Fixing guilds

  • Season 10s flagship content, guilds, brought with it some minor and major problems. In this post I want to attempt to showcase some of those issues and offer solutions.

    1. Guildrep earned is crewbased and not personal. Atm, selling a captains chest as a solo sloop will progress a guild exactly as fast as selling said chest as a full galleon. This leads to soloslooping being the best way to play within guilds. This is going exactly against the idea behind guilds to bring people together.
      I suggest making guildrep at least scale with amount of guildmembers in the crew to some degree to incentivize a more communal playstyle.

    2. Lack of tools to monitor everyone’s contribution. The guildgrind is very long. So long in fact that you do need a full guild and you do need to have everyone contribute to get anywhere in good time. But how do you see who contributes and who doesnt? Atm you can only guess. This does inevitably lead to fights, false accusations of not carrying ones weight and broken friendships as a result. This also goes directly against the idea of bringing people together.
      I suggest the introduction of a personal guildlvl which indicates how many lvls of the total guildlvls a person made so far. On first glance this might sound mean, but being callee out because your number is low is far better than being falsly accused by the guildleadership because you didnt happen to play euring the right time of day.

    There are some more minor issues but I think fixing these 2 would already solve a lot of problems that snowball out of these 2 core designflaws.

    What do you guys think?

  • 41
    Posts
    24.3k
    Views
  • You mention "This is going exactly against the idea behind guilds to bring people together." in the first part but then recommend something that goes against it even more in the second part.

    I doubt they go back other than to pull a captaincy and maybe nerf things down the road but leaning into more player monitoring only makes things worse, not better imo.

    Some guilds are gonna do what some guilds do but treating people like video game guilds are some low qol production job shouldn't be enabled through more features imo.

  • @wolfmanbush respectfully, I disagree that a monitoring tool would be anti-community and I did explain why a robust monitoring tool is much better than not having any at all and why they are necessary.

    It would be better of the guildgrind was 2-4 times easier, then you wouldnt have to monitor in the first place. But given that the scaling of the lvls itself and the repgain itself is not up for debate since it just got rebalanced, a good tool to see whos contributing and who is just there to reap the rewards of their „friends“ is needed.

  • Guildrep earned is crewbased and not personal. Atm, selling a captains chest as a solo sloop will progress a guild exactly as fast as selling said chest as a full galleon.

    This leads to soloslooping being the best way to play within guilds. This is going exactly against the idea behind guilds to bring people together.

    I suggest making guildrep at least scale with amount of guildmembers

    So us players who are alone with no fellow guild mates (at the time) will be contributing less just because we play later with nobody else. Nope.

    Lack of tools to monitor everyone’s contribution. The guildgrind is very long. So long in fact that you do need a full guild and you do need to have everyone contribute to get anywhere in good time.

    Guild shouldnt be about what everyone does to Contribute, as you said...its about the Bringing people together. What better way to break people apart than to have a monitoring system that reveals who doesnt do anything (which is odd since just steering a ship and helping is contributing) but to to know who hasnt done enough 'work'

    Guilds are built on Trust, and friends. If you start monitoring your friends and complaining they arent doing enough for the Guild...that poor friendship.

  • Guildrep SHOULD scale, but in reverse.

    Smaller guilds get less rep than larger guilds, because they have less people in them.
    So they should get a 'small guild bonus' to rep that lowers as they get more members, roughly keeping a small guild on the same footing as a large guild.

  • @eguzky said in Fixing guilds:

    Guildrep SHOULD scale, but in reverse.

    Smaller guilds get less rep than larger guilds, because they have less people in them.
    So they should get a 'small guild bonus' to rep that lowers as they get more members, roughly keeping a small guild on the same footing as a large guild.

    The small guild could just recruit more people.

  • @eguzky said in Fixing guilds:

    Guildrep SHOULD scale, but in reverse.

    Smaller guilds get less rep than larger guilds, because they have less people in them.
    So they should get a 'small guild bonus' to rep that lowers as they get more members, roughly keeping a small guild on the same footing as a large guild.

    Or here me out. It is balanced and small guilds could just recruit more people.

  • @captain-coel said in Fixing guilds:

    @eguzky said in Fixing guilds:

    Guildrep SHOULD scale, but in reverse.

    Smaller guilds get less rep than larger guilds, because they have less people in them.
    So they should get a 'small guild bonus' to rep that lowers as they get more members, roughly keeping a small guild on the same footing as a large guild.

    Or here me out. It is balanced and small guilds could just recruit more people.

