I would love to see a “Gauntlet” type of system. We could do it weekly and have weekly rewards etc…
How this Gauntlet System will work.
Each WAVE of this gauntlet will be pre-designed with what troops, strength etc from the dev’s.
You enter the Gauntlet with your Team of 4.
You will be given WAVE 1, if you are defeated, you can try again at wave 1 with the same or new team.
If you are successful in winning, then you will move on to WAVE 2. Wave 2 will have a different team and possibly a little stronger troops.
After each wave, your troops reset back to normal.
I would hope that ALL the waves are exactly the same for each person.
However once you lose in guantlet, you can try again with the same team at the same WAVE or you can restart completely from WAVE 1 with a new team.
After each week, rewards can be given based upon how many WAVES you have completed. Maybe showing a leaderboard for the hardcore.
Each week will have different troops in each wave, and possibly different rewards.
Each completed WAVE will offer a minimal reward and possibly 1 trophy for low WAVES and increase up to 3 trophies per battle for harder WAVES. Once your reward/trophy has been given for a Certain WAVE it will not be given again if you start over with another team.
The game should get to an “IMPOSSIBLE” level, where it is unbeatable and you will only win by extreme luck to push those hardcore players.
I forgo any rights of my idea and allow Gems of War to use it royalty free and without recourse of legal action.
I say full heal because if you lose, you can resume at same wave with back to normal troops.
How this will eventually hurt you, is the troops/teams on the other side will not be able to be matched against for weaknesses, and eventually your team if its specialized will end up coming up against a bad match.
This helps keep peoples teams more balanced.
Also, the leader board for this will increase the “END GAME” aspect, where people are saying, I completed WAVE 80… etc… and others may still be in the 70s. It generates some competition.
Also having the teams your against different each week, will make other teams maybe more beneficial, and not always the same team will do the best.
Eventually it should get to an impossible stage, maybe WAVE 200 or whatever the Devs decide on, they can start lower and if people max the waves they can increase it accordingly.
Just as said, i can only speculate on what the devs were about when they suggested five battles a day:
Easy to be done, while restrictive and can sometimes backfire due external issues let’s be honest: It hardly poses as a challenge but it puts conditions to be met and some constant coordination inside the guilds on a daily basis as losing a few battles pressures people to get better and look for advice inside and outside the guild. Yes, it can rubs people in the wrong way, as i see it, if they can’t accept that they lost because they need to improve one or more aspects of their gameplay*.
A new measure/metric of a player’s skill and dedication. It’s not very effective as i can assume that some players are more active during the weekends when they can be totally dedicated to meet the guild’s requirements. But maybe some average player just need the right push to become more engaged with their own guild.
If i correctly recall when the Guild’s War were announced people said: “Guild chat is not enough as a form to consolidate bonds, if it even works at all, as we don’t have activities that requires involvement.” “A guild is just a group of individuals doing individual stuff alone and gathering resources…” As i said that’s what i remember and i may be wrong, but we could certainly forgive the devs for following some mixing signals from the past.
*Gameplay in general is sort of in disarray… As the progression seems to be scaling in different levels than it was in the past. We have stronger than ever troops, much more resources for the regular/average guilds and the constant release of troops so a newbie can have access to stronger/rare troops wich is good, but the fact that some troops are in some sense overpowered comparing to the old ones colaborates, in my humble opinion, to certain undervelopement of skills as it keeps the game dull/easy… You just fill Khorvash/Bone Dragon/Famine and fire it, repeat until you win… Not that a match-3 game should be complicated but… Still seems in disarray mostly because the power curve of some troops allows the “faceroll”…
But i imagine that people now lost the “gently push” to get more involved in the form of the five daily battles, not arguing if it would be 100% effective just explaining one possible reason for it, and maybe the short-term rupture of some unstable guilds was avoided, but a long term “below the expectations performance” of some guilds will do a bigger harm to good players…
But it’s up to your guild to find a way to make the whole guild act in conformity. I can understand someone not doing the same progress as you because he can’t simply login during Mondays let’s say. In a case of pure lazyness the player in question would keep being kicked out of guilds if he can’t meet the new conditions.
