Castle ownership and Stability suggestions. | The Legend of Mir

Castle ownership and Stability suggestions.

prasko

Active Member
Why can a guild own more than one wall?

Why not change that to add diversity into the game.

And raise stability cost for leaving and joining guilds to 20% to prevent dog piling?

Change it so only guild owners and guild attacker can fight in the war.
 
Why can a guild own more than one wall?

Why not change that to add diversity into the game.

And raise stability cost for leaving and joining guilds to 20% to prevent dog piling?

Change it so only guild owners and guild attacker can fight in the war.
Alot of dicussions been had on this ,
Personally I think stability costs is not the way to go as it effects the whole guild the person leaves for personal reasons so be it but leaving to better a arena score or war --- put a flag on the player ---- Unguildable for 72 hrs etc if you guild hop to gain advantage for xyz guild then this cant happen or a delay and or a flag guild swap used 28 days left .... so can only change guild 1 time in a given week month etc
 
Not had an issue with this before I just think people are doing it now copying each other, and they will eventually get bored of doing it.

What if someone joins a guild but turns out to be the wrong move for them, they can't join another guild for a week or a month, they will leave the game. You have to try simulate every scenario and find the most effective but least restrictive cost. One way to prevent this would actually be to let guild alliances be more effective at wars, like 2 allied guilds defending/attacking SW yields points for the same team. Doesn't fix guild hopping for arena or gc but really arena can be boring anyway and gc requires the effort to sustain multiple level 20 guilds.
 
Not had an issue with this before I just think people are doing it now copying each other, and they will eventually get bored of doing it.

What if someone joins a guild but turns out to be the wrong move for them, they can't join another guild for a week or a month, they will leave the game. You have to try simulate every scenario and find the most effective but least restrictive cost. One way to prevent this would actually be to let guild alliances be more effective at wars, like 2 allied guilds defending/attacking SW yields points for the same team. Doesn't fix guild hopping for arena or gc but really arena can be boring anyway and gc requires the effort to sustain multiple level 20 guilds.
This is why I stand by my original suggestion that I made a while ago

Give a carrot instead of a stick

Details -> https://www.thelegendofmir.com/forum/threads/change-castle-wars.48168/#post-519157
 
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