    Or, and here me out, some people like being in small guilds with just their friends/are uncomfortable trying to recruit people they don't know & should not be punished for it.

  • So you want to monitor your Guild crewmates to determine who are the least productive/efficient? So, you can then either pull them up for it or kick them out of the guild? It's a video game. Not a full time job. Nobody should be pressured into maintaining a consistent contribution out of fear of being kicked out of the guild. This is the mindset/element I dislike most about guilds. It's treated like somesort of corperate work environment where low efficiency is punished.

    Guilds have been quite a bit of a let down in my opinion.

  • @eguzky said in Fixing guilds:

    @captain-coel said in Fixing guilds:

    @eguzky said in Fixing guilds:

    Guildrep SHOULD scale, but in reverse.

    Smaller guilds get less rep than larger guilds, because they have less people in them.
    So they should get a 'small guild bonus' to rep that lowers as they get more members, roughly keeping a small guild on the same footing as a large guild.

    Or here me out. It is balanced and small guilds could just recruit more people.

    Or, and here me out, some people like being in small guilds with just their friends/are uncomfortable trying to recruit people they don't know & should not be punished for it.

    You aren't being punished. You are making a choice to have a small guild. If you level up slower because of your own choices, that isn't a Rare problem, that is a You problem.

  • @captain-coel said in Fixing guilds:

    @eguzky said in Fixing guilds:

    @captain-coel said in Fixing guilds:

    @eguzky said in Fixing guilds:

    Guildrep SHOULD scale, but in reverse.

    Smaller guilds get less rep than larger guilds, because they have less people in them.
    So they should get a 'small guild bonus' to rep that lowers as they get more members, roughly keeping a small guild on the same footing as a large guild.

    Or here me out. It is balanced and small guilds could just recruit more people.

    Or, and here me out, some people like being in small guilds with just their friends/are uncomfortable trying to recruit people they don't know & should not be punished for it.

    You aren't being punished. You are making a choice to have a small guild. If you level up slower because of your own choices, that isn't a Rare problem, that is a You problem.

    And yet there's this pesky thing called 'balance'.
    Small guilds should be able to get all content, same as large guilds.

    You not caring about small guilds is a You problem.

  • @eguzky said in Fixing guilds:

    @captain-coel said in Fixing guilds:

    @eguzky said in Fixing guilds:

    @captain-coel said in Fixing guilds:

    @eguzky said in Fixing guilds:

    Guildrep SHOULD scale, but in reverse.

    Smaller guilds get less rep than larger guilds, because they have less people in them.
    So they should get a 'small guild bonus' to rep that lowers as they get more members, roughly keeping a small guild on the same footing as a large guild.

    Or here me out. It is balanced and small guilds could just recruit more people.

    Or, and here me out, some people like being in small guilds with just their friends/are uncomfortable trying to recruit people they don't know & should not be punished for it.

    You aren't being punished. You are making a choice to have a small guild. If you level up slower because of your own choices, that isn't a Rare problem, that is a You problem.

    And yet there's this pesky thing called 'balance'.
    Small guilds should be able to get all content, same as large guilds.

    You not caring about small guilds is a You problem.

    Small guilds already have access to the same content as guilds with 24 people. You should invite more people, guilds are about bringing people together.

  • The biggest problem with guilds is their size limitations and their lack of progress scaling by guild size.

    When I think of the main reason I want to be a part of a guild it’s not for the rewards or the distinctions it’s so that I don’t have to play solo anymore. Whenever I want to play I can first check the guilds I’ve joined to see if anybody is sailing and has a slot open for me to join.

    It doesn’t make any sense to me to arbitrarily limit guilds to a maximum of 24 players.

    I think guilds should have no member limit to how large they can become.

    How cool would it be to join a guild associated with your favorite streamer?

    I see guilds as sort of an in game solution to the randomness and unreliability of open crew matchmaking. An in game way to find decent players to play with so you don’t have to solo or if you don’t want to use the sloop you can find enough players to use a larger ship.

    It is odd that larger crews don’t get some sort of progress buff to encourage the use of the larger ships more and so that the meta for guild grinding isn’t splitting up and going out as solo sloopers.

  • @eguzky said in Fixing guilds:

    @captain-coel said in Fixing guilds:

    @eguzky said in Fixing guilds:

    Guildrep SHOULD scale, but in reverse.

    Smaller guilds get less rep than larger guilds, because they have less people in them.
    So they should get a 'small guild bonus' to rep that lowers as they get more members, roughly keeping a small guild on the same footing as a large guild.

