Guild Rep Leveling Change Suggestions

  • Having read many posts on this I can see what they did.

    If you have 24 players playing you can level up a guild really fast. So they had to limit the per player rep gains. The problem is that for smaller guilds, not just solo but even 2-4 players, like a family guild, this makes the grind crazy long.

    I suggest either one of these solutions:

    • Increase the gains per player but put a daily cap so that all guilds have a fairly equal chance of progressing. For example 1-2 levels per day but even a 4 player guild can achieve that.

    Or

    • Leave the gains as is but provide a bonus to the first X percent of level so that even small guilds can progress. For example make the first .25 level per day be very fast. This is similar to bonus hours.

    Or

    • Your idea here.

    Telling small guilds you will need to spend a month to just get to the point of having an emissary flag is a mistake, it makes the whole grind pointless.

  • 7
    Post
    7.7k
    Visualizzazioni
  • Imo it'll be a month of people talking about this, then it'll just swap over to whatever topics the new pvp content lead to and then there will be a couple+ months where people are messing with safer seas quite a bit as a wind down time.

    I really see this getting the Captaincy treatment within the first year after a bunch of people don't attach to it outside of the predictable cliques that will mess with it for a while.

    I think safer seas will end up being significantly more popular than guilds. I think there will be a month or two where even veteran players are fishing and relaxing away from all the drama in the community, at home, whatever. So once December hits I think it'll be random relaxing stuff over the stress of guild/life stuff, for at least a while.

  • @wolfmanbush Yes, I am sure they will watch it for awhile.

    The other shoe that has not dropped yet is PvP pays A LOT more than PvE, I won 1 HG battle and I got 1/5th of a level, like triple what I got all day doing PvE.

    Guess that is one grind propping up another failed grind!

  • @foambreaker said in Guild Rep Leveling Change Suggestions:

    @wolfmanbush Yes, I am sure they will watch it for awhile.

    The other shoe that has not dropped yet is PvP pays A LOT more than PvE, I won 1 HG battle and I got 1/5th of a level, like triple what I got all day doing PvE.

    Guess that is one grind propping up another failed grind!

    Ew, gross.

    It's one of those back burner things. I made a guild, wasn't sure if my kid is going to, wanted to play with the buttons lol. It's not something I'm expecting to max ... let alone quickly 🤪

  • I don't know what is the solution, but Rare somehow needs to find a way to boost the reputation gain for small guilds, but at the same time prevent incentives of people not wanting to accept new members, because of some formula favoring small guilds.

  • I think there was a very good suggestion in another thread about "guild deeds" and as far as I understood them, they'd be like a small handful of weekly objectives for your guild and completing each one will net your guild a small rep boost.

    Only adjustments I'd see as necessary though would be for the apparent discrepancy between rep gained from PvE and PvP. That's my opinion based on secondhand knowledge though.

    Aside from that, I appreciate the guild grind being significant. It encourages long-term commitment which I think is where guilds will really shine.

  • The only way I could see adjusting this that wouldnt be exploitable would have been to have different guild sizes, and the rep amounts reflecting that.

    24 slots (current amount) - normal
    12 slots - +25% or +50% rep
    8 slots - +50% or +100% rep

    Some number crunching there where 24 people would still outpace a 12 man guild, and so on and so forth, but smaller guilds still able to feel like their actions are impactful

7
Post
7.7k
Visualizzazioni
1 su 7