Improvement suggestion Guild War

Noiserating
Noiserating Member Posts: 194 ✭✭✭✭
edited February 2022 in Guild Wars Discussion
Hi, 

Please share all the little things that could be improved for Guild Wars without a big coding/development phase and that could improve the game experience.

I start :  :)

- To find the level of difficulty you want into the map it's a complete mess because islands that are close in terms of level difficulty are not geographically close. The order is currently as following for the increase of difficulty: 
1/6/13/2/7/14/3/8/15/4/9/16/5/10/17/11/18/12/19/20
It brings a level of complexity that is useless and we would be better to to name the island following the difficulty:
1/2/3/4/5/6/7/8/9/10/11/12/13/14/15/16/17/18/19/20

Exemple : currently if I close island 16, one member of my guild can say on the chat "hey next we can go on island 5!". I have to go on the map to see if island 5 is harder or easier than 16 and if it's a lot harder or not.
Now I take back this example with the new coding system: My mate will say, "hey, after island 16 we will do island 17". I instantly now that he wants to go on an island a little bit harder than the one we have finished




IoSonoSempreNeganSarge_RiotZappaADPaq

Comments

  • Noiserating
    Noiserating Member Posts: 194 ✭✭✭✭
    As said into another thread

    - Unlock PVP levels from the beginning.

    This is a mobile phone game and people don't want to be stucked with their phone waiting for a level to be opened. I understand and appreciate the fact of having C islands blocked until islands B and A are finished but the PVP levels don't need to be blocked. It's just frustrating and prevent casual players to participate in Guild Wars
    IoSonoSempreNeganSarge_Muirnam4spanfolekZardoxRiotZappaADPaq
  • Phalanx44
    Phalanx44 Member Posts: 350 ✭✭✭✭✭
    @Noiserating ; Based on your initial post, are you suggesting that the difficulty uniformly increases from left side of the map to the right? (Like the old map setup?)
    I personally prefer to have some of the mid-high difficulty missions exist in the left side zones (forrest/junkyard vs only 'warehouse' - wow, forgot the name of those location's.. Terminus?)
    It adds more depth to the standard play when variety in mission locations is included. (Those guilds that only play 18,19, and 20 won't know or care either way since they are locked into the same maps every week.)

    If the numbering was adjusted, but the current physical locations stayed put, you'd still have to traverse the map, bouncing back and forth left to right and back again, but i can then (and only then) see the potential in having each zone 'number' be the indicator for difficulty.
    Sarge_
  • Noiserating
    Noiserating Member Posts: 194 ✭✭✭✭
    Two possibility indeed :

    - Only re-number the islands to match the level of difficulty (not my initial tought but it would already be an improvement from my point of view)
    - Move also the re-numbered islands from left to right on the map: It would really be easier to read!! I do agree though that it’s better to get a different area (sanctuary, forest…) each time you gain one level of difficulty up. It gives less monotony to the game. But with this solution nothing prevent NG from alternating the area for each level of difficulty
    Phalanx44
  • Noiserating
    Noiserating Member Posts: 194 ✭✭✭✭

    Third improvement idea:

    Guild War requires to coordinate the attacks from your guildmates in order to do maximize the level of difficulty you can face and get the most  VP points. Main problem is that players from a guild may have different maximum survivors levels (Average Survivor Level = ASL) and island difficulty is adjusted to that level.

    So when someone say “I can go up to walker lvl 40 max”, I don’t know which island this mate can achieve because I don’t know if his survivors are lvl 26 or lvl 29 and it changes everything.

    The easiest improvement for me to do would be to indicate next to each guildmember his corresponding ASL:


    With that we can do the maths easily because I know that if Stephane is ASL 29 and me ASL26, the zombie levels I see on the my island map are 3 levels lower than the zombie level Stephane sees on his map. 

     Maybe are there other suggestions?

    Phalanx44
  • Muirna
    Muirna Member Posts: 142

    Third improvement idea:

    Guild War requires to coordinate the attacks from your guildmates in order to do maximize the level of difficulty you can face and get the most  VP points. Main problem is that players from a guild may have different maximum survivors levels (Average Survivor Level = ASL) and island difficulty is adjusted to that level.

    So when someone say “I can go up to walker lvl 40 max”, I don’t know which island this mate can achieve because I don’t know if his survivors are lvl 26 or lvl 29 and it changes everything.

    The easiest improvement for me to do would be to indicate next to each guildmember his corresponding ASL:


    With that we can do the maths easily because I know that if Stephane is ASL 29 and me ASL26, the zombie levels I see on the my island map are 3 levels lower than the zombie level Stephane sees on his map. 

