Re: Guilds of Genesis
Posted: 21 Jul 2018 01:41
We agree to disagree then.Amberlee wrote:We disagree on one of the fundamental things here Arman.
In my opinion thematics is NOT king.
Functionability is king.
Here is why.
People will go for the better options... BECAUSE if they don't they end up getting ganked by opposing sides without a fighting chance.
Yes Layman guilds ARE that important.
I would love to say this is a RP game above all, but unfortunately it's not.
This is a PvE/PvP game that has a good RP community, and myself I count myself as one of the more dedicated RPers.
In this game where we lose so much time and work if we get killed, why would we ever choose a lesser option?
Why would these lesser options even be there?
That's a waste of both our time and your time.
Fundamentally there is no functional balance for pvp in the game at all... of all the elements in the game that are remotely balanced for pvp it is guilds. Which doesn't say much, however there are at least defined boundaries.
Race stat differences, weapon restrictions and prevalence, size disparity combined with guild variability means there isn't ever going to be remotely a fair playing field in pvp.
For fairness in pvp all that needs to be equalised. For that to happen you basically need to code a new game that isn't Genesis.
People can min/max if they want. But the guilds we want to code should provide variety and choice dependent on the play style preference of the player. All our principles are based around that... otherwise why should layman magic guilds get 40% more combat aid over combat layman guilds? To facilitate the thematics of a mage class. Which is why drawbacks are important for those guilds.
I haven't had any complaints with the exception of how the hortale spell works. Only thanks and praise. Considering the old guild essentially offered nothing except a stop-fight spell that is being phased out of the game, I imagine they really liked that spell.Amberlee wrote: Now I think we all can agree that Heralds were a horrible option before the recode.
A point to ponder would be to perhaps ask yourself WHY would some of the longtime members there express they would really just go back to having the old powers compared to how unplayable they are now?
Perhaps talk to some of those longtime members and get their opinion on it instead of railroading changes that hinders the gameplay to the degree the guild becomes undesireable again.
Happy for them to contact me if they have other issues. My mailbox is always open.
This just reads to me of someone who wants more cake and is outraged that there is a calorie cost. For the additional powers the Heralds get, there needs to be drawbacks. For them it is corruption, leveling, and components. I know it drives min/maxxers crazy, but that is the condition of bringing the guild up to parity with other layman magic guilds.Amberlee wrote: Perhaps talk to some of those longtime members and get their opinion on it instead of railroading changes that hinders the gameplay to the degree the guild becomes undesireable again.