    Or here me out. It is balanced and small guilds could just recruit more people.

    Or, and here me out, some people like being in small guilds with just their friends/are uncomfortable trying to recruit people they don't know & should not be punished for it.

    What's next, people who choose to play less should earn more ledger value for the same amount of work, since otherwise they would be punished for not playing as much?

    If you choose not to take in more guildmembers, then that is a deliberate action on your part. That has consequences. What you are basicly asking here is that Rare would remove the consequences of your own actions.

    But this would even be problematic, since it would just be used to cheese. People would quit the guild when they stop a playsession just to rejoin when they start a new playsession, just so the value of the actions of guildmates would increase. This way most guild would still have 24 members, but the game would treat it as only 4 or 5 perhaps, because the other 19-20 or out of the guild because they are offline. It wouldn't even work as you describe, because the bigger guilds would just do the same and look just as small as yours.

  • @discobugle09896 said in Fixing guilds:

    It doesn’t make any sense to me to arbitrarily limit guilds to a maximum of 24 players.

    It does, because otherwise you would have giant guilds that would always be guaranteed in gold tier for the ledger. In fact: over time you could then even see (almost) everybody be in the same guild because of that and the whole guild ledger would be useless. Same for progression, since everybody would be at max then and there would be no differences for any players, even though that is part of the journey.

    The reason it is limited is because of those things. And that the limit isn't higher is also because the want to give smaller guilds a chance in the ledgers, even though they would have to play a bit harder/more efficient to make it. On top of that the bigger the max guild size you would make, the more the progression has to be slowed down and the harder it would become for smaller guilds. So they had to make a balance in that. They found that balance at 24.

    @discobugle09896 said in Fixing guilds:

    How cool would it be to join a guild associated with your favorite streamer?

    I am actually :-)
    And for the partner streamers i know, they deliberately have multiple guilds, so that everybody could join one if they want to. Not just to be aligned with their community, but they also do it to give everybody a chance to be part of a bigger guild. I think blurbs community has dozens of fully filled guilds already? (i am not in one of his though)

    @discobugle09896 said in Fixing guilds:

    It is odd that larger crews don’t get some sort of progress buff to encourage the use of the larger ships more and so that the meta for guild grinding isn’t splitting up and going out as solo sloopers.

    It already does though. A larger crew can complete voyages quicker then a solo slooper can. Emptying a lost shipment or a vault is way quicker with 4 people then with just 1. In fact: fully emptying a vault with just 1 player is extremely hard, so a bigger crew would even get more loot there. On top of that a bigger crew is less likely to be sunk by other players, so they probably lose less loot too. You might argue that that advantage might not be big enough to compensate that crew all soloing, but there is an advantage though.

    On top of that: you don't have to complete the progression before the season ends or something, so there is nothing wrong with taking your time. And for the ledgers: if you are in a big guild, you don't even have to have everybody active. The guild i am in i only see that most are not even that active, but we are still far into the gold tier (almost double the amount of the highest silver tier guild). In fact: most of the work is done by perhaps 2 or 3 players. So there is nothing you would need to miss out of when you would play on a galleon with some friends.

  • @super87ghost

    So the guild ledger couldn’t have brackets based on how large your guild is? That way small guilds compete against small guilds, medium against medium and large against large?

    Then from within those brackets you calculate ledger position based on how much total guild reputation was earned divided by the number of members in the guild. In other words, you don’t want people in your guild that don’t play/contribute.

  • @discobugle09896 A guild leader could cheese that by just kicking some members just before the ledger closes, so the guild would fall down into a 'smaller' section of the ledgers, while profiting of the amount it got with a full guild. This could be done in a cheesing manner (the ones that got kicked agree to it) or in a griefing manner (the ones that got kicked didn't want it and got denied the profits of their work). And even that cheesing could be seen as griefing, because you are then just pushing smaller guilds aside who thought they were in the safe with their current ledger amount.

    And if you would say then the amount dissapears if you go into another 'section', it would create 2 other problems:

    • guilds would be punished for growing, since moving up a different section erases their ledger progress.
    • you would open it up to griefers, who can just leave guilds just before the ledger closes, so nobody in that guild gets anything for their work.

    So either way, it won't work. It would only encourage griefing.

  • @super87ghost said in Fixing guilds:

    @eguzky said in Fixing guilds:

    @captain-coel said in Fixing guilds:

    @eguzky said in Fixing guilds:

    Guildrep SHOULD scale, but in reverse.

