Guild stats and brutality

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mallor
Rising Hero
Posts: 371
Joined: 27 Jun 2011 13:20

Re: Guild stats and brutality

Post by mallor » 30 Nov 2017 13:53

Arman wrote: Basically, the experience you gain towards your guild stat is unaffected by brute or death recovery now.
To remove all doubts, we get it as if we're extr. pacifistic?

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gorboth
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Re: Guild stats and brutality

Post by gorboth » 30 Nov 2017 20:50

No, guild stat is now earned at a fixed rate, very similar to what constitutes a reasonable average of brutality for players in the game. This average is lower than what most myths would experience, so they can earn guildstat much more easily. It is higher than what a total newbie would experience, so they earn guildstat a bit more slowly.

What is obliterated is the ability to kill yourself down to nothing so you can fast-track your way to the top titles in a new guild you might want to join using death recovery. Good riddance to that. Anyone who cares to cry, I'll be sure to put a bucket at your feet.

Now, if you want to join a guild, even if you are a myth, you will have to spend a decent amount of time earning the top titles or ranks in the guild.

G.

[UPDATED: I've come to regret the statement above about tear-buckets. Sorry, everyone. That was a stupid thing to say. See my post further down for a more verbose apology. - G.]
Mmmmmm ... pie ...

Draugor
Myth
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Re: Guild stats and brutality

Post by Draugor » 30 Nov 2017 21:13

gorboth wrote:No, guild stat is now earned at a fixed rate, very similar to what constitutes a reasonable average of brutality for players in the game. This average is lower than what most myths would experience, so they can earn guildstat much more easily. It is higher than what a total newbie would experience, so they earn guildstat a bit more slowly.

What is obliterated is the ability to kill yourself down to nothing so you can fast-track your way to the top titles in a new guild you might want to join using death recovery. Good riddance to that. Anyone who cares to cry, I'll be sure to put a bucket at your feet.

Now, if you want to join a guild, even if you are a myth, you will have to spend a decent amount of time earning the top titles or ranks in the guild.

G.

Thank you, thats the clarification I wanted :D

Amberlee
Myth
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Joined: 08 Mar 2010 19:50
Location: Kristiansund, Norway

Re: Guild stats and brutality

Post by Amberlee » 30 Nov 2017 21:14

gorboth wrote:No, guild stat is now earned at a fixed rate, very similar to what constitutes a reasonable average of brutality for players in the game. This average is lower than what most myths would experience, so they can earn guildstat much more easily. It is higher than what a total newbie would experience, so they earn guildstat a bit more slowly.

What is obliterated is the ability to kill yourself down to nothing so you can fast-track your way to the top titles in a new guild you might want to join using death recovery. Good riddance to that. Anyone who cares to cry, I'll be sure to put a bucket at your feet.

Now, if you want to join a guild, even if you are a myth, you will have to spend a decent amount of time earning the top titles or ranks in the guild.

G.

*golfclap*
Way to have a toxic attitude...
The views posted by me on this forum is not the views of the character Amberlee in-game.
If you ask for my opinion here, you will get MY opinion, not that of my character.

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gorboth
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Re: Guild stats and brutality

Post by gorboth » 30 Nov 2017 23:13

Toxic? I have an anti-toxic attitude. :-)

What has been toxic has been the fact that people could (and did) pole-vault into high guild levels near instantaneously using death-recovery as their lever. Now if you want to switch guilds, you must pay your dues and prove yourself to the institution. Death was the one with a toxic attitude, AS USUAL. Don't get me started on his latest stunts in the Admin Lounge.

G.

[UPDATE: This isn't the apology. I was still being clueless here and trying to be cute. A few more down ... -G.]
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Amberlee
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Joined: 08 Mar 2010 19:50
Location: Kristiansund, Norway

Re: Guild stats and brutality

Post by Amberlee » 01 Dec 2017 02:27

gorboth wrote:Toxic? I have an anti-toxic attitude. :-)

What has been toxic has been the fact that people could (and did) pole-vault into high guild levels near instantaneously using death-recovery as their lever. Now if you want to switch guilds, you must pay your dues and prove yourself to the institution. Death was the one with a toxic attitude, AS USUAL. Don't get me started on his latest stunts in the Admin Lounge.

