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the guild experience system

Regarding the Guild Functions, I need to remind you that you can trade certificates with other guilds or do craft orders. You can also buy guild certificates of a higher level from other guilds and use them on your guild.​

We didn't need this reminder, btw, there's leaders of multiple bigger guilds explaining in this thread how they have no exp to spare next to what they invest in for their own guild.......... ;c
 
Keep it in mind that Guild Functions are not designed in the way for you to buy all functions of the max level. You need to cleverly choose what your guild is more interested in based on your guild activities and how much efforts you want to put into it.​
So, that you lack guild xp to have all functions activated is normal and exactly how the system is supposed to work.​
 
Keep it in mind that Guild Functions are not designed in the way for you to buy all functions of the max level. You need to cleverly choose what your guild is more interested in based on your guild activities and how much efforts you want to put into it.​
So, that you lack guild xp to have all functions activated is normal and exactly how the system is supposed to work.​

So you're saying, you're supposed to choose what you want, but ALSO sell to other guilds at the same time? The first they are already doing and is fair, the second is near impossible.

And ye the lv8 guilds can easily take care of their own needs that way, but lower level guilds will miss out on either leveling steadily, or using the content.

Everyone loved the idea of a guild bank, upgraded store, etc, but alas, it is all basically blocked by years of work, unless your guild is already an old lv8 one...
 
I think its a bit of a waste of development time then. A guild leader with their brain in a jar will still pick buff over the new quest system, which doesnt leave a lot of meat on the bone for the new quests.

We're going to halve our gbank level and its still not going to be enough to maintain level 8 quests. We'll probably run it this week and then stop, or downgrade significantly.
 
ok so why were these dumb quests added. and still no resolve given on the guild exp system? you gave us quests, but made them also cost MORE EXP
WE WANT EXP FROM QUESTS NOT THE OTHER WAY AROUND. are you guys even listening. or care to? like this is ongoing for over a week now and its pathetic how much you are avoiding it. give us something at least to know you guys can fix or change it to make it better.
 
ok so why were these dumb quests added. and still no resolve given on the guild exp system? you gave us quests, but made them also cost MORE EXP
WE WANT EXP FROM QUESTS NOT THE OTHER WAY AROUND. are you guys even listening. or care to? like this is ongoing for over a week now and its pathetic how much you are avoiding it. give us something at least to know you guys can fix or change it to make it better.
also going to add on. the "cleverly selecting" isnt the issue. the issue is there just isnt enough exp to be made with smaller guilds or even semi active ones becuase its just not enough exp to even LEVEL THE GUILD if even the buff is only to be used. you have further just kept digging a hole and not paying attention to the huge problem at hand. It's beyond idiotic and foul how much this system needs to be fixed and you continue to ignore the issues. OR maybe make a feedback post and actually listen to it to devise something usable to actually let guilds level in a timely manner. cause as of now lower guilds including mine even with the 15 or so people we have log on daily wont be able to see max level for another year and a half. and honestly thats an utter bullshit excuse of a grind.
 
TripleDip and Aviendha, I don't understand your complaint about lack of xp for guild functions. You don't even have guild functions unlocked.
 
Now lets pretend Adorable was level 7 and wanted to level up to 8 while maintaining a rank 7 buff and rank 4 bank. Thats 9,000exp required per week for the two features, leaving approximately 2,000exp for guild progression. The exp requirement to progress from level 7-8 is 660k. Levelling a guild like this is simply not viable. 660,000/2,000 is 330 weeks. Thats six years. Opening the guild store for a week is also out of the question as it will blow through the entire months exp again.

This is why you're not going to see them runing buffs. They're simply not able to generate the absurd amounts of xp required to level up, let alone run buffs as well.
 
@Sparkle can these new guild quests be amended to also grant some guild XP so that guilds aren't hemorrhaging GXP to buy them? Something like 10GXP per quest would be awesome and might even help small-but-very-active guilds get caught up to the big leagues.
 
This is why you're not going to see them runing buffs. They're simply not able to generate the absurd amounts of xp required to level up, let alone run buffs as well.
XP requirements didn't change, so they still need exactly the same amount as before to level the guild. Small guild will, of course, do it more slowly as they have less members working on guild XP. But to get more xp, guilds can grow more experia or complete more daily quests for xp.
 
@Sparkle can these new guild quests be amended to also grant some guild XP so that guilds aren't hemorrhaging GXP to buy them? Something like 10GXP per quest would be awesome and might even help small-but-very-active guilds get caught up to the big leagues.
You spend XP to open the quests that will reward you with XP. It's like paying money to get money. Doesn't sound right.
 
