This change essentially just rewards the one segment of the guild population that was already high level compared to everyone else and needed little help, and does very little to the remaining 98% of the guild population that are still struggling to reach those high levels that they take for granted.
As already pointed out, the original renown system rewarded active players. It followed the typical MMORPG paradigm of
the more you play, the more you are rewarded. Most of the incentive systems in this game (or many games for that matter) follow this paradigm, such as grinding for XP (unlocking new character abilities) or gear (increasing the DPS or other statistic of a character), etc. Guilds that can encourage their players to be more active and play this game more were the ones that got to higher levels and benefited the most under this system. It should be readily obvious that encouraging players to play more also improves Turbine's bottom line.
By negating the guild size factor in the decay formula, there is little incentive for a guild leader or officers to invest in each player individually; it is much simpler to just spam as many guild invites as possible, since it takes much less effort to /guild recruit XXXXX to get a certain amount of renown than to court each individual player, spend the time taking them out on quests, showing them the game, and getting them excited about the game and for them to continue logging in.
It's very straightforward to see proof of this dynamic in action. When the renown system was first released, since all guilds were low-level, renown decay was a negligible mechanic. Thus, just like with this change, the incentive at the time was to simply maximize total guild activity, rather than activity per player. And what did we see? Many of the fastest-leveling guilds at the time had character counts that looked like this:
In less than 2 weeks there were 4 purges totaling over 300 characters. Let that sink in for a moment.
The guild's turnover rate was over 15% per week and yet this was one of the fastest-growing guilds in all of DDO -- and just like some guilds right now, they bragged that they were the biggest and most active guild around. Their MotD simply said something to the effect of "people who don't log in after 4 days will be removed".
Under a system where simply getting people into the guild is rewarded more than investing in each player, this is the natural outcome. For all the talk of supposedly "it's for the casuals!" there is rarely ever any mention of how casuals feel about this game when they get booted from a guild for not logging in for a few days so that the guild leader can make space for other casuals.
The obvious rebuttal to this is of course "but don't guilds lose renown for booting characters?" and this is correct. However, by losing 25% of the character's renown, the guild is still keeping 75% of whatever the character had gained for the guild. So it just means that the strategy is still 75% as effective as it was previously -- as if that's a big impediment.
Under the current system, inducting anybody and everybody that is willing to join is still the best strategy for leveling up
in the low to middle levels (roughly level 1 to level 60). Simply having many bodies in the guild will level the guild up. This is why the majority of large guilds are above level 60 -- the sheer number of accounts in the guild ensures that they will blow through the renown needed to reach those levels (and for those that are curious, there are exactly
zero guilds with 501 or more characters that are level 41 or below). For everyone else, even reaching level 60 itself is an achievement. To date, 44 out of 52 (85%)
active guilds with 501 or more characters are at guild level 61 or above, while only 885 out of 17479 (5.1%)
active guilds with 500 or less characters have reached level 61 or above. (By "active", I mean guilds where the renown has changed within the last month, indicating someone has logged in; guilds whose renown stayed constant, indicating no activity, were thus filtered out and not counted.) Even with the renown system in its state prior to the change, simply having a lot of bodies in the guild will just about guarantee that you can enjoy good ship buffs.
The flip side of that was that because renown decay became larger as the levels increased, guilds that wanted to keep leveling up would invest more in the players that they already have in the guild, in other words, encourage their members to like the game and want to log in.
To see why this is important, it is helpful to look at the current renown decay formula's level multiplier (the part that depends on a guild's level):
The initial decay is very small. However, at the higher levels, the amount of renown needed to offset decay increases very, very rapidly. In other words, the majority of guilds should be to maintain the lower to mid levels, while the higher levels are more difficult to reach.
Now if you count the number of ship benefits at each guild level, it looks like this:
There basically are not many rewards per increase in level until you hit around level 20, at which point you steadily gain a lot of rewards until you hit around level 60, where it sort of tapers off until level 100 (and I'm counting the guild-wide announcements as rewards too, even though they don't provide any in-game benefit; they make up about a quarter of the benefits after level 60). In other words, you've gained a lot of the rewards that there are to gain -- about 80% on a count basis -- by level 60, roughly before the renown decay really starts being more progressive.
