A separate brute for guild exp

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Your guild exp having its own brute.

Great Idea - I would like to see this implemented as soon as someone can get to it.
10
43%
Nice Idea - Its one to consider for the future but not at the top of the list.
4
17%
Idea needs more work - I think there is a better way.
5
22%
Not something I would be interested in.
4
17%
 
Total votes: 23

Velicus
Apprentice
Posts: 44
Joined: 12 May 2010 11:56

Re: A separate brute for guild exp

Post by Velicus » 22 Jun 2010 15:27

The way it seems to be is...
kill monster -> calculate XP, reduce for brute -> add to xp, add to guild xp

A simple fix...
kill monster -> calculate XP, add to guild XP -> reduce for brute, add to XP

Same would go for herbing or any general XP I imagine. But this solution might actually be easy to implement, which I think makes the odds of actually being implemented go up greatly.

Sharn
Expert
Posts: 289
Joined: 04 Mar 2010 12:34

Re: A separate brute for guild exp

Post by Sharn » 22 Jun 2010 15:33

At my level (somwhere in the champion, somewhat violent) with average quest experience I can:
1. die four or five times
2. brute drops down to somwhere around meek
3. level drops to rising hero
4. EASILY make 20 fantastic in 3 to 5 days, recovering around half the experience I had before.
Brute would be somewhere midway in the brutal level.
5. Repeat until I have desired guild title (assuming title is based solely on guild experience)
6. Fully recover in around a month (up to two months). Because the recevery becomes more painful when you are nearing full recovery.

You can count how long it takes, assuming that you have nice guild title in most guilds after 30-40 fantastics.
In some guilds you have best title after around 10 fantastics in some you need much more then 40.

Now if I would do it without dying, the same would take me much longer.
With recovery I can make 3-5 fantas in one "my session" solo, much more in team.
Without recovery I can make around good progress in one "my session" in good team.

Note: 1 progress at champion level might be different then 1 progress at rising hero level.

But still...The behaviour described above increases improvement in guild titles a few times.

If you really want nice guild title - dying repeatedly and recovering is the way to go at the moment.
Last edited by Sharn on 22 Jun 2010 15:41, edited 2 times in total.

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Tarax the Terrible
Myth
Posts: 1331
Joined: 09 Mar 2010 20:33
Location: UK

Re: A separate brute for guild exp

Post by Tarax the Terrible » 22 Jun 2010 15:38

But its more than nice title.
Someone said the guild exp benefit was capped at a moderate level...
I don't actually believe it is.

The blademasters and their links where not just a title.
More like a gage for deadliness of the special.

Even before recovery people where suiciding to try and get 10 links.
CRAZY to do that but they were..

Other guild guild exp may unlock specials etc.
Pretty universally accepted to make you specials work better, etc..
http://genesisquests.pbworks.com/
Join up and help each other with Quests :)

Creed

Re: A separate brute for guild exp

Post by Creed » 22 Jun 2010 15:46

Aye, I have a bunch of characters.
I don't really play much these days, on any of them, but I do have several characters.

I do not think that has anything to do with the issue here, though.
Even if I only had one, I would still not think it that big of a deal to take a death, if I wanted to get an advantage somewhere else.

As I see it, then what you are proposing is to gain 2 times advantage, at the same time.
To be able to get both bigger in stats, and bigger in gxp, without sacrificing anything. I don't think that is right.

And don't get me wrong Tarax, but thats quite egoistic of you to propose now, just when you realised how much xp you need to throw into your new layman.
Which I am sure is the main reason for this suggestion.

One shouldn't be able to get it all. Not without sacrifice. Thats my opinion.

Sharn
Expert
Posts: 289
Joined: 04 Mar 2010 12:34

Re: A separate brute for guild exp

Post by Sharn » 22 Jun 2010 16:01

Creed wrote: And don't get me wrong Tarax, but thats quite egoistic of you to propose now, just when you realised how much xp you need to throw into your new layman.
Which I am sure is the main reason for this suggestion.
Wait a minute! New layman? What new layman!?

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Rhaegar
Legend
Posts: 960
Joined: 13 May 2010 06:22

Re: A separate brute for guild exp

Post by Rhaegar » 22 Jun 2010 16:03

sharn wrote:
Creed wrote: And don't get me wrong Tarax, but thats quite egoistic of you to propose now, just when you realised how much xp you need to throw into your new layman.
Which I am sure is the main reason for this suggestion.
Wait a minute! New layman? What new layman!?
To bring you up to speed, King Tarax is now an orcish necromancer :P (I hope he doesn't mind I reveal so much info about him here, but his new avatar more than gives it away, along with some logs he posted earlier).
I fear no evil for I am fear incarnate.

Sharn
Expert
Posts: 289
Joined: 04 Mar 2010 12:34

Re: A separate brute for guild exp

Post by Sharn » 22 Jun 2010 16:06

Rhaegar wrote:To bring you up to speed, King Tarax is now an orcish necromancer :P (I hope he doesn't mind I reveal so much info about him here, but his new avatar more than gives it away, along with some logs he posted earlier).
I thought the avatar was the vampire druid with too much absynth :mrgreen:

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Tarax the Terrible
Myth
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Joined: 09 Mar 2010 20:33
Location: UK

Re: A separate brute for guild exp

Post by Tarax the Terrible » 22 Jun 2010 16:10

Whos spying on me!? :lol:

Yeah no more King of Minotaurs, they need some new ego maniac to step up.

So what was the phrase I used on Sharn before when calling for something after making the switch, weak moral authority ?
Whatever it is _guilty_.

I realised the work involved before switching... Which had me delaying and second guessing making the switch for a while.
But in truth I don't expect anything to change in time for me. I plan to grind where I want to be in a week or two without dying.
I wont have the super title but enough to be usable.

The topic is something which ties together a lot of previous discussion threads.
Feeling trapped in your chars choices, effect of leaving penalties etc back to the introduction of the recovery idea.
http://genesisquests.pbworks.com/
Join up and help each other with Quests :)

Sharn
Expert
Posts: 289
Joined: 04 Mar 2010 12:34

Re: A separate brute for guild exp

Post by Sharn » 22 Jun 2010 16:23

Tarax the Terrible wrote:urs, they need some new ego maniac to step up.
So what was the phrase I used on Sharn before when calling for something after making the switch, weak moral authority ?
Whatever it is _guilty_.
I support you :mrgreen:
I learned that fate of an elf is a harsh one and much more then I thought. Still learning to punch it in the face, monk style.
Tarax the Terrible wrote:Feeling trapped in your chars choices, effect of leaving penalties etc back to the introduction of the recovery idea.
I do not feel trapped anywhere. I think it is a side effect of death recovery and should be corrected.
Creed, do you really say that killing ones character repeatedly in order to gain benefits is desired?
I say it is stupid.

I am not saying that Tarax should have it easy way...NOOOO
But hey, dying over and over as a necromancer - GREAT RP! :mrgreen:

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Rhaegar
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Posts: 960
Joined: 13 May 2010 06:22

Re: A separate brute for guild exp

Post by Rhaegar » 22 Jun 2010 16:29

btw. thank you Tarax for my new signature :mrgreen:
I fear no evil for I am fear incarnate.

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