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  1. #61
    Hero madmaxhunter's Avatar
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    I will repeat my idea that will easily fix guild renown decay, and keep casual/new/returning players, and not torque-off small guilds:

    Make a new rank, associate. An associate has access to guild chat, guild ship/amenities, basically everything that current members have. The exception is that they don't contribute renown to the guild, or decay.

    So a guild could have a leader, 2 officers, 3 members, and 100 associates. The guild is considered small.

    Is that fair? Sure! With only the most active members affecting the guild's size, the others can rest assured that they aren't a burden on the guild. Actual small guilds can stay at the same pace as the mega guild. It keeps the playing field even.

    They can leave the renown decay the way it is. A very active member who needs to take a break doesn't have to worry about being ousted from the guild.
    Completionist Lighthardtt Tuisian of Sarlona
    leader emeritus, Bridge Burners

    "Just another day in pair-o'-dice"

  2. #62
    Community Member Xynot2's Avatar
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    Quote Originally Posted by JOTMON View Post
    That doesnt make any sense either.
    That would be penalizing a large guild for having too many members...
    Another bonus to having a small guild..
    There already IS a penalty for having a lot of members- I was advocating removing it.
    Also stating that if the idea was to prevent massive guilds, to put an account limit on it like- 100 accounts. (which is where the renown decay REALLY starts to slap you)

    As it sits according to the link I posted, 50 accounts is optimum. After that, with the way it's currently structured, renown decay hit grows exponentially. (intentional or otherwise) I know people in larger guilds and they pretty much have given up on gaining any more levels because in order to counter the decay, they would have to have everyone running nothing but renown rich quests continuously.

    Note that I said 100 accounts- That's 400 toons on average.

  3. #63
    Community Member
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    Default Didn't have time to read it all....

    I have money, I stopped playing DDO regularly. Read and learn. I don't want to work a second job. I want to have fun killing monsters.

    I am now a casual player with no real reason to play. (And I own all the content and was a regular pay to play as well.) If this doesn't speak loud enough.... there are other games.

  4. #64
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    Quote Originally Posted by Xynot2 View Post
    There already IS a penalty for having a lot of members- I was advocating removing it.
    Also stating that if the idea was to prevent massive guilds, to put an account limit on it like- 100 accounts. (which is where the renown decay REALLY starts to slap you)

    As it sits according to the link I posted, 50 accounts is optimum. After that, with the way it's currently structured, renown decay hit grows exponentially. (intentional or otherwise) I know people in larger guilds and they pretty much have given up on gaining any more levels because in order to counter the decay, they would have to have everyone running nothing but renown rich quests continuously.

    Note that I said 100 accounts- That's 400 toons on average.
    I see no reason to limit the number of accounts in a guild to 100. There is already a guild size cap at 1000 characters. What needs to be done is punish those who abuse the system, not guild leaders who have built a popular guild. My guild has far more than 100 active accounts and we are a very stable and popular guild. Our leadership has not changed since the guild started, more than 2 years ago. Our members say they love our guild. Many of them have been in the guild for more than 2 years as well.

    How does a very large guild hurt DDO? Yes, guild leaders who abuse new users by inviting them to level up the guild and later kicking most of them should be punished. But please don't punish a guild just for being popular.

  5. #65
    Community Member GentlemanAndAScholar's Avatar
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    Quote Originally Posted by Tshober View Post
    Or at least find some better alternative way to implement the decay.
    Very much agreed. The current system was wrong-headed since it was first released. I often wonder what they were thinking. One the one hand, they want to increase the social aspect of the game, on the other hand they give guilds every single incentive to stay very small. Although not related to renown, on one hand they want more pugs, yet they implement XP penalties (e.g. -10% deaths for the whole party) and Dungeon scaling that adversely affects a party and that discourages most party leads to take on any one who they don't already know.

    So I think a more important question to Turbine is: do you want the game to be more newbie friendly or social in general or do you want the game that encourages cliques, guild-only, channel-only groups leaving newbies to their own device? Because game mechanics very much are in conflict with your stated purpose.
    Coldflame | Toord and many horrible experiments.
    True Join Date: Circa mid 2007. Still a noob. My simple forum rules: http://pastebin.com/ftE2V1GG

  6. #66
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    Quote Originally Posted by SlyMagi View Post
    I have money, I stopped playing DDO regularly. Read and learn. I don't want to work a second job. I want to have fun killing monsters.

    I am now a casual player with no real reason to play. (And I own all the content and was a regular pay to play as well.) If this doesn't speak loud enough.... there are other games.
    4 month thread necro. Bravo sir.


  7. #67
    Community Member dodger72's Avatar
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    Quote Originally Posted by Qzipoun View Post
    /sigh'ned ... again
    ^this
    --Fallen Immortals, Thelanis

  8. #68
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    /signed agree

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