    Smaller guilds get less rep than larger guilds, because they have less people in them.
    So they should get a 'small guild bonus' to rep that lowers as they get more members, roughly keeping a small guild on the same footing as a large guild.

    Or here me out. It is balanced and small guilds could just recruit more people.

    Or, and here me out, some people like being in small guilds with just their friends/are uncomfortable trying to recruit people they don't know & should not be punished for it.

    What's next, people who choose to play less should earn more ledger value for the same amount of work, since otherwise they would be punished for not playing as much?

    If you choose not to take in more guildmembers, then that is a deliberate action on your part. That has consequences. What you are basicly asking here is that Rare would remove the consequences of your own actions.

    But this would even be problematic, since it would just be used to cheese. People would quit the guild when they stop a playsession just to rejoin when they start a new playsession, just so the value of the actions of guildmates would increase. This way most guild would still have 24 members, but the game would treat it as only 4 or 5 perhaps, because the other 19-20 or out of the guild because they are offline. It wouldn't even work as you describe, because the bigger guilds would just do the same and look just as small as yours.

    Ah yes, the slippery slope fallacy; The argument of people with no real argument.

    @captain-coel said in Fixing guilds:

    @eguzky said in Fixing guilds:

    @captain-coel said in Fixing guilds:

    @eguzky said in Fixing guilds:

    @captain-coel said in Fixing guilds:

    @eguzky said in Fixing guilds:

    Guildrep SHOULD scale, but in reverse.

    Smaller guilds get less rep than larger guilds, because they have less people in them.
    So they should get a 'small guild bonus' to rep that lowers as they get more members, roughly keeping a small guild on the same footing as a large guild.

    Or here me out. It is balanced and small guilds could just recruit more people.

    Or, and here me out, some people like being in small guilds with just their friends/are uncomfortable trying to recruit people they don't know & should not be punished for it.

    You aren't being punished. You are making a choice to have a small guild. If you level up slower because of your own choices, that isn't a Rare problem, that is a You problem.

    And yet there's this pesky thing called 'balance'.
    Small guilds should be able to get all content, same as large guilds.

    You not caring about small guilds is a You problem.

    Small guilds already have access to the same content as guilds with 24 people. You should invite more people, guilds are about bringing people together.

    And here we see somone who does not understand what 'social anxiety' is, or cannot understand that some people only want to play with people they know.
    But since YOU don't have that issue; Rather than fixing the problem in a fair way, you'd rather just say "Just get more friends!" and completely brush aside people who can't/won't.

    But you're fine, so people who aren't should just deal with smaller Guild Rep gains because...reasons.


    So the two people against my idea have 0 valid reasons for their stance, other than being selfish. Good to know.

  • @super87ghost

    Well that’s another point that needs to be discussed.

    The only time that guild leaders or owners however it’s worded should be allowed to kick members is during the first week of a new ledger period.

  • They should just throw the Guild ledger system out. It would allow them to uncap (or at least increase substantially) membership and fix a lot of issues surrounding "monitoring" members. I'd also move guild reputation gain from the ship to the player, so you could literally play on any ship and get guild rep. Playing together with guild members on a guild ship with emissary would now be the best reputation gain, and not all sailing solo on separate ships.

  • @eguzky no one is saying you need to play with them. find another group that is small and see if they would want to work toward similar goals.

    Guild gains aren't a problem. If your crew is struggling, you likely need to more efficiently work on guild xp. Guild xp seems to be directly related to gold earned.

    You say we have 0 reasons and are being selfish. Your request is all selfishness. You dont like the current system and want it changed to cater to you.

  • @eguzky said in Fixing guilds:

    @super87ghost said in Fixing guilds:

    @eguzky said in Fixing guilds:

    @captain-coel said in Fixing guilds:

    @eguzky said in Fixing guilds:

    Guildrep SHOULD scale, but in reverse.

    Smaller guilds get less rep than larger guilds, because they have less people in them.
    So they should get a 'small guild bonus' to rep that lowers as they get more members, roughly keeping a small guild on the same footing as a large guild.

    Or here me out. It is balanced and small guilds could just recruit more people.

    Or, and here me out, some people like being in small guilds with just their friends/are uncomfortable trying to recruit people they don't know & should not be punished for it.

    What's next, people who choose to play less should earn more ledger value for the same amount of work, since otherwise they would be punished for not playing as much?

