Poll - Guild Wars schedule discussion

Hi guys,
Recently, we've received a lot of feedback on the Guild Wars mode regarding frustrations with pacing and intensity. For many highly engaged guilds, GW means a whole lot of planning, coordinating with members, and pushing for the highest scores; combined with the current format of back to back wars for 4 weeks, the mode can be very taxing.
As mentioned in the petition thread, we're open to exploring different scheduling options for the Guild Wars mode. Below is a poll on some of the options that we'd like to propose, along with an option to suggest your own ideas. We cannot guarantee that a decision will be made solely on the results of this poll, because we also have to evaluate the impact of these changes on the player base as a whole, but they will definitely help us arrange a system that addresses your concerns and better aligns with your preferences.
The first thing to keep in mind: the options below are implementable already in the near future, whereas more complicated solutions that require significant changes are unlikely to make it by the next update, and would have to wait at least until after the summer. Secondly, the poll options don't specify the breaks between seasons because that may be variable to better suit our development cycles.
Please encourage your guild members to vote in the poll!
Recently, we've received a lot of feedback on the Guild Wars mode regarding frustrations with pacing and intensity. For many highly engaged guilds, GW means a whole lot of planning, coordinating with members, and pushing for the highest scores; combined with the current format of back to back wars for 4 weeks, the mode can be very taxing.
As mentioned in the petition thread, we're open to exploring different scheduling options for the Guild Wars mode. Below is a poll on some of the options that we'd like to propose, along with an option to suggest your own ideas. We cannot guarantee that a decision will be made solely on the results of this poll, because we also have to evaluate the impact of these changes on the player base as a whole, but they will definitely help us arrange a system that addresses your concerns and better aligns with your preferences.
The first thing to keep in mind: the options below are implementable already in the near future, whereas more complicated solutions that require significant changes are unlikely to make it by the next update, and would have to wait at least until after the summer. Secondly, the poll options don't specify the breaks between seasons because that may be variable to better suit our development cycles.
Please encourage your guild members to vote in the poll!
Poll - Guild Wars schedule discussion 339 votes
Keep the current format but increase the number of shortcuts to make coordination easier
8%
20
Comments
I think a mid-season break gives us time to relax a bit, and a chance to collect some extra tools from daily quests. Also I want to see a @Fluxxx halftime show.
> Although I voted mid season break I'd like to see a longer break after the complete season ends of like 2-3 weeks between seasons.
I like this suggestion. Also, it would be ideal to start any Seasonal Campaigns during the 2 week break between GW seasons. This way we only have to reset the Distance once during GW.
"Always leave them wanting more"
+
increase the number of shortcuts to make coordination easier
... what about expanding battle time from 22 hours to 46 hours? Maybe that's a solution?
One war = two battles during two weeks, but one battle would be ~two days long
Line ID mrChris1990.
ALSO -->> Massive reduction is overall cost of Guild wars (healing/tools etc) is desperately needed.
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I voted for the second option, but either of the first two sound good to me, honestly. I know that breaks between seasons will vary based on the development cycle, but if possible, I think a lot of players would enjoy around a 2-week break between seasons if you do a mid-season break.
A few more random thoughts:
1. Players are never going to agree on the right number of attacks. I think the current map is actually totally fine. It is a good balance between having enough attacks and requiring some planning.
2. I love the shortcut sectors, but too many of them would make things a bit too easy IMO. While I am one of the coordinators for my guild, which takes a lot of my personal time, I do feel like we have an advantage because we are able to coordinate so well, and I think that should be rewarded.
3. Sector completion VPs should be scaled up for 6G and 6H. Those sectors are significantly more difficult/risky, and the points should appropriately reflect that.
Finally, HEALING really needs to be at 50% permanently, and tools should be cheaper (~50 gold each). I would even be in favor of making tools one use per map. They have made it too easy to beat level 41-43 missions IF you can afford them. Skill is still necessary, but much less so. For example, I watched one of my teammate's videos, and he made several reckless moves that turned out okay because he could afford to use tools. Would love to see careful, thoughtful play be rewarded more...
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Line ID: jayztwdnml
Why?
- Because then it's special and everyone's looking forward to it...
- because I like to visit other guilds and take a little trip, that's almost impossible with Guild War, because equally strong guilds have their "little secrets".
- because a community event like the Nation Wars and the Wild Cup is almost impossible. And these events have given a lot of people back the fun of the game and brought people and guilds together.
Your suggestions are better than nothing - but for not enough
Lola rennt (Wild Walking)
My idea is one week of GW and three weeks off, to keep GW as something special. As well as doing GW 2 weeks a month is too time consuming.
I also agree to JayZ: healing should be at least 50% less and the higher missions should be awarded with higher or more points.
Thank you guys for giving us a chance to share our ideas
There have been a number of ideas about different ways to play the guild wars maps and different goals in single player versions or single guild versions. If something ever comes from that, it would be good to see whatever version happens of these non-stressful ideas placed between the alternating cycle of 1 week on and 1 week off, so that players and guilds have content to experience without it being overwelming.
