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View Full Version : Solution to Guild Renown Decay



Logic
05-26-2011, 08:14 PM
The solution: Never penalize a guild for inactive or partially active members that do not "pull their weight".

The problem: To maximize guild renown the guild leaders must spend a lot of time managing who is contributing enough, and who is not. They should be having fun playing the game, not managing a decay mechanic. Similary as a guild member it is not fun to play casually and either A: Get kicked from a guild for not pulling your weight, or B: Know that you are dragging the guild down.

The specific fix: One way the renown mechanic could be fixed is by not updating renown in real time, but at the end of the day. Then have the algorithm auto-size the guild to maximize guild renown increase (or minimize decay.)

For example if a guild had 20 accounts, and 4 logged on that day... 3 did quests earning renown and 1 crafted and did not earn any renown... then the guild renown decay rate would auto-size to 3 for that day.

The amounts of renown awarded and decay rates would likely need to be adjusted so guilds do not easily shoot up to 100, but you get the idea.

Simple solution. Thanks for listening.

jkm
05-26-2011, 08:32 PM
So your solution is to penalize only the players who run quests.

Lithic
05-26-2011, 08:44 PM
So your solution is to make only large guilds viable, have then shoot up the rankings and then dump their xp fodder players in favor of the leaders friends?


It's funny how those saying renown is broken are always from large bloated guilds that have reached their max level according to their average player playtime even though small and very small guild members have to overcome 2-16 times the decay per account thanks to the guild decay formula.