    If you choose not to take in more guildmembers, then that is a deliberate action on your part. That has consequences. What you are basicly asking here is that Rare would remove the consequences of your own actions.

    But this would even be problematic, since it would just be used to cheese. People would quit the guild when they stop a playsession just to rejoin when they start a new playsession, just so the value of the actions of guildmates would increase. This way most guild would still have 24 members, but the game would treat it as only 4 or 5 perhaps, because the other 19-20 or out of the guild because they are offline. It wouldn't even work as you describe, because the bigger guilds would just do the same and look just as small as yours.

    Ah yes, the slippery slope fallacy; The argument of people with no real argument.

    It's not even that, it's almost the same thing. In both cases it's something someone deliberately doesn't want to do and wants to see the negative aspect of their choise removed from it. In fact: yours is the one that is even deeper in, since nobody is being stopped from being in a bigger guild (there are ads enough and you can easily join a streamer's guilds), but some people are just not able to play that much. So my example was even the lesser of the extremes and yours is the more slippery slope one, since even a noob with low amounts of time to play can join a bigger guild.

    @eguzky said in Fixing guilds:

    @captain-coel said in Fixing guilds:

    @eguzky said in Fixing guilds:

    @captain-coel said in Fixing guilds:

    @eguzky said in Fixing guilds:

    @captain-coel said in Fixing guilds:

    @eguzky said in Fixing guilds:

    Guildrep SHOULD scale, but in reverse.

    Smaller guilds get less rep than larger guilds, because they have less people in them.
    So they should get a 'small guild bonus' to rep that lowers as they get more members, roughly keeping a small guild on the same footing as a large guild.

    Or here me out. It is balanced and small guilds could just recruit more people.

    Or, and here me out, some people like being in small guilds with just their friends/are uncomfortable trying to recruit people they don't know & should not be punished for it.

    You aren't being punished. You are making a choice to have a small guild. If you level up slower because of your own choices, that isn't a Rare problem, that is a You problem.

    And yet there's this pesky thing called 'balance'.
    Small guilds should be able to get all content, same as large guilds.

    You not caring about small guilds is a You problem.

    Small guilds already have access to the same content as guilds with 24 people. You should invite more people, guilds are about bringing people together.

    And here we see someon who does not understand what 'social anxiety' is, or cannot understand that some people only want to play with people they know.
    But since YOU don't have that issue; Rather than fixing the problem in a fair way, you'd rather just say "Just get more friends!" and completely brush aside people who can't/won't.

    But you're fine, so people who aren't should just deal with smaller Guild Rep gains because...reasons.

    Social anxiety is a realy BS argument here. I am someone with social anxiety (and therefore likes to solo sloop most of the time) and nothing stopped me from joining a big guild, since it doesn't force you to communicate with others or play with others. You can still just play closed crew and it's nothing else then if you did that without being in a guild.

    So social anxiety isn't the issue here, it's just you not wanted to be in a bigger guild, but only in a guild with people you know. That is fine ofcourse, but don't demand that every concequence of you own choice has to be taken away.

    @eguzky said in Fixing guilds:

    So the two people against my idea have 0 valid reasons for their stance, other than being selfish. Good to know.

    You not agreeing with something doesn't make that reason invalid. That is realy a dumb way or arguing. In fact: you where the one not even going into other arguments and pulling up strawmans. You claimed that we didn't have or undertsand social anxiety, wich you didn't and couldn't even know and also was false. Then you turned to saying that we'd said "just get more friends!", wich we never said (another strawman) and then you called us "selfish", wich is even hilarious, since you are the one deliberately wanting your guild to remain small and demanding that you are being rewarded for that, you're the one demanding to not have consequences for your own choices... Who's the selfish one again? LOL

    And on top of that you also completely ignored arguments brought in, like how bigger guilds could just cheese their way by leaving the guild when their offline and only joining back in when their playing and when the ledger is going to close, something you didn't go into, since that would just make your idea not even work anymore, would not help smaller guilds and even punish larger ones who don't want to cheese.

    So stop with the selfrightiousness, namecalling and strawmanning.

  • While I do get the point of four players solo slooping being able to earn more rep by each doing say a vault at the same time, I tend to be more successful with a crew and it is more fun. Larger ships move faster too, so leave it as is.

    A last on line for the guild would be nice. My guilds are all full. While we have a core of regular players if someone stops playing and moves on to other games they should not stop new members from being able to join. A hard no for how much they put in. Don't need shaming here, maybe a top five?

