Topic: Party Of Heroes /
Wars: The "Anti-League" Event
After talking with some members of the community, it was revealed to me how wars ruin the league concept. For some of the more active posters, this is going to sound familiar. For me, it was completely new and may help some of the other newer players.
1) An opponent is picked based on size and then possibly guild honor (seen this last part get debated).
2) For a war to end, every member in 1 league must die 6 times OR a two hour timer to expire.
3) When a war ends, there is a 1 hour wait until the next one.
4) The goal is to win as many wars as possible in as short a time as possible.
This results in the ideal guild being a bare minimum in size, using the strongest and most active players that are all on at the same time. This way, the guild only has to beat smaller teams and they can do so more efficiently.
The flip side of this is when guilds want the bonuses for PvP fights. The upgrades get very expensive very fast. A large guild of active players can afford to get the upgrades as long as everyone is contributing.
End result: The stronger the guild and the fresher the new player, the greater the chance of the new player being given the boot at war time. How does this foster a sense of teamwork and/or camaraderie when people are being given the boot because of a type of event? It appears like the intention was to encourage guilds to balance growth vs strength, but let’s be honest about things. People like to win, and if winning means having to toss most of the guild to the ground so you can win the prize(s) you want…folks will do it in a heartbeat.
To the developer: Do you want this game to have a sense of community where people play together towards a common goal, or are you intentionally trying to make it so there is a “You or Me” mentality? I can easily envision a game that uses the same basic principals but promotes a steady guild size. For starters, don’t end the wars when an entire team is beat. If you set a time limit of 2 hours (which you have now) and make wars last the full length of time ending in a point decision, then a guild with many players will want as many people as possible earning points. What do you do with the newer/less powerful players? You just make them worth fewer points. Players already have a point system base in play, it is called honor. If defeating a player were to earn you a number of points equal to a fraction of their honor (ex. 10%), then the newer players won’t be worth many points so they can’t slow down a league and stronger players will most likely be more active and worth more points. With a hard cap on how large a guild can grow, this promotes full guild membership which in turn fosters team growth and development.