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  1. #1
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    Default A New Renown Decay Model Idea

    I recognize that guild decay exists to get people to play frequently. Turbine is a business and its business is to get people to play. However, I think the decay model could be made more player friendly while not compromising Turbines' goals.

    Guild renown should be like experience points: once earned they cannot be taken away. I suggest replacing the daily decay with a negative multiplier to the amount of renown awarded. For example, a level 50 guild with 100 members would earn only 50% of the renown awarded. So, an impressive trophy would award 500 renown, but the guild would get credit for only 250. Certainly I have not thought out a complete table for this , but that would be the gist of the system.

    In real terms, this model is very like the existing one because guilds keep only a percentage of the renown earned. Presently, if a guild member earns 500 renown daily, but the guild's daily decay per member is 250, the guild is keeping only half of what is earned. My model takes away the decay, but awards equivalently less renown. As a guild's level increases, the amount of net renown it earns decreases. The difference absent the decay is that the worst a guild can do on any given day is zero gain.

    I do not see this as creating a surge in high level guilds. Smaller guilds would take years and years to gain very high levels. The very active, very motivated guilds will get there just as they do now because that is their goal. More casual guilds will not get punished for being casual since their level will not be decreasing out from under them.

  2. #2
    Community Member Alabore's Avatar
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    Whatever the decay system, I feel renown should be tied to individual characters.
    Characters earn renown on their own, not unlike favour or xp.
    Their personal renown should - partially or wholly - count towards guild total.
    When you leave a guild, or join a new one, guild renown should be adjusted accordingly.
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  3. #3
    Community Member Gorbadoc's Avatar
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    Quote Originally Posted by Fensen View Post
    I suggest replacing the daily decay with a negative multiplier to the amount of renown awarded. For example, a level 50 guild with 100 members would earn only 50% of the renown awarded... Certainly I have not thought out a complete table for this , but that would be the gist of the system.

    In real terms, this model is very like the existing one because guilds keep only a percentage of the renown earned. Presently, if a guild member earns 500 renown daily, but the guild's daily decay per member is 250, the guild is keeping only half of what is earned. My model takes away the decay, but awards equivalently less renown. As a guild's level increases, the amount of net renown it earns decreases. The difference absent the decay is that the worst a guild can do on any given day is zero gain.
    The way you've worded your post, every guild would suffer the same slowing of growth rate. That's not how it works currently. Your rate of growth is not proportional to your average daily renown earnings.

    A guild's rate of growth slows as it levels, both because more renown is required for each subsequent level, and because decay is placing an ever-increasing drain on the guild's net renown earnings. The second factor depends on how fast the guild is earning renown.

    You say a level 50 guild might decay at a rate equal to half its daily earnings. That's one possibility. If that guild were to earn twice as much renown per day, though, decay would be eating only a quarter of its earnings. Its rate of net renown growth would triple!

    Inversely, if that level 50 guild earned only half as much renown (maybe half the guild went on vacation?), ALL of its renown earned would be negated by decay. The guild level would stay at 50.

    The renown system (and the XP system, too, for that matter) already have something like what you're suggesting built-in. Each level requires more additional renown than the last. What you're proposing is mathematically equivalent to jacking up the rate at which the next-level requirement curves upward with respect to level. For example, it requires 382,550 renown to go from level 50 to level 51. If you eliminate decay and declare that every level 50 guild earns 50% renown, that's equivalent to saying you now need 765,100 renown to go from 50 to 51.

  4. #4
    Hero nibel's Avatar
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    Also, every guild, after some time, will hit a wall, where the renown gained equals the renown lost. As far as I perceive, this is working as intended. Only guilds really focused on raising their level should be rewarded with 60+ level.

    If there is no renown, then, potentially, every single guild in the game can reach level 100. And after you hit it, there is no reason to pursue renown ever again. Also, this suggestions heavily turn the guild progress to guild size: "Khortos Disposable Army" will reach level 100 much before "Five Friends and Me" that play daily. They counter the khortos army with renown lost when you kick someone from guild. And equal guild size with small/medium guild bonus, and less decay.

    I think, right now, the guild renown mechanics are perfect. Everyone just need to accept that you will find a level that your guild will stay stable, and to surpass it, your guild as a whole need to work harder toward this goal.
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