  • Either being able to monitor guild members or not, I think some part of the UI could get a redesign because it's not too comfortable to browse it. We can monitor gold earned on each ships but there are multiple "tabs" for each session which is very confusing for me, no idea what does it mean? and also the emissary value earned is not valid if any other ships are earning emissary value at the same time, it sums up all the emissary value earned in the whole guild during that specific session. So technically we are already able to monitor member's progress, it's just very glitchy at this moment.

  • @burnbacon no per person a slooper would still earn more or the same. Atm in term of rep per hour per person a galleon is only 1/4th as efficient. Meaning a guild that constantly plays with 6 full galleons will need 4x as much time to complete the grind as 24 solo slooper. How is THAT fair or logical.

  • @paulski93 monitoring and managing guildmembers is smth that is necessary because rare decided to make the guildgrind 10x as long as it should be in my opinion. They absolutely fked up the length of the grind and force guilds that want to finish the grind to implement some kind of system that monitors members. If rare gave us a tool itd make that easier and fairer.

  • @miserenz yes a bigger boat addsmore security. I suggest some rep scaling along the lines of: if 1 guildmember is present on the boat you get 1x rep. 2 you get 1.5x. 3you get 2x and 4 you get 2.5x.

    This would mean soloslooping would still be better in terms of guildrep oer hour per person, but bigger guildsizes would at least get a littld bit of a boost. The dediuction would be justified by as you said the fact that bigger boats/crews are usualky faster and more secure for PvP scenarios.

  • Do away with it entirely. That's how you fix it.

  • @brentjitsu said in Fixing guilds:

    Do away with it entirely. That's how you fix it.

    Guilds are pretty cool without the grind and turning into into some weird power imbalance work-for-free social thing.

    Getting rid of ledgers and adding some more occasional in-game guild stuff for casual play and guilds fit in fine into the game.

    Only real issue with guilds imo is trying to cater to people that cheese at a sacrifice to those that should have been the priority with the feature, people without connections and those that just want to better enjoy their connections through fun features.

    A lot of momentum is lost but if things were changed a bit they could bring a lot of interest back to just casually having fun with guilds, without the offputting grind/stress/drama parts of it that really are not necessary.

    They nerfed the heckaroni out of Captaincy to where it's an entirely different version than designed just to let casual players have a bit of a fancier version of the same reward. It's just inconsistent to act like any grind in guilds is necessary at all. Especially as social/community focused content.

  • @brentjitsu said in Fixing guilds:

    Do away with it entirely. That's how you fix it.

    No one is forcing you to sail in a guild. More over, the having anyone from the guild on the ship fixes the captain leaving your ship issue. Guilds are not hurting the game in anyway. I like the option of joining my buddies via the guild screen. Sure Rare should always be looking for improvements BUT guilds are far from broken.

  • @miserenz Okay

  • I think the best option would just be having a guild leaderboard in the guild menus displaying emissary earned by each member that week or month.

    That way its not invasive, caters for serious guilds who don't want slacking cheesers. It also offers a bit of friendly competition to be your guilds top contributor. It also make no harmful difference to more chilled guilds that dont care about this stuff.

    Overall it would be a good tool to add for guild leaders to manage their guild better.

  • Reading all the “monitor guild” talk makes me shiver in cringe, it’s like the gally captain that you just joined that informs everyone that HE is the captain and expects you to just fall in line and obey. Bro it’s a guild, not a job. I personally have 3 people in my guild as it’s a guild I people I know and play with not just an invite build and rule over like a king with an iron fist.

    Also seeing some players talk about how big guilds should get super multipliers but solo sloopers and small guilds should just suck it up, is quite different from I sail solo and it isn’t fair arguments in other threads. I like the idea of guilds but that powertrip is real with some of you

  • @eguzky guilds are already fairly small at just 24 people. It is absolutely a choice if you can't find a guild you fit in with.

  • @ictus-xxi

    I think guild reputation should be player based and not guild based.

    Each player should have a guild reputation tab that maxes out at LV 100. The total level of the guild should be the combined level of ALL members individual levels. This way, there is a penalty for kicking an individual from a guild. My idea would discourage solo guilds because they would max out at LV 100. In order to get a guild to distinction 10 you would need a minimum of 10 members with maxed out levels.

    With my idea, you technically don’t lose progress if you get kicked from a guild. In order to gain guild reputation you must sail on a guild ship that you are a part of. This would be similar to captaincy milestones tracking on a captaincy ship.

41
Posts
24.3k
Views
6 out of 41