Easy solution to prevent ties on TW

My proposal is that as you get into the higher gp tiers, each guild can set more defensive teams. That will actually force the top guilds potentially not be able to finish easily.

Replies

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    Uhhhh thats a very bad idea. U want to force f2p players to farm MORE?? :#
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    Farming toons to use them is what this game is about. Besides in these higher gp guilds, most of us have deep rosters already
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    Tie TW because of both side clear the map is a result of bad defense from both side. They don't need to fix that, guild beed to fix the strategy to not being cleaned up their territories
  • Antisora
    105 posts Member
    edited December 2017
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    Uhhhh thats a very bad idea. U want to force f2p players to farm MORE?? :#

    He’s only talking high GP guilds, which means the ftp has already farmed or its only whale guilds.

    Once you get into the 100+ mil guilds you have more than 500 decent total squads in the guild, so a full clear becomes quite easy for both guilds. Increasing the number of squads for these guilds would help prevent full clears and thus prevent constant ties.
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    Every lost offense battle should give the opponent one or a few points.
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    Moved to Territory Wars.

    Among the top 200, 23 matches (a quarter) ended with a win/loss rather than a tie. It’s possible to do it.
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    How many of those non-ties were due to the known 10-banner glitch?
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    Ambassador wrote: »
    Moved to Territory Wars.

    Among the top 200, 23 matches (a quarter) ended with a win/loss rather than a tie. It’s possible to do it.

    23/200 = 11.5% which is not anywhere close to a quarter. 88.5% ended in a tie if your info is correct.
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    Not to mention some of the wins occured only due to bug (defense team disappears and banners are not awarded for some game crashes and for victory in last second) .
    Some of them also may occur when two friendly guilds encounter.
    And more chance to win also in lower brackets, where the attacking toons are not nearly endless...
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