Gamers like to make progress, it is in our nature. If we are not making progress in what we are doing, even if that progress is small, we find something else.
We = generic we.
Some prefer to TR over and over than to park in the current endgame, many others don't have the expansion, while still others, (like the one hour a week casuals that these guilds that are unable to level have a bunch of) will quit playing for good before they ever get there.
DDO eased that considerably by both adding the bonuses that allow small guilds to compete, and by allowing those guilds that earn the best rewards to share then with those that are unable to or choose not to via airship invites. Few other MMORPG guild reward systems offer even one of those two things.
Why would anyone ever take issue with anyone else's guild level. The success/failure of other guilds has zero bearing on my own guild's personal successes/failures.
The failure of Turbine's renown system, however, has negatively affected my guild's enjoyment of their successes, and likely impeded that success due to the fact that "Life Happens."
LVL 67 guild - 7 active members (6 prolly soon due to someone having RL issues).
We have no problems with the renown, decay and reward system. Works alright for us. Maybe because we don't force ourselves to reach the top within a day. We play a lot and renown just comes naturally, and hence the growth.
The only thing I would like to see changed is that certain things are a given on the ship like tavern, banker, mailbox and maybe access to auction house.
I have a two person guild at level 27 and the only amenities I really use are the mailbox, tavern, navigator and when I can get it, the bank.
Without the buffs, lower level content is no longer trivial, and earning high guild levels and getting the biggest airships just becomes a status symbol. Guilds still have something to continually work towards which is the intent of decay, and people don't have to wait another 5 minutes at the quest entrance when the last person joins only to say "SHP INV PLZ."
People who want to run quests do so without running to the ship between practically every quest, people who want to socialize with their guild hang out on their ship, and most of all people can continue having all the casuals they want in their guilds without also wanting to be able to level up like the more active guilds.
Last edited by Dysmetria; 10-16-2012 at 09:12 PM. Reason: double post
To achieve that goal they simply have to get rid of their members who are not willing and/or able to help them achieve it.
But we have had dozens of threads full of the same old complaints that are in this one for years now because some people want to have their cake and eat it too.
Stuck at level 64/65 guild due to a BAD guild decay/renown loss SYSTEM.
This is the only MMO i know of that Rewards playing with LESS people and PENALIZES the Guild Leader when he/she manages dead accounts. Thats as backwards as it gets IMO.
-Reduce Decay and make 60 Day inactive toons not count for any loss .. Dead should = Dead!, not Dead then all the sudden departed and counting against you. Get rid of the Departure mechanic, its awful.
- Let the Guild Leader have tools to manage his/her guild properly! Let GL see accumulated Renown on each toon. Let them Flag officers with permissions for Guild Chest, Kicks, Recruitment.
- IDK about size bonus. but it should be widened some IMO. Small 1-49, Med 50-124, Large 125+
- ADD to the guild system! Guild Systems are 1 of the best player uniting parts of any MMO! Finish the Upper Teirs. Add a small "Player Appartment" to the top airship for each toon. Small instance room with a Chest or 2 for items. He11, Turbine could even put extra chests, weapons racks, Scroll racks, Animal pens, Potion Tables (All Storage units), in the DDO store for peeps to buy for each toon and MAKE MONEY on the idea. Id Buy some as storage is always a premium.
Guilds are Awesome. Turbine, please look at refining your guild system.
Level 70, 29 Actives
HATE might be too weak of word for my complete and utter disdain of the existing system.
"The sword itself has no moral stature, since it has no will of its own. Naturally, it may be used by evil men for evil purposes, but there are more good men than evil, and while the latter cannot be persuaded to the path of righteousness by propaganda, they can certainly be corrected by good men with swords."
I lead a Small guild of 10 accounts, at level 82. I dont feel the current system helps support FUN game play. I do not recruit and teach new members because of the current Decay system. I would like to see a change in the current system.
To me the current system seems geard for the small very active guild, or even the solo player. In order to level my guild I have had to be very sellective of the players I let in. Daily players are what I look for. Once you hit high level a weakend player can never earn enough renown to make up for the decay that is applied to the guild for that account.
We have 19 players in the guild now. I will be recruiting untill we have 28, but to keep growing the guild level some rules will apply to recruiting.
No new to the game players.
No weakend only players.
No pvp active players.
I would rather be able to take in new, or casual players, and offer guild help to ppl that would like to learn from more experianced players. So. I would say no I do not like the current sysetem set up.
Kicking everyone to make use of small Guild bonus is harmful to the Guild and friendships made. Those same friends/members that helped make the Guild what it is before you kicked them all out.
With respect, not a viable choice to kick out 80+ members.
Leader of a guild of essentially 2. I don't like that I can't steadily increase in level, but also understand that I really shouldn't be expecting to in this case.
I dislike the renown system even though we have gotten admittedly a good amount out of it so far.
We have 38 active members and about 340 characters in total (some of these inactive).
We hit Level 63 many months ago, which was my personal goal as it is a good level as stated previously by Thrudh, and I feel that we achieved it only slightly slower than I'd like. However, even some of our most casual members want us to hit level 70 and we have some large guild slot items in the guild that are going unused. At this point, to hit 70 may not be feasible without booting the more casual members who logon only a couple times a month to play for a few hours.
So the reason for the dislike is primarily due to causing tension when a more casual person who may be great to hang out with wants to join the guild. Do we accept them and accept the additional burden to our renown, or do we turn them down to help us gain or maintain our level, at the cost to both the server community and the DDO community as a whole?
For the record we have not made that decision yet, but we are getting close to needing to make that choice, and we may have to consider renown when making the choice for a new prospect in the coming year.
I'm unsure how to address the issue, but I don't feel that the current Renown system encourages guild growth and acceptance of casual players into an established high level guild.
On Sarlona: Justin, Bry, Karoneth, Koto, Combatant, Kendu, Narnak, Mythanthor, Jastron, Brendin.
Guildmaster, The Brotherhood of Redemption
No friendships need to be harmed in the process. Form a sister guild for those casuals and use a chat channel to communicate for grouping purposes. Those casuals can also use that channel to get invites to the high level airship for the best buffs their being in a sister guild helped the main guild attain.
Advocating repeated nerfs in the name of "balancing the game" then complaining about how DDO is moving away from D&D, is a direct contradiction in logic - D&D 3.5 (what DDO is based on) is not a balanced game. We can either have a balanced clone MMO with homogenized classes, or we can have a D&D game. We cant have both.
They should have made it a spendable commodity like pp and the buffs are bought with it. People keep comparing renown to XP whereas I think it should be more akin to currency. We have plat sinks in the game and I think the buffs should be changed to a renown sink.
Step 1 - Keep renown as it currently is in game, remove the decay and buffs associated with it. Rewards guild at various levels with access to guild notice boards, uniform skins, guild mailing etc… Nothing that gives an advantage over non guilded players, purely bragging rights stuff.
Step 2 – Add Guild Currency earned the same way renown is. This does not go into you inventory but straight into the guild’s bank. Officers can then use t his to buy buffs. Every buff available to every guild but the top level ones cost a lot more. In theory a small guild could have a 5%XP shrine but would have to forego other buffs to be able to afford it.
A friend will bail you out of jail.
A mate will be sitting in there beside you saying "Damn that was awsome!!!"
Unguilded of Orien
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