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

Sharn
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Re: A separate brute for guild exp

Post by Sharn » 22 Jun 2010 16:33

Rhaegar wrote:btw. thank you Tarax for my new signature :mrgreen:
Oh well he missed the comma...Lets burn him.
I wonder why you wont put all Allorana posts in your signature :mrgreen:
But please, do not.

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Tarax the Terrible
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Re: A separate brute for guild exp

Post by Tarax the Terrible » 22 Jun 2010 16:40

Rhaegar wrote:btw. thank you Tarax for my new signature :mrgreen:

Tarax wrote: before when calling for something after making
Okay Mr Obscuro.. :P
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Rhaegar
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Re: A separate brute for guild exp

Post by Rhaegar » 22 Jun 2010 16:58

I didn't mean anything bad with this. Just when I first read this part of the sentence I was like :shock: and then I was like :? but then again :roll: and finally :D

It's a bit like the famous 'life of lively to live to life of full life thx to shield battery'.
I fear no evil for I am fear incarnate.

Sharn
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Re: A separate brute for guild exp

Post by Sharn » 22 Jun 2010 17:05

Rhaegar wrote:I didn't mean anything bad with this. Just when I first read this part of the sentence I was like :shock: and then I was like :? but then again :roll: and finally :D

It's a bit like the famous 'life of lively to live to life of full life thx to shield battery'.
Then put: "I have problems with understanding simple sentenes." in your signature, rather then part of Tarax sentence.

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Rhaegar
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Re: A separate brute for guild exp

Post by Rhaegar » 22 Jun 2010 17:42

I guess I should be sorry that I was not born a native English speaker and thus fail to comprehend some of the finer nuances of simple sentences written in this beautiful, yet complex, language...
I fear no evil for I am fear incarnate.

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Tive
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Re: A separate brute for guild exp

Post by Tive » 22 Jun 2010 17:47

Rhaegar wrote:I guess I should be sorry that I was not born a native English speaker and thus fail to comprehend some of the finer nuances of simple sentences written in this beautiful, yet complex, language...
that would make a nice signature too!
Image

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Tarax the Terrible
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Re: A separate brute for guild exp

Post by Tarax the Terrible » 23 Jun 2010 11:04

:lol:

Group hug time!
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Rhaegar
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Re: A separate brute for guild exp

Post by Rhaegar » 23 Jun 2010 12:57

Image
I fear no evil for I am fear incarnate.

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Tarax the Terrible
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Still valid?

Post by Tarax the Terrible » 13 Oct 2011 19:19

Well the last few posts withstanding I would be interested to bring up this topic again.
Last post over a year ago, but its still relevant.

The crux of the gripe is that your brutality putting the breaks on overall growth is fine.
But it blows that a high brute character drags the same huge f*cking rock on a chain behind them when trying to make progress in their guild exp.

Let me say this first - Yes dedication to your guilds should be rewarded.
We all associate certain players with certain guilds. Compared to Rhynox or Earth I'm a guild hopper.
But I am still spending years at a time in the guilds and see the changes as a progression of my characters story (which retains a consistent theme).
I think the in game rewards for dedication to a guild are holding the leadership positions, having power over how the guild is to be run, respect from your peers. The effect of guild exp on the power of the guild abilities is also noticeably drastic in some guilds. I mean :shock: ingly so..


But it is after all possible to change guilds, so late game changing guilds will happen, especially layman moves.
If someone wants a change and it keeps them active surely that is better than them staying put and loosing interest.
Yes you could play a second and get it out of your system, but some people don't.


Personally I feel exp related titles are also a nice part of the game design, an incremental step, the next small goal to shoot for.
Especially when you mortal level is a lot more of slow and stead progression, or already maxed.
Good design is being able to progress through these goals but with diminishing returns.
And most titles seem to be set up this way for the amount of exp required to "pop" the next one getting bigger each time.

But the MASSIVE difference in the rate that low brute characters go through the titles for making similar kill exps to high brute is just nuts..

That someone who plods away gets seriously leap frogged by the person who dies and recovers is also dumb.
"The master gladiator is the one who dies most." Death should knock back your guild exp not be an early xmas.
Now if we "fixed" that and ppl were more likely to quit when they die, that would suck. So its a trade off.

Or to change it and suddenly everyone is at the TOP title in a week also breaks the game as that is too quick.

I would like to see it normalize somewhere in the middle, slower for low brute and repeat death chars and faster for those with high brute.
IE guild exp gets its own "brute", which is limited to its max and min effect much more so than our std brute.
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Strider
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Death and Guild Taxes; Experience and Advancement

Post by Strider » 18 Oct 2011 07:14

I am not sure that there are not some unfortunate side effects if you give each guild stat its own brute or if that would accomplish everything we might want. Rather than start recommending tweaks, I'd like to back up and discuss goals:
  • Death and death recovery should not be a path to advancement.
  • Everyone, no matter their character size, should be able to advance in any given guild at about the same rate. So, adjusting for player skill and luck, any character should get about one guild-tax-advancement-unit per grind-hour.
  • A new system should allow each guild to be customized as to how death impacts guild titles or guild-abilities. Guild lore should dictate if a player looses titles when they die and don't gain them back quickly when recovering, or if they can only advance, if they simply get labeled "big dummy" the whole time they are on recovery or what have you. Similarly, whether one loses twice on specials from both guild experience and stats, can only improve in ability, or whatever else may meet balance considerations should also be determined by the guild.
  • All guilds, especially guilds balanced by high tax, must require a significant investment before their full power is realized. It is inherently broken to allow someone to grow large outside of a high tax guild first and then suddenly gain the full benefits of that without having paid any of it along the way.
  • On the other hand, the system should not leave players feeling their characters are locked in their guilds. It might even be reasonable for some credit should carry over guild to guild.
Thoughts?
The preceding collection of words was presented by Strider's Player.
Any meaning you ascribe to them is most likely due to lucky happenstance or your misinterpretation.

If you'd prefer Strider's opinion, you'll probably have to ask for it in game.

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