Guild Wars

Mobile game by Jon Van Caneghem studio VC Mobile Entertainment. Beautiful offspring with Might & Magic touch. All your quests lead to adventure!

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Galaad
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Guild Wars

Postby Galaad » Sep 9 2018, 16:21

Image

I guess it's classified :D

Hey Kassmia, check your discord PM!
Last edited by Galaad on Sep 9 2018, 16:22, edited 1 time in total.

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Re: Guild Wars

Postby Pol » Sep 9 2018, 16:38

I would have some reflections:

#1 - Side guild chat is good but messages are filtered and may not give sense sometimes. Enabled filters are all (notifications + swag)
#2 - In the war overview nowhere is indicated defense status (health, shields), you always need to click inside.
#3 - Don't tell me that there are no alliances. Anyway Stickers hold and will because they have a good defense, the only result will be that they will got extreme amount of shards.
#4 - I miss some markers with targets. (Instead everything needs to be said over chat.)
#5 - Galleons come late, a few hours after being delivered by mail.
#6 - Some guilds are out of the match already.

PS Kassmia is not presented here for several years. No help, sorry.
Last edited by Pol on Sep 9 2018, 16:46, edited 4 times in total.
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Re: Guild Wars

Postby Galaad » Sep 9 2018, 17:05

Pol wrote:#5 - Galleons come late, a few hours after being delivered by mail.


I believe that's a bug, restart the app and they're here.

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Re: Guild Wars

Postby Pol » Sep 9 2018, 17:17

Galaad wrote:I believe that's a bug, restart the app and they're here.


That's what I tried to no avail. But the problem may lie on the server side, so it could been good later.

I was also missing some messages, that was fixed with restart. But it happened repeatedly.
Last edited by Pol on Sep 9 2018, 17:17, edited 1 time in total.
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Re: Guild Wars

Postby Galaad » Sep 9 2018, 17:59

Ah, ok, I also had the galleon gifts issue, and restarting fixed it from my end.
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Re: Guild Wars

Postby Pol » Sep 9 2018, 18:38

What is your impression so far?
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Re: Guild Wars

Postby Galaad » Sep 10 2018, 9:18

Very fun, but it takes a lot more work for me and Bruk, as it's really common effort of a whole guild and not individuals.
I spent WAY too much time on the game this WE, friends didn't see me out. :D

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Re: Guild Wars

Postby Panda Tar » Sep 10 2018, 13:12

Well, we are doing the way we can. I was watching the countdown for the war, around 25 minutes. Then I fell asleep only to wake in the middle of the night. Forgot completely about the game and only saw to it the next day. Didn't know what to do, what's best for defenses, what's good for offenses. It's very strange the notion of having all common troops on a defensive army to defend a common fort. Does that pay the fact that you have only common troops instead of strong Legendary ones amidst them?

As I didn't know how fights happened, I ended up picking some Epic creatures with the Legendary ones, the Epic ones that are more useful than some of my Legendary. In the end, it seems that's not really important... Gold enchantments give a fair boost to Str on common and rare units. Wonder how it plays on Legendary beasts. Speaking of which, my Dracolich provides just a tad little more points than my Cerberus. Difference is that my Cerberus has 2 red stars missing and the Dracolich is fully awakened. So I wonder how that Str works.
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Re: Guild Wars

Postby wimfrits » Sep 10 2018, 15:16

Only 4 factors determine str:
- size
- stars/awakening
- level
- totems

Combo dots or enchant levels only count in determining the army bonus.

I built my armies inefficiently this time, putting all high str units together without considering the bonuses

You probably want 5 or 6 armies of reasonable strength? This will also let you sleep better ;)
So maybe colour based armies are best?
Last edited by wimfrits on Sep 10 2018, 15:52, edited 1 time in total.
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Re: Guild Wars

Postby wimfrits » Sep 10 2018, 16:06

As for the guild wars concept.. I think it's nice.
It really increases the 'Guild' feeling as everyone is working together on a joint goal.
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Re: Guild Wars

Postby Panda Tar » Sep 10 2018, 16:07

It seems that it all depends on where they are garrisoned. I'm thinking that your defending army should try to follow as much as the 'rules' of the building they are on. If you are defending the Common Fort, for example, you should try using as many or only common creatures. That way, you have the Common Offense bonus of the building, plus the same size bonus of the army composition. The all you have left is the max combo dots and enchantments bonuses, which might be easier to match later on. If you are going to defend a shrine, then focus on the Same Color Bonus and all sizes. Thinking on this perspective, I think that defending Shrines and Epic and Legendary Forts are easier to keep the bonuses along with fairly strong armies.
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Re: Guild Wars

Postby Panda Tar » Sep 10 2018, 16:23

So it leads to the idea of each of us to defend what? I have common many creatures and most of them have silver enchantments and at least 3-dots. Well, I think most of the older players do as well. That makes us better fit to defend the Common Fort based on Creature Size. Regarding colors, we need to learn which of us have the stronger color-based line up. I have Green, White and Black as my best colors, followed by Yellow, Red and Blue. But I'm not certain that at my best colors I can assign 20 fully awakened units yet, I don't know.

