The case for "Title System Reform"
Posted: 25 May 2017 19:37
This title might be a little cryptic to some and I wanted to elaborate on the reasoning.
Edit: Changed the name from "A Separate Brute For Guild Exp" cus that didn't explain the idea well.
So when I first played Genesis it was the old mortal level system and pretty everyone was a champ. Guild titles were used as a kind of way to guess who was a big champ.
"Ohhhhhhh they are a SMG, must be a big champ!" Supreme Master Gladiator
Titles should be meaningful and you should have to put the effort in to get to top ones.
And in days past before recovery that is the way it was.
If you got to a high level of brutality it got especially difficult.
And there were cases of players killing themselves on purpose to make it go faster.
With no recovery!!!
But aside from sounding cool and feeling badass. The power of guild specials are often effected by how much guild stat you have. Or some specials aren't even available till you have enough guild stat. That is more the real reason behind why a player would be willing to set themselves back months and years worth of playing, to ultimately be more powerful at the end.
So then came the recovery system and turned everything on its head.
If you want to use / abuse this system you can reach any guilds top title in a dramatically short time. So being in a guild for ages and loyal no longer counts for anything, as someone joining on recovery can get to the top title in a day. Seen it happen. There is also a handy scar removal cream you can buy in Drakmere so you don't have to look like a lemming idiot.
Why should recovery boost your guild stat?
It devalues the title system entirely.
But the old system was also broken, that a low character brute allowed you to rise faster than someone huge using the guild skills hundreds of times more for the same effect.
There is definitely room for a system that is fairer to all and give top guild titles more meaning again.
Changing guild experience growth to have its own brute separate to character brute was one suggestion.
Pros.
Everyone is on the same system
Can't be abused by recovery
High character brute players an have advantage compared to original system
Cons.
Low character brute players have a disadvantage compared to original system
One other really cool system is that of the Ogre guild.
The guild has a unique ability and using that and only that can raise there title, get them access to higher skills, discounts etc
Big players do have an advantage but smart smaller players can easily still be competitive.
Before the ogres even was the grunts guild. Title based on total kills since joining.
Could base it on all sorts of things.
Total health damage dealt.
Total mana recovered.
Number of items forged.
Number of times u used ur special attack.
But a level playing field is the goal surely?
Do you agree?
Edit: Changed the name from "A Separate Brute For Guild Exp" cus that didn't explain the idea well.
So when I first played Genesis it was the old mortal level system and pretty everyone was a champ. Guild titles were used as a kind of way to guess who was a big champ.
"Ohhhhhhh they are a SMG, must be a big champ!" Supreme Master Gladiator
Titles should be meaningful and you should have to put the effort in to get to top ones.
And in days past before recovery that is the way it was.
If you got to a high level of brutality it got especially difficult.
And there were cases of players killing themselves on purpose to make it go faster.
With no recovery!!!
But aside from sounding cool and feeling badass. The power of guild specials are often effected by how much guild stat you have. Or some specials aren't even available till you have enough guild stat. That is more the real reason behind why a player would be willing to set themselves back months and years worth of playing, to ultimately be more powerful at the end.
So then came the recovery system and turned everything on its head.
If you want to use / abuse this system you can reach any guilds top title in a dramatically short time. So being in a guild for ages and loyal no longer counts for anything, as someone joining on recovery can get to the top title in a day. Seen it happen. There is also a handy scar removal cream you can buy in Drakmere so you don't have to look like a lemming idiot.
Why should recovery boost your guild stat?
It devalues the title system entirely.
But the old system was also broken, that a low character brute allowed you to rise faster than someone huge using the guild skills hundreds of times more for the same effect.
There is definitely room for a system that is fairer to all and give top guild titles more meaning again.
Changing guild experience growth to have its own brute separate to character brute was one suggestion.
Pros.
Everyone is on the same system
Can't be abused by recovery
High character brute players an have advantage compared to original system
Cons.
Low character brute players have a disadvantage compared to original system
One other really cool system is that of the Ogre guild.
The guild has a unique ability and using that and only that can raise there title, get them access to higher skills, discounts etc
Big players do have an advantage but smart smaller players can easily still be competitive.
Before the ogres even was the grunts guild. Title based on total kills since joining.
Could base it on all sorts of things.
Total health damage dealt.
Total mana recovered.
Number of items forged.
Number of times u used ur special attack.
But a level playing field is the goal surely?
Do you agree?