Why does anyone have to keep up with anyone else? It can't be to be more attractive to new recruits, as that seems to be something a 6 member guild has no interest in doing or they would have more than 6 members already? So, what other reason does anyone have to give a rotten fig about another guild's advancement?
The only thing I can think of is they no longer feel they get an advantage by only surrounding themselves with the leetest, most hardcore group of players around. Basically the system no longer rewards them for avoiding the unwashed masses.
Personally, if this change means a larger number of less active players have a greater opportunity to play with the more active players that make guilds functional systems, I could care less why those more active players want them around. Symbiosis is wonderful, the more active players get faster guild levels from recruiting wider and the less active players get active guildies to play with from being recruited. Everything else is just fluff.
So far I love this change we are no longer fighting just to maintain our level and are actually beginning to slowly climb. We have a very large guild and had quit recruiting. if these changes stay we will again begin to recruit.
Lookin for sumthin to kill!!
Great job stereotyping the complainers. Level 100, you did it! Good for you. Your guild may be casual, but I'd have to think you are very efficient. Group together, speed run the high level raids/quests, profit. Unfortunately, not all guilds are equiped like yours. My guild has 10 players, stretching across the spectrum of levels. We don't all get to play together, and we are of different levels of game expertise. Some will log-on and play one quest, one that may take him an hour to finish, one which experienced zergers can do in 3 minutes.
You can toss in all the stats you want. I don't care about any of that. This is a GAME, get it? I don't want to have to play like you to be 100. I don't care about hitting 100 tbh. I just want a level of return for our investment, be it slower than the "super" guilds, but some progress.
People have worried about spammer guilds returning. Really? You think there are that many new players coming into the game right now?
The best suggestion I've made (and seen) is that guild levels should go to 500, so you "super" guilds can still prattle on about your superiority. Turbine can give you announcements at every 25 levels telling the world how you are the best. Maybe even give you a mauve bat and a neon glowing guild name above your heads.
Completionist Lighthardtt Tuisian of Sarlona
leader emeritus, Bridge Burners
"Just another day in pair-o'-dice"
Yeah, or they coulda been abducted by aliens! Put in stasis and then returned 14 months later thinking that it was only the next day.
(I'm a U.S. Army vet btw. Soldiers know when they are about to be deployed and can let the guild know, fail that would probably have informed the guild of their military responsibilities and possibility of sudden deployment.)
Completionist Lighthardtt Tuisian of Sarlona
leader emeritus, Bridge Burners
"Just another day in pair-o'-dice"
My situation:
Figures, I get handed the reins to my guild about 2 months ago (after my initial guild leader got carried off by ewoks, and my predicessor got seduced by fuzzy pandas ), then 1 month ago, I booted about 40-50 characters that were inactive > 6 months, some up to a year. Thus reducing my overall account size from ~58 to ~28 after the 2 weeks of the guild penalty box. My active guild level stayed around 15-16 throughout. Alas, still stuck at 73.
My Opinion:
I think you're probably over-thinking a system that was over-complicated to begin with.
My initial thought was to completely nix the decay system (honestly, what's the harm with capped out guilds, provided they worked for it?), but this isn't feasible, as it takes funds away from the store, and removes an "unclimbable mountain" (even if you cap, you can't stay there, if you don't stay active).
I originally posted on this last year, suggesting a "ratcheting" guild level achievement system whereas when a guild manages to attain levels in multiples of 10 (10, 20, ... 100), they would not be afflicted by decay to the point causing them to lose this particular level. This address the "unclimbable mountain" scenario and gives your guild mini-goals, and if needs-be safety nets if activity drops.
[09:05] (Tell): Taurolyon tells you, 'Wouldn't this game be better with timestamps?'
Wow! What a simple but clever solution for this problem - removing account size from the formula.
So basically, the guild (lvl 81) which I am in - the decay has gone
from : 1275.458 * (MAX(111,10)+10) = 154330.41 / day
to: 1275.458 * (MAX(NULL,10)+10) = 25509.16 / day
This is easily manageable and puts no pressure on casual gamers in our guild.
