Dythark

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Mon Jul 24 10:45:12 EDT 2017

     With the new features incoming for the guild system I felt now would be a good time to try to come up with a way to balance guild strength and make things more compet*tive. So here is an idea I came up with:


     Except for the guild leader all members of each guild should be kicked. The guilds would then all start at level 1, with caps not only for how many members a guild can have, but also for how much power that guild can have. For instance, using current numbers (this will likely change if CK reworks the power balance and progression as he's suggested) each guild would be capped at say 5 members and 50k power. Each time the guild levels up the caps increase by 1 member and 10k power. A guild can go over their power cap if the members of the guild level enough to do so, but that guild won't be able to accept any new members unless they increase the power cap.


     I see this being beneficial for at least 2 reasons. The first is that with the power limit there should immediately be several strong guilds with roughly the same power all competing, so it would make things compet*tive. The second is that I believe leveling a guild will be done based on guild activity (number of attacks, raids, etc) and this will be easier to do for a guild full of weaker members that it would be for a guild with just one or two really strong members, thus discouraging all the strong guys from trying to form a super guild. 


     What do you guys think?





Detective Jake Peralta

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Mon Jul 24 12:20:16 EDT 2017

Very interesting! This would need a lot of thinking on CK's part to make sure that there isn't an early imbalance caused by a new system.

What would be interesting is if there was "score" system whereby the stronger raids give more points. This way, a guild raiding smaller spawns will have to raid more than a guild raiding some bigger spawns. This would also allow the smaller players the chance to compete with the big shots, while also encouraging players to spend the time necessary to form bigger raids if power permits. 



DemonicJ

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Total Posts: 155
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Tue Jul 25 7:59:21 EDT 2017

Getting members back (as well as new members) would have a better effect. Could you imagine kicking everyone from a guild, that may well be the final straw for some members!

Not to mention some guilds have done a lot of work recruiting, helping & equipping members (I have done that in the guild I'm in). Why equalise to compensate for those that haven't put in or don't put in the efforts going forward??

We are size restricted now, let it stay that way & make guild leaders work smarter for their team  (recruit, train better members, drop members not up to par etc)



Detective Jake Peralta

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Total Posts: 806
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Tue Jul 25 9:02:21 EDT 2017

Quote from DemonicJ
Getting members back (as well as new members) would have a better effect. Could you imagine kicking everyone from a guild, that may well be the final straw for some members!

Not to mention some guilds have done a lot of work recruiting, helping & equipping members (I have done that in the guild I'm in). Why equalise to compensate for those that haven't put in or don't put in the efforts going forward??

We are size restricted now, let it stay that way & make guild leaders work smarter for their team  (recruit, train better members, drop members not up to par etc)

I agree, but to play devil's advocate, the power imbalance in this game is not appealing to new players. Having all the top players in one guild may result in the continuation of the train-wreck situation we were in: 10-15 active players.

Sometimes you have to bite the bullet. We just have to make sure that the game is interesting for new players, without giving them the feeling it's a "lost cause" (i.e.: never catching up to the big guns)


Edited 1 time(s). Last edited by Detective Jake Peralta @ Tue Jul 25 9:02:38 EDT 2017

Dythark

Half Mod

Total Posts: 402
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Tue Jul 25 9:17:06 EDT 2017

Quote from Maddox
Quote from DemonicJ
Getting members back (as well as new members) would have a better effect. Could you imagine kicking everyone from a guild, that may well be the final straw for some members!

Not to mention some guilds have done a lot of work recruiting, helping & equipping members (I have done that in the guild I'm in). Why equalise to compensate for those that haven't put in or don't put in the efforts going forward??

We are size restricted now, let it stay that way & make guild leaders work smarter for their team  (recruit, train better members, drop members not up to par etc)

I agree, but to play devil's advocate, the power imbalance in this game is not appealing to new players. Having all the top players in one guild may result in the continuation of the train-wreck situation we were in: 10-15 active players.

Sometimes you have to bite the bullet. We just have to make sure that the game is interesting for new players, without giving them the feeling it's a "lost cause" (i.e.: never catching up to the big guns)

I understand what you both are worried about, and if the guild system stays the way it is then I can see how my idea would be a problem, however there is a list of features that will implemented for guilds that will make it more exciting (in my opinion) to have as many active guilds as possible. I feel the new features will revitalize everyone enough that they would be happy to start from scratch and see how powerful they can become from there. 

I'm on mobile and don't have the link with me, but after I get home from work I'll try to link the page I'm talking about. 



Detective Jake Peralta

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Total Posts: 806
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Tue Jul 25 9:49:58 EDT 2017

Quote from Kuzachika
Quote from Maddox
Quote from DemonicJ
Getting members back (as well as new members) would have a better effect. Could you imagine kicking everyone from a guild, that may well be the final straw for some members!

Not to mention some guilds have done a lot of work recruiting, helping & equipping members (I have done that in the guild I'm in). Why equalise to compensate for those that haven't put in or don't put in the efforts going forward??

We are size restricted now, let it stay that way & make guild leaders work smarter for their team  (recruit, train better members, drop members not up to par etc)

I agree, but to play devil's advocate, the power imbalance in this game is not appealing to new players. Having all the top players in one guild may result in the continuation of the train-wreck situation we were in: 10-15 active players.

Sometimes you have to bite the bullet. We just have to make sure that the game is interesting for new players, without giving them the feeling it's a "lost cause" (i.e.: never catching up to the big guns)

I understand what you both are worried about, and if the guild system stays the way it is then I can see how my idea would be a problem, however there is a list of features that will implemented for guilds that will make it more exciting (in my opinion) to have as many active guilds as possible. I feel the new features will revitalize everyone enough that they would be happy to start from scratch and see how powerful they can become from there. 

I'm on mobile and don't have the link with me, but after I get home from work I'll try to link the page I'm talking about. 

I was agreeing with you in my previous post, Kuza.