While 10gxp per quest wouldnt gain a guild any xp after paying for the buffs, It would certainly be a nice way for guilds to offset some of the cost of running the guild buffs.

XP requirements didn't change, so they still need exactly the same amount as before to level the guild.

Yeah, this is the point. Except now theres HALF the maximum player count, AND some significant expenses in the form of paying for buffs and features. I dont understand how the staff dont get this.
 
Yeah, this is the point. Except now theres HALF the maximum player count, AND some significant expenses in the form of paying for buffs and features. I dont understand how the staff dont get this.
Well, main complaint was about the small guilds and how hard for them to level. And small guilds never had 100 players. So, for small guilds, will it be a restriction for 100 or 50 players in the guild nothing changes as they don't reach even 50 players limit.
As for the guild functions and lacking XP to have all of them at the same time, the concept was explained by me earlier this morning.
 
There's something about it ?

It encourages participation. Think about it. People buy packs with intent on running them. If they set them down, the value goes down. If they take too long, the value goes down. If they get robbed, they get nothing. They're fronting all of the financial risk for a large reward.

The same logic would hold with guild leaders. They're spending their HIGHLY valuable guild XP to get the quests for their guild. That guild leader has to make sure that the additional quests aren't a wasted expense and encourage participation. They front the risk by spending the guild xp, but could reap decent rewards by having a ton of people participate and have the quests pay for themselves. If their guild doesn't participate, they wasted guild XP. Risk of investment vs reward. The game is filled with things like this. Look at regrading. It's 100% investment -> risk -> (maybe) reward.

It's a pretty solid idea.
 
TripleDip and Aviendha, I don't understand your complaint about lack of xp for guild functions. You don't even have guild functions unlocked.
as explained by rage. we can do them easily, yet just to even keep JUST THE BUFF up and running it would halt all of our exp gain to even try to level up. so what you're telling me is that we now have to wait over a years time to max level and make sure we have nothing else to do with the exp to even use our buffs? the concept is simple. the big guilds are already level 8. so they dont need to worry about the exp rates. AND they had full access to the "experia bug" you guys so meticulously hate. yet all the guilds who werent able to reach level 8 by then are now considerably fucked in terms of exp gain. even with my guild currently having 15 active a day isnt enough to offset the MASSIVE EXP NEEDED to even level our guild from where it is to level 8. THEN we would be free to use the guild buff we vicariously have grinded the past month for (with experia)
 
small guilds of course never had 100 players, but some including ones ive seen on live. use experia to level themselves. may take 2-3 months to max their guild, but its still massively shorter than the sorry ass excuse you expect people to grind over a YEAR for. honestly you guys do know the siege system changes pretty soon anyways. so why even remove the "experia bug" when thats what people werent really even using it for. (experia bug) still works on live and unchained to this day by the way. I gurantee the reason it was kept is because the devs for live even knew the exp system wasnt anythin balanced so decided to keep it in for the sake of allowing people to do what they want with it. its not game breaking. and honestly your argument of "we removed it because guilds who own castles were abusing it is a sorry excuse. any of the "blocking guilds" people have set up can still block with zero issues. SO to offset that debacle we brought to your guys the staff's attention on why the guild exp system and quests to gain exp is faulty, too large for the playerbase here, and needs some serious reworking or else no one will be able to make a guild and reap the benifits of any of the guild functions. because no one is going to want to spen 2+ years leveling a guild to max to get a good buff that lasts week per week. get it through your guys head. this is something that is in major need of fixing or changing. please do something about it or all you are doing is crippling any new people or groups who want to join and create their own guild.
 
so in summary. the problem at hand is after the removal of all people being able to harvest experia due to your "guild castle" issue. every guild below level 8 has to say bye to getting to max level due to the insane amount of exp grind needed to even hit that cap from where even my level 6 guild stands. and no "other people can sell me or aviendha the buffs" becuase it costs even a level 8 guild to much exp to sell said buffs to make it worth while without that said guild losing exp for a week or 2 over it. yet you guys wont change the exp required to hit level 8 becuase why? "its meant to be a lengthy grind" is bullshit, no mmo i have ever played forces a grind of well over a years time to smaller guilds compared to bigger ones just to obtain better buffs over the lower levels. its just unfair. why is it that a smaller guild beforehand could still make lvl 8 doing the exact same thing a big one could? experia was that reason, but now you take away for only big guilds on server to even find that obtainable. and the issue that befalls that area is that all the big guilds are already max level. and the smaller ones are left in the dust to grab at the dirt hoping to level sometime in the next year?
 
A perfect solution to the problem Triple is busy tossing word salads about would be to give guild XP for the new daily quests. That way, an active guild can take on all the extra quests that they can afford and reasonably complete, and wind up getting extra experience on top of the cost.
 
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