Thank you very much! A master stroke indeed.
so why not take xp from inactive /parked and capped toons too so they buy xp pots again a really useless argument if someone wants to dress up in pumpkinheads and dance in the streets they should not be punished in any way because thats how they play and there guild should not either i mean to hit 100 levels you still need to hit 40 million renown and thats with out any decay . if this system was on xp i can promise you there would be a mass exodus however we must read about how fair it is
+1 Rep for this.
Too bad I already had to leave my guild of great people. I joined another guild of great people that didn't worry as much abour renown and I'll be darned if I'm going to ditch them. Too little, to late (imho). I applaud the devs for trying to take some action but it's really just a band aid (or lipstick on a pig, depending upon your perspective). I never understood what the specific, measureable objective of guild housing was (in Turbine's eyes) but perhpas if they shared it, this pretty astute player base could have given them something better to start with in the first place.
Thelanis - Lightbearer - Cleric 20, Sareeshi - Ranger 20 (TR from AA to AA, yea, that's right), Roggiegal - 16/2/2 Rogue, Pally, Fighter, Pyranas - TR Sorceres 19, Pallyguy - Pally 19, Littlebigman - 20/2 (dwarf) Ranger/Fighter (tempest), Locksmythe - 11 Rogue and others...
Problem is much more convoluted.
a 6 man guild is likely a group of similar minded and similar time playing group of people., can run quests anytime together, and pickup 6 people from channels to put a raid together.
a 14 person guild has 2 people sitting out of a 12 man raid, so they do something else... or you break down into smaller groups and run different stuff.
a 80 person guild has some people TR'ing , some in different time zones, some raiding , some levelling, more casual players, the population becomes much more diverse.
From what I see Endgame raids take me more time to organize and run and drop less renown than zerging low level stuff, events dont drop renown at all so grinding events is harmful to guild renown. Renown does not really scale with difficulty, I still see Tales of Valor for running FR Epic Elites and from a renown prespective is is no better than running Korthos. Epic Raids should be dropping much more significant renown rewards.
I think the renown system needs to be more individually oriented.
Guild size is irrelivent renown is by player whether it is a 10 person guild or 1000 person guild.
Each person receives a renown goal when they log in. something like 25 renown/Guild level.
Decay should apply only for active players that enter a quest not those that log in and dont even run anything. Inactivity should apply 24 hours after you have logged out not 4 weeks later.
Limit guild renown loss by player, no player should be able to lose more renown than they have ever earned.
If a player drops below their required contribution amount they can no longer access the boat without invitation.
Locked out player can be invited by another guildie at the cost of reactiviating the boats daily decay for that person(can log in/out on the boat but if they exit the boat they cannot reenter without invitation or achieving their personal daily renown requirement).
Caclulate guild level decay based on entire guilds days earned renown(tally of all active guildies) vs total required for day to determaine a net guild growth or decay.
Active members that did not reach their individual goal for the day lose ship access and no longer count towards the next days guild daily decay(unless reinvited back onto the boat then they are reactivated for another day).
Apply achievement benchmarks
- player achieves 1 million Guild Renown gets a 25% reduction in personal decay.
- player achieves 2 million Guild Renown gets a 50% reduction in personal decay
- player achieves 5 million Guild Renown player no longer generates decay(automatically awarded daily quota).
Only applies to renown earned while in that specific guild, leave the guild and you lose your benchmarks.
Quit a guild lose 50% of your renown the remaining 50% gets applied to your new guild. quit again lose 50% again.
that way reforms, merges are not a lose lose situation.
Something like this I think would go a longer way towards balanced guild activity.
Players that don't generate renown are readily identified since they have to ask for ship invite or have the opportunity to go farm renown to achieve their requirement.
Guild size is irrelivent as the renown is based on individual requirements.
Last edited by JOTMON; 10-23-2012 at 09:42 PM.