To make this point more direct, this is the plot of how much of the benefits you get by each level, versus the amount of renown decay for that level:
For relatively little effort, you can get the vast majority of the benefits, while for a great deal of effort, you can get marginally better benefits than that.
This is by design. All I've really done is just to
quantify what Fernando Paiz
qualitatively said about the renown system when it was introduced: that
once you get to those levels it’s much more about bragging rights than anything you might get from being of a guild level that high. In other words, the purpose of renown decay should be readily obvious for anyone who bothers to look into the background of the system and what Turbine has said about it.
Of course, the people leading the complaints about renown decay are in guilds that are already at the upper part of the renown decay curve -- the part where it starts increasing sharply because guilds are encouraged to make their members more active. The complaints are not about not getting the basic buffs like +2 dex or +2 damage but about how they "have to" settle for a +3% XP shrine instead of a +4% XP shrine, etc.
Not only do those guilds have the majority of the benefits already, but they actively try to convince others that it is because of
decay that guilds can't level up, rather than simply the vast amount of renown points to get between level 1 and level 100 (or just simply level 1 to level 60). If a guild is in the upper part of the curve, then decay
is the reason, but the vast majority of guilds are simply not there yet -- they're still trying to get to those levels where decay makes a difference, and not enough renown
gain is the main problem for the vast majority of guilds out there.
It's somewhat ludicrous to convince a small guild that goes from level 1 to 26 in a year that
decay is the problem with the system, rather than how the system stacks the points needed for each level in favor of simply having many bodies. Newsflash for those guilds: If it takes you a year to go from level 1 to level 26,
even with 0 decay it will take you
12 years to get to level 60 (=10,800,000/878,800), and
57 years to get to level 100 (=50,000,000/878,800).
Yet these people will shamelessly claim exactly this and say that the renown system benefits small guilds more because they will eventually reach slightly higher levels than large guilds -- as opposed to large guilds who gets benefits within months. That somehow, in a game that has existed for around 6-7 years and where this system has been out for somewhat longer than 2 years, it is much better to wait around for
years for a slightly better benefit (and not have "pretty good" benefits for much of that time), than to get pretty good benefits now (and not get those slightly better benefits years down the line). I was going to say something comparing the length of time you'd need for this "delayed gratification" compared with the average length of a marriage, but it was difficult to quantify the latter properly.
Complaining that people don't understand the problems facing a large guild trying to overcome decay at level 60 misses out on that for 95% of the guilds out there, the problem is
how to get to level 60 in the first place.
And that is the biggest flaw with the current system as it was: that the system was intended so that "just about any guild" should be able to reach the mid levels, yet
in practice the amount of renown needed to reach those levels was so big that only large guilds and extremely active small guilds (relatively speaking) could reach them; large guilds simply by having hundreds of players contribute to the same pot of renown, extremely active small guilds by having a very high renown-per-player ratio. Smaller casual guilds, which collectively make up more characters than all the large guilds and extremely active small guilds
combined, are
left out in the cold under the renown system.
Large guilds like to claim that there's a small guild size bonus which makes up for the lack of manpower in a small guild, as if a 6-account guild being considered as a 24-account guild has comparable renown gain to a 450-account guild making those complaints about renown decay. For that 6-account guild to be on par in manpower with the 450-account guild, it would need a size multiplier of
75x (or +7400%) instead of the current 4x (or +300%). Yet we still get complaints about how small guilds have it so easy because of this bonus.
The bottom line is that the major problem with the renown system was that to reach the majority of ship buffs in any reasonable amount of time, you had to either join a large guild or join a very active small guild. Contrary to what's been posted, it has always been easy to join a casual large guild that's above level 60; I was able to do this multiple times on other servers for favor farming (which was obviously with very low-level and under-equipped characters -- so it's not as if those guilds were being picky or had high entrance requirements).
It's only the guilds where the guild leader starts to see the guild level as more important than guild atmosphere that it's problematic to join -- the same guilds that were complaining about losing players to other higher-level guilds and are now telling everyone else that it doesn't affect them that these guilds will now level much faster. Again, let this sink in for a moment. The same guilds that previously complained about the renown system because they were losing players to higher-level (i.e.
more active) guilds, are now telling people that losing players to higher-level (i.e.
larger under this change) guilds is just fine.