An additional shortcut is needed on the easier side of the map between the A and B routes. I can't speak to the nightmare side of the map. Such increadibly low levels of players are permitted to play gw compared to the overall map difficulties and some of those players can barely scratch at the walkers on the lowest levels. Turning more areas on the A route into 8 total actions and making them short cuts means weaker players can access more human defender missions that scale to their difficulty. To account for their numeric increase, scale down those area bonuses accordingly.
On the map brighten and contrast the shortcut areas so they are easier to see. Shortcuts need to stand out from the dull flat coloring of the other areas. And they need to open up movement backwords on the map, especially for the easier shortcuts needed on A and B routes.
At least 2 weeks off at the end of a campaign.
Healing time for gw reduced by 75%.
How you adjust attacks to account for 40 sign ups on 5 days, up to y'all. I personally want as many attacks each as possible.
Team nr1 have 6 players
Team nr2 have 7 players
Team nr 2 have 18 attacks more. Its absolutely no fkin chance to win agains some1 whos as strong as your guild with -18 attacks. So here is my suggestion...
When this happens ,maybe add extra 18 atacks to that guild who got 1 player less?
Lets say 6 vs 7 (108 attacks vs 126)
Why cant the creators add extra 3 attacks to each player if they are fighting against a guild with 1 player more? That would make 126 attacks vs 126.
Sorry for the language
TobiramaSenju ( Lithuanian-HQ)
GW is very challenging and for me resulted in many frustrating moments, where my poor survivors suffered terrible injuries. Healing is expensive - or it takes for hours, which is unacceptable in a competitive guild like mine. So you have to pay to have your combat team ready again and your gold trickles down your fingers like dry sand.
We certainly all know playing NML quite competitive is an expensive waste of time, but playing GW is much worse than Challenges because of the compressed time you have to finish the business your war planner gave you.
That leads to my second issue: war planning is a hell of work. You need your master brain from early morning to late night and that really burns out people. I admire our GW general, who is a very patient guy, but he - and his lieutenants really need some days off more often than now.
So my suggestions:
- healing times reduced to 20 % for injuries during GW
- more breaks
--- Hell Family ---
If it will be only 1-2 weeks, then there is no real difference between war or season, it will be like we playing one GW non-stop. 3-4 weeks minimum should be, that's time to re-group, relax, or simply do something else. Need some time to pass to feel the need to go through it again
Main issue is still, allowing guilds to enter the battle with all kind of numbers of players - while not doing much to prevent being outnumbered in matchmaking. Top priority should be that no matter with how many players you enter battle you always face same number of opponents (encouraging guilds to enter with 6,8 or 10, could simply do the work. If someone enter with 5,7 or 9 just match them +1 and this is their own fault why they are outnumbered)
Small changes in format/ map for every season should be fun, and making guilds to always develop a new strategy and try to adapt. Playing same format over and over (and maps) will quickly become boring. So i say YES to new shortcuts, and definitely yes to slightly increasing VP for completing hardest sectors on the map, because right now they are simply not worth risking
https://forums.nextgames.com/walkingdead/discussion/40263/wild-walking-is-actively-seeking-new-members#latest
So my vote is for those that play a lot and which I very well understand, the need for this change.
Salute! 😁
First or second for me
bIG issues. Needed
Give us Something for the red Stop ignoring the question
I like 20 axes 18 :ok if we go week On week Week
Healing! Awful! Too long far too expensive and why can’t it be separate like the challenge. We advert a good busy week in GW we have a crap week on challenge
also need a brake between seasons three or four weeks
I have to admit that Guild Wars is time-consuming & exhausting for me, and it would be ok if it were removed from the game.
Obviously, I know that this is difficult to happen, so here are some suggestions that I think would improve our gaming experience:
- reduced healing times up to 75%, because we have only 22 hours to complete the battle
- one week of battles, then a two-week break and so on
- maybe a player should play once a week and not twice, and have more attacks
- fewer players in the daily team, like before
> Main issue is still, allowing guilds to enter the battle with all kind of numbers of players - while not doing much to prevent being outnumbered in matchmaking. Top priority should be that no matter with how many players you enter battle you always face same number of opponents (encouraging guilds to enter with 6,8 or 10, could simply do the work. If someone enter with 5,7 or 9 just match them +1 and this is their own fault why they are outnumbered)
------------------
This is actually the simplest beautiful solution I've seen yet to matchmaking.
Bravo!
Example: A team of 7/8 can only be matched against another team of 7/8. A team of 9/10 only against another 9/10 etc...
Brilliant @Fluxxx
Are you Lost? Alone? Looking for a killer team to have your back?
Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in.
Remember, search ZOMBREX SATISFIES. Check us out HERE
EMAIL US --> [email protected]"