If your guild, with your pristine modus operandi, would be () the lowest of the lowest, the stinkiest of the stinkiest guilds that were ever assembled and all the rest were way above in the sky over you poor miserable guild ( <- funny emotes strategically placed to avoid unecessary misinterpretations)…
Then sure, this would be a waste of an effort. I believe they were aiming at guilds that need a wake up call to become more engajed. Having players playing the game and getting engajed is how they make money, so i can’t really blame then for any new attempt they make in this sense. Can you?
A snarky and yet well educated comment. I shall present my rebuttal: At least it wasn’t a long read.
I’m guessing this was just poor word choice and not indicative of how you feel but I do want to point out that I’d have a hard time accusing anyone of being “lazy” for not playing a game. From my experience people stop playing games or underperform on games for many reasons but laziness doesn’t rank very high.
It’s possible but that is just conjecture on your part since the devs tend to not reveal their specific motivations for adding different features. My guess, though, is that GW is supposed to engage both casual and hardcore players and all those in between. Casual players for the reasons you mentioned and hardcore because they risk leaving GoW from boredom when they run out of content.
Yes, but boredom and laziness are not out of the board. The very essence of a casual game can lead to underperformance and laziness simply because they don’t feel motivated because of many factors:
Already have almost everything -> End-gamer.
Things were intense at work today. -> Busy person.
The movie i’ve been waiting for is on today. -> Also busy person that has other interests as well.
Perhaps… Just now i’m realizing that “laziness” seems to be a “taboo word”. Everytime i mention it people seems to get antsy and i really don’t know why. Could it be that the meaning of the word is not lined up with my “sense of intensity” of the said word? English is not my first language after all… Maybe unmotivated would be a better and fitting term.
@HKdirewolf i require your assistance. Because science! When i say:
“Lazy” definitely has a negative connotation, and many people will take insult to that as it speaks to a person’s worth. “Unmotivated” on the other hand is more neutral because it speaks to a person’s desires (or lack there of). If you call someone unmotivated and they think you are implying that they are lazy, they can take offense…but they may also think you are simply implying that they have lost the desire which would (most of the time) not be offensive.
So, if you replace “lazy” with “unmotivated” in your examples then I would be more inclined to agree with you.
I see, then it’s more like a case of cultural misusage of translated words. Here, in Brazil, we can honestly say that someone is “lazy” without meaning it with such intensity or ofensive tone.
Usually even the nastiest words of our vocabulary have a friendly/jesting touch that can’t be obvious in “pure text form” without using the proper synonyms.
Yes, what i’ve been meaning to refer to were unmotivated players in general.
No worries, my friend; I can guarantee you that if I tried to speak Portuguese it would be complete gibberish so I applaud you. I wish I spoke more languages but I guess I am too lazy to actually learn them.
TL;DR put back the rewards for each Guild Battle so players will fight seriously but give one week to play the 5 fights and not only one day.
I agree with your point: each Guild Battle should be important. And in the first versio than @Sirrian presented, it was.
But I have to disagree on the daily part: why a guild should be more skillfull than others just because all their members can play everyday?
The Challenge will be about using teams based on one specific color. Nothing to do with disponibility of players…
Imagine that your guild can do during the day his 150 battles and the guild in front of you do only 100 battles. Okay, you win because you did more battles than them. Is it not more challenging if both guilds do his 150 battles and the winner is the one that you use the better team related to the color? Because if you want to maximize your points, you will have to use 4 troops with one similar color, but I think it will be more risky to use a team like that. So there will be a sort of rewards (in terms of points) for taking some risks and it looks to me the interesting part of this Guild Battle.