What Turbine
should be addressing is the vast disparity in guild levels achieved by guilds of different sizes -- i.e. the renown
gain part of the system, which is highly dependent on manpower (number of accounts in the guild). Instead, the change to renown
decay will make this disparity even bigger: high-level guilds will be able to reach even higher levels, while low-level guilds will stay mired at those low levels. Since the change removed the per-account part of renown decay, it really means that high-level
large guilds (or actually, large guilds in general -- except there are no low-level large guilds because they blow through the lower levels so quickly anyway) will be the main beneficiaries. This despite the fact that large guilds as a group are already higher level than the vast majority of other guilds. They don't need the help, or at least until the 98% of other guilds that are below them reaches their levels.
Under the original system, because reaching higher levels meant each player in the guild was on average more active (more renown per day per player), guilds that wanted to continue progressing once decay was substantial had an incentive to encourage members to be more active -- in other words, give players a reason to continue logging in. This meant forming stable relationships with each player and setting up the guild culture and activities such that people
want to log in to this game and play it, over all the other distractions in their busy lives. I know it's anecdotal at best (because I don't have the account information on each guild that Turbine would), but most of the high-level guilds (at least on Orien) are characterized by relatively stable rosters with very low turnover rates, not just among the "core" players of the guild but among the rest of the guild as well.
And the evidence for this is, as they say, the proof is in the pudding. As I've mentioned
elsewhere, Over Raided is actually a relatively casual guild in terms of playtime, with most of the members of the guild having full time jobs/school and/or married with kids, etc., despite people who continually try to
mis-characterize level 100 guilds as not having "real lives". It is
because members don't have much free time to spend that the guild focuses on getting things done quickly and efficiently. It's not as if members are focused necessarily on renown when they log in either; I can guarantee you that the over 500 hours of game time that I've spent on collecting data for
weapon and guard proc rates has given the guild exactly 0 renown (apparently, killing the training dummy over and over is not considered renown-worthy) -- and this is just the length of the videos, it doesn't include the time it took to count them all up.
Yet Over Raided was able to reach level 100 because the guild leader and officers set up an environment where despite the lack of available playtime, members could be productive when they do have time to log in. The proof for how to level a guild is staring detractors in the face -- yet all they can reply with are
snarky comments without ever addressing the substance of what I say, and continue claiming that they have
no option but to boot all those poor casuals.
People who complain about the renown system meaning they have to boot casuals have learned exactly the
wrong lesson about the system's social dynamics, showing that their priority is on fishing around the player base for active players (i.e. easy to get in and then easy to boot if the player isn't on often enough for the guild leader's liking), rather than improving on the players in the guild so that they will naturally want to log in (and then the renown will naturally flow from their playing the game). In short, the system was fundamentally about
maximizing gains (encourage members to log in by making the guild a fun place to be) to get from the mid levels to the high levels, while these people focused on making it into being about
minimizing losses (booting the members that are deemed to not be gaining enough renown, and then complaining that "the system" is making them do it).
That Turbine would cave in to demagoguery instead of well-documented reasoning is somewhat disappointing. The arguments are
continually debunked and I've repeatedly shown that they
exaggerate claims about their own guild to try to sway the forum community. Let this sink in for a moment. I've shown multiple times that what people claim about
their own guild to complain about decay is in fact
false. It's perhaps not surprising that these people then resort to histrionics such as claiming that the renown system
makes them kill their close, personal friends, yet these are the arguments that Turbine chooses to pay attention to.
If Turbine were interested in getting players "hooked" on the game and wanting to play it more (and spend money on the game as a corollary), incentive systems such as the guild renown system should be designed around benefiting guilds that are successful at encouraging members to log in and play, that spends the time to invest in each player in the guild. The change to renown decay instead encourages guilds to simply induct as many members as possible and treat players as faceless drones in the hive for renown, without regard to the individual player. Many players say the reason why they stick with the game is because of the people they meet and the relationships that they form, and this change discourages this time investment to the detriment of the gaming community.