Guild Wars Feedback: Strengths, Challenges, and Balance Concerns for Growth
c
chuckfrescoofficial@gmail.com
Hi team here is a little feedback on the Guild Wars from my experience playing it. Hopefully some of it helps make some positive changes!
Good
•Casual-friendly session length: The 1-hour sessions are widely appreciated, making it accessible for casual players to participate without dedicating excessive time.
•Engaging Guild Wars concept: The overall Guild Wars event is fun and fosters teamwork and collaboration among guildmates.
•Desire for more events: Players are enthusiastic about seeing similar events in the future to keep the game engaging and exciting.
Bad
•High Pixel cost to join guilds: The high entry fee of 300 shards discourages potential recruits, making it difficult to grow and maintain active guilds.
•Inactive guild members: Many shard-holding members have stopped playing, hindering the ability to form a full 10-player team for Guild Wars.
•Imbalance in competition: Lower tiers like T1 and T2 are overly competitive with fewer rewards, while higher tiers (T3-T4) offer easier progression, leading to inconsistent gameplay challenges.
•Lag issues: Severe lag during certain moments of T1 impacted the quality of gameplay for many players.
•Excessive timeline: The current 4-day weekly schedule feels too demanding. A 3-day week and a shorter overall timeline (e.g., reducing from 3 months to 2 months) are suggested for better engagement.
•Visual clarity concerns: Difficulty distinguishing between team and opponent spores makes strategizing harder. Better visual indicators, such as team colors or flags, are recommended.
•Barriers to guild growth: The high shard paywall forces guilds to split into smaller groups and limits their ability to expand.
•Lack of delegation system: A shard delegation system, similar to Axie, could solve recruitment issues by allowing shard holders to delegate shards to selected players without granting them the ability to sell.
•Pay-to-win dynamics: Wealthier guilds dominate by leveraging more resources. Introducing item caps could level the playing field and encourage fairer competition.