CommentStreams:406b1f8443031a9eda30aecb95e6c46f

Wanderer2020:

While your proposal for a list of non-defense guilds sounds interesting. I doubt that it can work, for the following reasons.


 * 1) First at the end of each such War,	even though there may be 4 cooperating guilds early on, there has to	be a 1st, a 2nd, a 3rd and a last place Guild. So, at some point	unless certain guilds agree to always be a 3rd or 4th place team and	others the 1st place team in every single War for the season, we	would be at a severe disadvantage to the Shadow Guilds which are	controlled by a single group for each war. They have no such need,	it is dictated and decided before hand.
 * 2) It would be much harder for us to group teams together as our	troop strengths vary widely. And even if we do, there would often be	1, 2, or even 3 non-cooperating Guilds that we would have to face in	some Wars. Hence, we would have to do as we do now and that is do	the best we can against non-cooperating guilds.

I am not sure how the developers can put a stop to this without performing some massive undertaking, like as follows:

The developers could divide the Guilds into groups. Example, they could divide the Guilds into 4 quadrants of power. Right now there are 1634 Guilds in existence. The following is just an example, I have no idea what the power ranges are, but this is just for illustrative purposes. Put the top 40 in Quadrant 1, put the next 80 in Quadrant 2, and the next 120 in Quadrant 3, that would leave 1394 guilds for Quadrant 4. (where probably all of the Shadow guilds would reside) In this example the quadrants are defined by Raw troop power.

Target each Quadrant for 12 top 50 spots, with 4 of those spots being top 20. That would leave 2 floaters for top 50 and 4 floating spots for top 20.

Should any Quadrant exceed their 12 top 50 spots by more than 2 spots, then for the next war move the two top Guilds up in projected troop power when doing the Guild matching. (Example: Treat their guild power as 20% higher than it really is for guild matching purposes.) Also, the developers would have to use the projected Guild rankings not the actual guild rankings that you see in the Guild listings. (they would have to project what a guild would be rank if all accumulated unspent medals were spent, that would be their projected guild ranking)

This would force these Shadow Guilds to compete directly against each other for only 1/4 of the spots, not 90% of the spots. This would lessen their success and at the very least make them work a whole lot harder with a lot less gain.

This sounds massively difficult to do from a developer point of view. (Not really, but a big hassle for them to do.) That is why I do not expect the developers to come up with a good way to do this.

Consequently, I believe that the only real solution to the problem would be a set of 20+ Smutstone players with powerful enough Accounts to go out and take on these Shadow Guilds in their own Raw Guild power range. These would be single account teams that would go in and break up these cheating Guilds at their source.

To do this the following would be needed. I you are the only one that has indicated that they have the full set of data.


 * 1) First we would need to have a list	of all (or at least the vast majority) of these cheating guilds.
 * 2) Second we would need to know	what each guild groupings Raw Troop Power Range is.
 * 3) Then a Smutstone player with an	appropriate Raw troop power would create (or take over a Guilds made	for this purpose) a guild as a single member. Then with pretty high	probability they would get grouped with one of these schmuck	cheating guild groupings. Then even though it would be 1	team against 3 teams, with the 3 teams having 8 team members. The	advantage would be on the 1 team Guild's advantage. They would	probably actually be able to win the war, but certainly decimate the	Cheating Guilds scoring. Why would they have the advantage you might	ask?? Well the reason is the real strength of a guild is not their	Raw troop power, but the percentage of their Raw troop power that is	contained in 6-card sets and especially 7-card sets. Raw troop power	is calculated on a card by card basis, taking into account any guild	purchase bonuses. But it does not take into account set bonuses.	These cheating guilds with team members raw troop power range of 50K	to 60K have no (or virtually none) 7-card sets and really hardly any	6-card sets. They may have some 4 and 5 card sets like P, N, F, VI,	or Je, but little else. Hence, an 8 member guild with 8 teams with a	50K each Raw power, would have a Raw troop power of 400K, then they	would have an effective Set bonus included troop power of 52K or 53K	each for a total of 416K ot 424K. On the other hand the 400K raw	troop power Smutstone player would have an effective Set bonus	included troop power of 600+K. Easily enough to take on these not	actively played Cheating Guilds.

I know that this sound excessively complicated. But based on what I expect to happen, I believe that this is the only solution. Otherwise, we might as well give up on ever getting an Elven Queen bonus again.