commonplace to announce known issues in an update upon release. Many other games in their patch notes list known issues within the update. It also prevents duplicate reports when it is live. I have rarely seen any game that is live service, releasing new content multiple times a week and regular updates not experiencing issues with their updates.
Especially other studios as small as our Gems of War team.
Not to say I don’t hear the complaints around the amount of bugs, they are totally valid.. it would take a lot of stress off of me if there were less around an update. We are doing everything we can within our capacity to address these before they are live, and if they can’t be, while working on everything else, get them addressed as soon as we can. And for the Support/Community part, try and regularly follow up on older issues that have yet to be addressed
In regards to…
This is why we released a detailed blog and an updated game guide article which has a simplified run down of how to play, ahead of the update releasing. Like every other game mode, that has a matching article.
We have already shared extensive feedback to include more information in game.. but I also think once you start a Guild Wars battle later, it will appear way less complicated than it appears now. I find everything around PvP and regions is way more complex that your Keep and battling in GW.
With all that being said, I would like to keep this thread specific to feedback around Guild Wars..
Questions or feedback about things outside of Guild Wars, should be popped in their own thread - so feedback is not again lost in a sea of comments about other topics. Any comments will be moved into their own threads going forward.
One thing I’m feeling in the current set-your-defenses phase is: guild chat isn’t really up to the task of organizing my players into a defense. I’d really like to be able to DM individual members with “hey, could you go defend location X” messages.
(Yes, Discord would be the right tool here, but we’re too much at the casual end of the slider for that; it’s in-game or nothing.)
Feedback: The prospect of having to build 5 attacking teams each day to match defense restrictions is dreadful to those of us who just used a single colour attack team each day, and had them stored for every subsequent GW.
And what is your suggestion? What should be done to make it easy to build your team? As to me, If you cant - then you can’t win - it’s a competition after all.
Yep, maybe a some kind of inguild leaderbords with a nominates like a Attack-MVP and Defence-MVP with a some rewards for a couple of gems or something would be awsome
And one big thing we all interested in - is a wiselly choosing attack restrictions from devs. Centauros may be an option, but khaziel or gnomes looks like a huuuge pain.
Just for mention - for the first sight potentional battles with a broken spire team against a dragons and a nagas seems awfull and undeatable, buuuut in time some peoples remembered that it’s a deck-building game after all and constructed teams гnexpectedly turned out to be quite good. That’s the main positive moment.
Like in bounty, i see.
That would be a completely other mode) But it’s a way of thought any way.
As to me it would lead to the same problem as before - it would be stella or chrisa and a WOS in attack and 2 more anything to meet restrictions. It’s not fun it’s a farm
Most people considered arena a weekend off with less to do in game. It was a nice little break. You claim you hear us when we say there are too many things to do all the time in game and replace the one weekend off with a game mode that requires daily play through the weekend.
Troops that have an effect “when my turn begins,” are a big problem. One of the most fearsome foes atm is Takshaka. If you can’t get a 4 match with elementalist or find some other way to stun it in 1 turn, 2-3 of them can suddenly start collecting mana faster than a player can gem match.
Guild wars used to be about using empowered troops and manipulating the board to your advantage. With all of the powerful options that were added, it complicates a process that we were used to. Especially with kingdom restrictions. God forbid the day we have to use Grosh-Nak. I’ll gladly opt-out of that horrible experience.
Kingdoms aren’t balanced properly to fight against certain troop restrictions:
Fey can get huge head starts with leprechaun.
Undead can power up with Khafru.
Tauros have lightning gems and primal axe.
Nagas and divines have Takshaka to create wildcards.
There’s a fine line between careful first moves and strategy, but these troops types cross over that line and have you rely more on luck than skill. I understand that it’s supposed to be difficult, but there’s only so much you can do when you see these troops get mana so quickly and overpower you so fast.
Who are those willians that forced you to play arena or other activities? if you don’t wanna play it - you CAN just not to play it. Guild weekly event is a some kind of a team efforts and that’s all. Why bothering about variety of events?
Who are the villains that force you to use this team? Perhaps you don’t remember this aspect of old guild wars, but the way it worked was - player A could use the no-fun farming team and score low if the wanted; you could use challenging Broken Spire team (with Warlord class, otherwise it’s no Broken Spire team) and get high scores. In the end, both of you were happy.
Or - you are actually saying that you are too weak minded to use fun teams on your own unless hard restrictions force them on you?
I understand adding known issues, and I agree with it, I’m glad you warn us of problems you know exist. I just dislike how many there are and how often they exist.
If it’s a problem that happens that often, it seems like you could do with an extra step along the way, to go back and re-check for these issues, but I get that I’m an outsider looking in and it might not be possible.
Going back to the guild war feedback, one extra detail I wanted to mention. Not sure if it’s a bug, or bad design, so wanted to give it as feedback and see where it falls. The interface with the keep has the directions messed up. So to move right, I have to press up, to move down I have to press left, etc. It’s like they were made with the keep angled with palace at the “north” or top of the screen, and then changed but kept the directions the same. It’s pretty confusing, especially when you’re trying to move around and see who’s in each location. Plus when you move to the gate it exits and creates a pop-up, which is annoying when you weren’t even trying to move towards the gate.
EDIT: We’re using the blue keep, if that makes a difference.