These ideas have been talked about a lot in the community for the last 6 months, but there's never been a great discussion on it. Some constructive conversation by the community is much better than hate mail to MZ. lol
The veteran player LM and I had an interesting conversation about some simple changes to the game that would retain more players and result in some far more intense battles.
Now that Game of War has been around for a couple years, some of the original (ancient) kingdoms are nearly vacant and players in those kingdoms are losing interest. These empty kingdoms are boring to fight against in kvks and they are unhealthy to the overall war environment of the game. Soon a lot of these kingdoms will become completely vacant, so how can MZ avoid that?
It's hard to say what the best answer or best series of answers are, but let's break them down a little bit.
This is where every person would have a limited time to teleport to any kingdom of their choice permanently. This would allow players in vacant kingdoms to teleport to more active kingdoms. More active kingdoms, means more fighting, more teamwork, more community, and therefore more fun.
Another version of this would be MZ designates which kingdoms are too vacant and forces those players to move any other kingdom of their choice.
A potential issue with this method is that many players have a certain attachment to their kingdom, so they may not want to leave it under any circumstance. Moving to a new kingdom brings a whole new host of dramatic problems between alliances.
Another issue might be that certain kingdoms will become far too overpowered. A lot of players in ancient kingdoms have made new accounts in newer kingdoms. If they were to bring old accounts to newer kingdoms (6+months), many players there would be at a significant disadvantage.
Nearly every player in the ancient kingdoms are begging for the walls to drop. They are like vampires who feed off of flames.
Ancient kingdom players aren't worried about the risk of getting attack 24/7 like new players are. They want the walls to drop for every event regardless of whether it's just a research or building event. MZ could add kill points to every event, but just have kills be worth less points when it's a research or building event.
MZ has done this in the past, but it's possible that the younger kingdoms were complaining about being burned too often. Instead, only drop the walls when ancient kingdoms are fighting against each other.
World versus World would be an event where every kingdom is competing against each other. This could be for any type of event, but we think a WvW kill event would be the most epic. Imagine how much opportunity there would be for targets. Imagine the competition to be the first alliance to burn high value targets. This could be something that is held once a month like the SW, and major rewards would be offered to the top alliances.
We realize dropping all the walls for every event would be a little insane, so maybe a reduced version of this would be better. For example, instead of tournament brackets being 1v1, what if they were 1v3, so the best of 4 kingdoms would move on.
This seems like a win for MZ and for the players. MZ probably makes more money because there's more fighting, and the players get more action.
Clearing out all strongholds that haven't been logged into the last 3 months would make for a much cleaner game. Less clutter and less chance of mistaking an empty stronghold for a good target.
The problem here is that MZ probably wants to keep the strongholds in tact because some players might come back after 3 months, I can't imagine many would though. To this LM and I would say, why not make those ones invisible after 3 months, and then if that player logs in the SH will become visible (active) again.
Most players will agree that the alliance city is currently underutilized. Two ways we thought it could be more utilized are as a bank or a hub for a large rally.
It's pretty much already set up as bank except for the functionality to send resources to an alliance member. If teams could store their resources in the city and an R4 could send them to any player at any time, it would be more convenient than having a separate account as a bank.
It could even be used to trade resources between alliances in general. A lot of alliances have sisters alliances that they trade resources with on a frequent basis. An ALC bank would prevent players from have to switch to another alliance just to send resources.
Also, we think there is some potential for the alliance city to be used a war feature. Maybe there is an alliance city hero to protect the resources you have there, or maybe there is an ALC hero that alliances can use to set off massive rallies from their ALC.
The problem with the ALC and giving it too much power is that only huge spender alliance will be able to take full advantage of it. Although, as long as other players can tactically / strategically defend against it, than that shouldn't be a problem.
Lastly, what if there was a small benefit given to your alliance for controlling other ALCs above level 1?
Please leave your constructive thoughts in the comments section below and be sure to address each idea from MZ's point of view as well as the player's point of view.
Enjoy!
Navi and LM