Argo: Degenerate Matter - 200
Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)
I do believe that no matter what is done someone will always have it easier and someone will always have it more difficult.
I do not think this is an exception to the rule.
They are stuck between hurting one group over an other (rock & hard place).
I also think there is no solution that does not cause a set of groups more strife over other groups.
Therefore best they can do is try to not have more groups on the harm side then on the benefit side. So if we are lucky the benefit side has more than 50% of the population in it.
And for those complaining about the harm to the small guilds .... From what I have seen several of them are that way on purpose to take advantage of the way renown works (And I know some left large guilds and formed small guilds for just this reason, for that group I have no sympathy) - its just like the flavor of the month builds - sooner or later they change the game and we get to adapt.
I am a small guild leader with six or so accounts in our guild. Only two are really active. Those accounts can get at best 4K to 11K with a five hour day of play(at level). So it is true small guilds can't compete with the big guilds on reknown earning.
On the other side, we keep our guild small by choice and choose who we want in the guild.
We have only kicked one out of the guild, and that was after she told us it hurt her wrists too much to play (though she plays another MMO...lazy combat).
This change helps large guilds and does little for small guilds(but they may choose to remain small). But at least the Devs listened and are trying to help.
It is a wash as to what we will see happen with new players. With that caveat, I saw new recruiting on Cannith earlier with it being a blind invitation. If this is good or bad, we shall see.
Maybe Cordavan should add guild charters back into the lottos for a while and let new people win them and see what they think about guilds and running them.
Yes, the problem is far more convoluted than the forum "mathematitions" try to portray it. Large guilds are not simply scaled up small guilds. They are a completely different animal. And all that diversity is why the old decay system did not allow them to progress as well as the smaller guilds, even though extremely simplistic math indicates that they should have.
The rest of your post is about how you suggest it might be solved and I tried to follow all of what your were sugesting but you were suggesting so much change to so many things all at once that, fankly, I could not keep track of all of the effects it might generate. So I am afraid I can't really say whether I lthink it would work or not. All I can say is it seemed complex.
It is nice to see renown being addressed, but I would've liked to see the following change instead:
#1 Change renown to be a function of activity, not a function of chests looted:
In general, DDO activities include:
- Favor Farming
- Loot/ingredient farming
- flagging for quest
- Running quests for xp.
- Explorer areas, Mabar/Cove events.
Current system punishes players that do anything above level for any purpose. It shouldn't be this way. Running quests above level to help other guildies farm/flag is still an ACTIVITY. Running challenges for ingredients is still an ACTIVITY. Doing favor runs is still an ACTIVITY. Guilds should not be punished for doing such activities.
Getting renown from chests should be a BONUS, not the main source of earning renown. Currently the renown system only rewards the following activity: Running quests at level or below level. But this is true only because the end rewards and chests actually drop best renown. And best renown comes from quests with most chests: Farming irestone over and over for renown is not fun.
Earning renown should be a function of activity (time), not a function of loot. It should come naturally just for being active and doing quests for whatever reason, regardless of difficulty.
Suggestion:
1. Grant renown reward upon quest completion (regardless of level) based on estimated quest duration:
Short Quests: ~100 renown
Medium quests: ~250 renown
Long Quests: ~500 renown
Raids: 1000 renown
2. Grant renown for completing optionals. (Maybe ~50-100 renown per optional)
3. Add % bonus for being 2 levels below quest difficulty.
4. Increase renown earned for kills
#2 Remove penalty for kickin inactive toons
Guilds should be allowed to maintain their roster without being punished 25% renown and incurring renown penalty for it.
#3 Remove penalty for leaving on good terms
Why should guilds be punished for guildies that leave on good terms? The punishment of losing a guildie is enough already.
#4 Adjust DECAY MULTIPLIER table
Removing the account modifier may be a bit drastic, I would've rather seen the MULTIPLIER was adjusted down a bit (say, maybe 10-25%) for levels 50+. This way guilds of all sizes benefit from reduced decay.
Last edited by guardianx2009; 10-23-2012 at 03:59 PM.