G.

So.
The "My way or the highway" attitude isn't toxic?
I don't really disagree with that it was too easy, but as a newbie you already struggled with things like that.
Making it harder on the ones that really needed a booster seems kinda counterproductive, yeah?
For us big ones I don't give a shit about this.
Good thing for us and we pull in a metric fuckton of EXP anyway if we want so.. yeah..
The views posted by me on this forum is not the views of the character Amberlee in-game.
If you ask for my opinion here, you will get MY opinion, not that of my character.

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gorboth
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Re: Guild stats and brutality

Post by gorboth » 02 Dec 2017 19:50

Uff da ...

Reading through a thread in another forum, I saw that reactions to what I had posted here were pretty unhappy. Yuck! I didn't think clearly when I wrote that. So, here's a bit of a response/apology/retraction that I posted in that other thread. I'll leave the original comment here in place so as not to make things confusing, but offer this and hope people can accept my regrets.
gorboth wrote:
Dhez wrote:With all due respect, I believe this isn't the point. The frustration arises from the following situation: when something is seen as a problem by a vast majority of players, openly discussed, voted for, and considered settled, the change isn't done and the matter is seemingly forgotten. Nevertheless, when there is an issue which no player has complained about, or maybe one or two privately such as many believe the case to be with the changes to the church, it gets implemented quite fast. All of this coupled with statements such as "Anyone who cares to cry, I'll be sure to put a bucket at your feet." can very well be misunderstood by the receiving party, wouldn't you agree?
You know, you're totally right here, Dhez. I was being very snarky and that didn't have any good impact at all to say what I did there. I apologize for that reponse. It was borne out of my own deep hatred for the game design surrounding guild advancement that came from the innovation of death recovery about 10 years ago. I am grumpy at how it broke things, even though I really though it would help the game. It was one of those "come out swinging" type of statements, which isn't the proper way for we wizards to communicate with our esteemed fellow Genesis enthusiasts who enjoy the game as mortals. So, I really am sorry about that. Reading this thread, I am impressed as always with Cherek's way of providing good transparancy regarding how things work in the wizard world. Arman has done this, too, and has added to it the type of statesmanlike conduct I should be working harder to embody when I post here.

All's to say - oops! That was a dumb post by me. Sorry, and I'll be much more careful with my off-the-cuff moody posts.

G.
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Draugor
Myth
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Joined: 06 Mar 2012 00:14

Re: Guild stats and brutality

Post by Draugor » 02 Dec 2017 20:17

The change is good and it was sorely needed, sucks the newbies are getting the short stick with the slower recovery, but people pushing 10 links in one week is just... no :P To THIS is a possitive change

Icarus
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Re: Guild stats and brutality

Post by Icarus » 25 Dec 2017 07:34

Hey peeps, just popping by to pour some gas on this one :P

I would love to see more implementation of guild-ranks (non-officer ones ofc) to also be based on something befitting the guild in question, for knights, neidar and dragonarmies, it would be required to "participate" in the wars (claiming plains etc), for travellers guild, titles based on exploration or even quests completed should be considered, perhaps a combination, where exploration only counts after you join the guild. Yes, it would make it easy to fasttrack there, but that is only a racial guild anyhow. Gladiators would have to defeat mobs in the arena, mercs will have to complete some typical mercenary tasks (go get me the head of 10 orcs etc) and so on and so forth, which might even be added as an EXTRA requirement now and then to progress....

Ok, I'm wide open, fire your canons, I won't even duck :P

Ic
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Alteor
Adept
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Re: Guild stats and brutality

Post by Alteor » 25 Dec 2017 08:48

To be honest some guilds need this badly...

For example both middle earth laymen guilds are used solely for their skills, people don't even grind in ME.

merc title already require some questing though...

and sadly, not many people want to hire mercs for a variety of reasons, and I don't see how an NPC giving repetitive quests would fix that.

Smiths is the most insane guild: when you fail to increase your skill, it tells you that you need to craft more... but crafting more doesn't improve your skill limit at all, only combat XP does... it is totally nuts.

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