I agree with those goals..
And I like the idea of taking a step back to look at it from first principles.
We could however take a step further back and ask what does guild experience actually do..
The answer is this varies widely from guild to guild, and sometimes isn't clear.
Things we can see easily.
*Controls progression through a title system.
*Unlocks abilities (in a few cases)
*Limits training in guild skills (in some but not all)
Things which are harder to see.
*Factors into the power of guild abilities (pretty much an unknown)
Yet different guilds vary widely in the effect (or rather the limitations) of guild exp.
For example you join one guild you might be able to train the guild skills to guru with no guild exp built up.
In another you have to grind the guild exp first before each training step.
This could be theme related but I think it is more likely just something that was overlooked in terms of consistency and balance.
Another interesting point is the bold step that the ogres made.
Using a collection system instead of taxed combat exp.
But the system while generally favouring the large player who can kill faster, still allows small players to collect just as fast if they kill relatively smaller enemies. Its awesome.
I have been tempted a few times to drop out of my current slow guild exp grind and switch to this guild.
Put off by the stated fact that it doesn't excel as an "end game" (read equipment whore) guild.
But systems other than a % of combat exp minus your brute may make sense for more aspects in other guilds?
Like a craft guild!
You can become a mythical blacksmith without ever forging anything..
Yet the idea of craft guild progression lends itself to how much you practice the craft.
Same with herbing or sailing.
But other than title what difference does it make?
Well in smiths for example your success chance and item quality is rumoured to be partly related to guild exp.
Gladiator titles.
This lends itself to arena pvp title fights.
So there is more we could do with it.
But in the meantime I was shooting for a quick fix that might have been possible.
A separate brute for guild exp
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- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
- Tarax the Terrible
- Myth
- Posts: 1331
- Joined: 09 Mar 2010 20:33
- Location: UK
Simple Fix To Speed Guild Tax Gains With High Brute
I have argued that the paradigm should be changed from one limiting the allocation of experience toward each specific stat, to one where the system would only limit extremely disproportionate resulting stat proportions.
While I am still not sure I am advocating bringing back entering numerical stat percentages that would be used once taxes are levied, such an update could be written to include the ability to overpay any specific guild tax, in order to advance that guild stat much faster, without engaging in any death-recovery shenani-gains or loss.
While I am still not sure I am advocating bringing back entering numerical stat percentages that would be used once taxes are levied, such an update could be written to include the ability to overpay any specific guild tax, in order to advance that guild stat much faster, without engaging in any death-recovery shenani-gains or loss.
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.
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.
http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/