CommentStreams:Ff5a25987f533c90b8406926be30c8af

You are correct, there are a lot of guilds, actually close to 2,500 at the moment, some have no ratings since their members haven't logged in. Alas I do not have the full info just yet. Which is why if anyone knows the approximate power ranges of the Top 50 guilds (e.g. based on being in the match with them) - please do share them. I already have detailed info about some of the Top 20 guilds, such as: WozerGoneKnepal, GoneForNow, DrohandusTeam, gy, punjabi, spireoffire, SmutstoneCamp, GTC. I do not have yet enough info e.g. about: NieGenoeg, HOUSELORD555, Berlin, guild1111, GoVikings, Tokyo, Rio, OneMoreGuild, wildthings, GuildOfDesire, CherryBlossoms, ThisAintWorthIt. Many of these are shadow guilds, i.e. their do not openly face a competition. E.g. CherryBlossoms earned max score 83280 in the first three wars of the season (may be more, I just didn't check the recent data).

The solution with power ranges I suggested was meant to make it less likely that shadow guilds occupy the whole Top 50 list - it cannot fully prevent them from winning. It is the easiest to setup such guild using alts, of course, since bring a main with e.g. 500k points would make it very hard to find a close match.

I do not see local competition between the cooperating guilds as a problem - it is enough to have a couple of no-defense together in one war for both of them to earn 70k+scores. Who would lead could be decided in the early rounds and last round when their sheer power or sniping skills could decide that.

In addition to the power ranges players could also cooperate to get the dups together by joining the winning guilds at the end of the season.

If all kinds of solutions by developers to be considered - there are a plenty they could develop, to quote my post from June 26th below:

"In terms of a fix, I could think of several ways (or a combination of them) to make cooperation less efficient:

a) Modify the scoring to make cooperation less valuable. E.g. defending = capturing, or increasing the value of defended cell the longer you hold it, etc.

b) Match anyone to anyone. If devs are so inclined, scale everyone to the same baseline. At least expand the band of the guilds match-maked against.

c) Add a difficulty modifier based on the historic standings of your opponents.

d) Hide the opponent names for the first few rounds of each war. Makes running ghost guilds more difficult.

e) Make neutral faction more active/aggressive, contributing more to the war strategy and scoring."