Edit: making a fast check, I would have enough to fill color-based armies :proudirule: . I would just have to check Enchantments. And considering Dots, it's possible that using 3-dots might be better, because I have most of the units with 3 dots. If it's a matching number we must have to have those bonuses? Or is the element of those dots that matter?
Last edited by Panda Tar on Sep 10 2018, 16:29, edited 1 time in total.
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Re: Guild Wars

Postby wimfrits » Sep 10 2018, 17:36

There's only a +100% bonus for having all 4d.
So at best I can raise 1 army with that. At the same time taking away a big chunk of the juice of remaining armies..

The size bonus is great for Leg and Epic. Not for Med or Small as base strength will be too low.
At the same time, using Leg or Epic this way will degrade other armies to non-useful

So I think colour armies is the way to go. Unless of course you have diamonds to spare and can revive your best army continuously

As for creature type per structure: I don't think it matters what type is inside? I think only army strength matters
Last edited by wimfrits on Sep 10 2018, 17:39, edited 1 time in total.
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Re: Guild Wars

Postby Panda Tar » Sep 10 2018, 18:00

Seeing the 1st ranked guild way to upgrade their structures, it's down to what we are discussing: shrines/colors and Legendary fort. The rest is not being addressed.
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Re: Guild Wars

Postby Galaad » Sep 11 2018, 0:08

Weak armies can be useful too... ;)

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Re: Guild Wars

Postby wimfrits » Sep 11 2018, 8:11

Singing encouraging songs for the real armies??
How?
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Re: Guild Wars

Postby Pol » Sep 11 2018, 10:15

The rest can be addressed by these weak armies.
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Re: Guild Wars

Postby Troller » Sep 12 2018, 7:42

My experiences so far:
  • I could create a single Legendary army at 79k strength with size bonus (+100%) and bronze enchants (+25%)
  • The higher strength of the creatures gives more heath to the building they are defending.
  • I think it is important to create a max strength army for defense as only one army can be used to defend
  • Hitting higher lv structures gives a shard bonus +5% per level
  • a 79K strength army that hits a lv 24 keep gives 17k shards
  • Small armies can be usefull to see the remaining health of structures – I haven’t found another way to see remaining heath.
  • Overkilling a structure still count damage for shards so you are not penalized for hitting a structure with really low health
  • Shard bonus for killing a structure (6400 shards for a lv 2 structure)

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Re: Guild Wars

Postby Panda Tar » Sep 12 2018, 21:18

Next war, we should focus on Castle, Legendary Fort, Color Shrines, Epic Fort – the rest. We'll need to define who'll defend what, specially because only few of us have strong armies for now.
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Re: Guild Wars

Postby Troller » Sep 14 2018, 13:46

I saw a pattern in the cost and prestige per hour

"level"-"Prestige/hr"-"Upgrade cost"-"Prestige/ shard"-"Main keep "-"Prestige/ shard
1 50 52
2 200 12600 0,0119 216 0,013
3 450 25200 0,0099 504 0,011
4 800 37800 0,0093 928 0,011
5 1250 50400 0,0089 1500 0,011
6 1800 63000 0,0087 2232 0,012
7 2450 75600 0,0086 3136 0,012
8 3200 88200 0,0085 4224 0,012
9 4050 100800 0,0084 5508 0,013
10 5000 113400 0,0084 7000 0,013
11 6050 126000 0,0083 8712 0,014
12 7200 138600 0,0083 10656 0,014
13 8450 151200 0,0083 12844 0,014
14 9800 163800 0,0082 15288 0,015
15 11250 176400 0,0082 18000 0,015
16 12800 189000 0,0082 20992 0,016
17 14450 201600 0,0082 24276 0,016
18 16200 214200 0,0082 27864 0,017
19 18050 226800 0,0082 31768 0,017
20 20000 239400 0,0081 36000 0,018
21 22050 252000 0,0081 40572 0,018
22 24200 264600 0,0081 45496 0,019
23 26450 277200 0,0081 50784 0,019
24 28800 289800 0,0081 56448 0,020
25 31250 302400 0,0081 62500 0,020
26 33800 315000 0,0081 68952 0,020
27 36450 327600 0,0081 75816 0,021
28 39200 340200 0,0081 83104 0,021
29 42050 352800 0,0081 90828 0,022
30 45000 365400 0,0081 99000 0,022


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