     Maybe are there other suggestions?

    We have switched to asking players which island's hardest level can they complete, but that is a mouthful and was confusing to some.
  • ghost_pepper
    ghost_pepper Member Posts: 1,188 ✭✭✭✭✭
    +difficulty

    Look at the first walker difficulty in the beginning of island 1. That is your base walker difficulty level, determined by how far you've leveled in the game. Are you comfortable with missions that have walkers at that number +10 or maybe that number +12? 

    +difficulty is a great way to measure.
    ShadowWalkerPasteFuriousMoldovan
  • FuriousMoldovan
    FuriousMoldovan Member Posts: 1,597 ✭✭✭✭✭
    @Noiserating
    We call it Relative Difficulty, the easiest way to approach it for mixed level guilds. Details are in the guide attached in this thread:

    https://forums.nextgames.com/walkingdead/discussion/48903/guild-wars-difficulty-guide
    Leader of the original TWD guild family (est. 10/2015). We Are TWD 😎
    FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
  • FuriousMoldovan
    FuriousMoldovan Member Posts: 1,597 ✭✭✭✭✭
    edited February 2022

    Third improvement idea:

    Guild War requires to coordinate the attacks from your guildmates in order to do maximize the level of difficulty you can face and get the most  VP points. Main problem is that players from a guild may have different maximum survivors levels (Average Survivor Level = ASL) and island difficulty is adjusted to that level.

    So when someone say “I can go up to walker lvl 40 max”, I don’t know which island this mate can achieve because I don’t know if his survivors are lvl 26 or lvl 29 and it changes everything.

    The easiest improvement for me to do would be to indicate next to each guildmember his corresponding ASL:


    With that we can do the maths easily because I know that if Stephane is ASL 29 and me ASL26, the zombie levels I see on the my island map are 3 levels lower than the zombie level Stephane sees on his map. 

     Maybe are there other suggestions?


    Sorry, I think there's a little confusion here between ASL vs RSL vs GW baseline level.

    RSL - recommended survivor level or difficulty level of this mission (that's what you're referring to).

    ASL - Average Survivor Level (old timers called it Actual survivor level as well) - it's measurement that depends on your survivor's level and pink stars, used to determine bodyshots % territory. You can see "ASL+2" of every survivor when you click on their stars.

    ASL for non-heroes: their level + number of pink stars.

    ASL for heroes: their level + 1 + number of pink stars. Heroes have a built-in star.

    Everything about GW baseline levels and more is in the link to GW guide.
    Leader of the original TWD guild family (est. 10/2015). We Are TWD 😎
    FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
  • Noiserating
    Noiserating Member Posts: 194 ✭✭✭✭
    I was half % sure I was mistaken by saying ASL... thanks @FuriousMoldovan I always mix ASL and RSL!

    Thing is, It would be great to see the GW baseline level of each member of the guild.
  • Zardox
    Zardox Member Posts: 127 ✭✭✭
    Melee Only - since everybody in the world uses SPY /SMY to achieve the highest levels why don’t we make the game a little more interesting and have some wars Melee only Bruisers, Scouts, and Warriors. I think this change would really shake things up. Majority of the hero’s are not used so let’s get them off the bench and see some new strategies. 
  • Noiserating
    Noiserating Member Posts: 194 ✭✭✭✭
    Toxic players : currently Guilds are always a bit nervous when recruiting new people because there are lot of trolls who just come to the Guild and f*** the game on purpose or are insulting other members. There is no way to "punish" this kind of behaviour other than excluding the guy from the guild but we all know he will just go into antoher guild and do the same.
    - Can you create a REPORT button on the players and if players have been reporting many times it results in a punishment such as 1 month unavailabilty from joinning a guild.
    Maybe it would reduce this kind of bad behaviour.
    ionica
  • ghost_pepper
    ghost_pepper Member Posts: 1,188 ✭✭✭✭✭
    Toxic players : currently Guilds are always a bit nervous when recruiting new people because there are lot of trolls who just come to the Guild and f*** the game on purpose or are insulting other members. There is no way to "punish" this kind of behaviour other than excluding the guy from the guild but we all know he will just go into antoher guild and do the same.
    - Can you create a REPORT button on the players and if players have been reporting many times it results in a punishment such as 1 month unavailabilty from joinning a guild.
    Maybe it would reduce this kind of bad behaviour.
    Try recruiting through either the discord or line communities. You'll have a better chance of finding "the right player" and then you can see what's the current stuff going on with the game. And it's fun too.