Hi, I have several suggestions in regards to guild point scoring. Others please feel free to comment as I am sure there are many pros and cons to the current system as well as to some of the suggestions i am making.
1. Awarding guild rewards to members based on the current performance for the current guild war season. Right now rubies are rewarded based on cumulative honor points that have been accumulated in current and all prior seasons. This is unfair to members who are new or are pushing hard one season to not get the benefit. As of now there are two members on our team as just an example who have not played the game for over a month. They make up 30% of the guild points and they are just collecting rubies for free for no effort. It would be nice if some of our newer members who are pushing to hard could see the benefit as they make up less than 2% for some and they are playing hundreds of games last season and the current one and all the rubies are going to two inactive players. Anyway that's my two cents.
2. Awarding or taking away guild points for timeouts. There are some instances where guild loot is turned on and one can simply timeout vs a stronger player to avoid getting looted. One call also simply timeout anyway without losing honor. Whether or not this should be changed I am not sure, but would create more incentive if honor is loss in my opinion.
3. Guild looting. Pretty much only 4 guilds currently use this feature. The big part for this is that there are a few guilds that are strong and there is little to no incentive for 90% of the guilds to use this feature. Medium level guilds would require low level guilds to have it turned on to justify the medium guilds turning it on. As i believe players should be rewarded more honor for more play i believe this needs to be looked at and possibly changed. how to create a system where more looting is in play as well as favoring more play so that the free player can benefit as well. One suggestion would be to require all top ten guilds to automatically activate guild looting if you are in the top ten. And to reward weaker players in the guilds honor for playing more i suggest the guild looting numbers be altered. One idea is to loot more honor than is lost. For example if you loot 80 honor from one individual then that person only has 40 honor looted from them. This will encourage the weaker player to play on so that all of their honor is not simply being taken away from them and they feel like they are getting no where.
4. The ability of the guild president to kick inactive members after a certain amount of time penalty free. So currently, the president may only kick members who have less honor than him. This may be to prevent the president from abusing his power or removing someone unfairly who has worked very hard and is actively playing. All of this makes perfect and fair sense as we do not want to be unfair to that player. However, there are instances where such a player has gone inactive for periods of time and are simply taking up a space in the guild that some other deserving individual could have. In this case the script is flipped and the inactive player has no justification to stay in the guild. As is very expensive for the guildmaster to be kicking players he loses so much of his honor points. the ability to kick an inactive player should be allowed and considerably penalty free for the president for such a player. This seems to be happening in many guilds.
5. Next the concept of immunity of guild members. Currently, guild members of the highest contribution are immune to being kicked. This concept is of most importance and should be kept and even built upon. The only exception is when they go inactive for lengthy period of time. This has already been covered from the presidents point of view. It is merely being restated from the players point of view.
6. Next is the concept of return. If such a guild member is to ever leave the guild. They should be able to return with all of their previously earned honor rather than to start over. This can easily happen that a player disappears for some unknown real life reason and is kicked only to return and realize they were removed from their guild. They should be able to return with their previously accrued honor points.
7. Lastly, is the concept of total honor points accrued. If guild war awards are based on cumulative honor points then this concept makes sense. But if guild war awards were to be based on current guild war performance as many believe it should be, then this leads to the question of whether or not cumulative honor points even has any meaning since it would then not factor into the calculation of any of the rewards. It would only factor into whether or not their guild president would have the right to cancel their membership.
Anyway, I hope these suggestions are commented on by the other players.
Guild Point Scoring Suggestions
Re: Guild Point Scoring Suggestions
agree with book 100%
guild points should be separated from season to season. that way every member will get % earned that season + new members will have same chances to get fair prize.
other thing is president loosing points for kicking out. that s not fair at all..some people leave game and one man must suffer. better do something like after 15-20 days president can kick member without penalty if member not contribute single point (or something like that)
restriction- president must have more GP than member who need to be kicked is not fair also. been in guild where president make guild for free players and not played much. many players give up and they stay there forever getting prize without contribution more than a month or two. simply not fair + they taking spot to someone who rly want play.
idea of guild loot that book gave is great. top ten automatically must have loot on. at least 2nd week.
guild points should be separated from season to season. that way every member will get % earned that season + new members will have same chances to get fair prize.
other thing is president loosing points for kicking out. that s not fair at all..some people leave game and one man must suffer. better do something like after 15-20 days president can kick member without penalty if member not contribute single point (or something like that)
restriction- president must have more GP than member who need to be kicked is not fair also. been in guild where president make guild for free players and not played much. many players give up and they stay there forever getting prize without contribution more than a month or two. simply not fair + they taking spot to someone who rly want play.
idea of guild loot that book gave is great. top ten automatically must have loot on. at least 2nd week.
Re: Guild Point Scoring Suggestions
"One suggestion would be to require all top ten guilds to automatically activate guild looting if you are in the top ten"
I totally disagree, my alliance (Orcos vimara) was 10 the two previous guild wars and us not suit us at all.
Half of my players and myself are free players and we lose more than win in direct confrontations against pay players.
You cant force us to lost DPs because you want it.
I totally disagree, my alliance (Orcos vimara) was 10 the two previous guild wars and us not suit us at all.
Half of my players and myself are free players and we lose more than win in direct confrontations against pay players.
You cant force us to lost DPs because you want it.
Re: Guild Point Scoring Suggestions
actually what you say is at the heart of the problem. There is neither value or incentive for 90% of guilds to turn loot on. Requirement is not necessary at all if incentive is created instead. Such would be the case if more honor was gained from looting than was loss. Such would also be the case if there was a daily reward for completing five matches with guild loot on. Say 200 gold and 20 rubies. Guilds could enable this feature for short period of time. Also could give 5% bonus coin or DP in coin bet or ladder matches. Could also be the case that guild war requirement only be an enaed requirement on the last two days or for the top three teams.
To further elaborate and expand up on the idea is to create a looting system comparable to the ladder system where the stronger player is worth more honor for defeating and the weaker player is worth less honor for defeating. This could actually propel some weaker guilds into contention and motivate the weaker player to play even more which is overall good for the game. As we know all to well more DP is gained when winning in ladder than is lost. One can also spend energy to do boost and could also look at the possibility to spend energy to HP boost as well. There are many ideas to explore that can benefit everyone I just feel like the current feature is pointless but if it stays the same I don't believe anyone would really be upset.
To further elaborate and expand up on the idea is to create a looting system comparable to the ladder system where the stronger player is worth more honor for defeating and the weaker player is worth less honor for defeating. This could actually propel some weaker guilds into contention and motivate the weaker player to play even more which is overall good for the game. As we know all to well more DP is gained when winning in ladder than is lost. One can also spend energy to do boost and could also look at the possibility to spend energy to HP boost as well. There are many ideas to explore that can benefit everyone I just feel like the current feature is pointless but if it stays the same I don't believe anyone would really be upset.
Last edited by -bookie- on Mon Jun 08, 2015 1:10 am, edited 1 time in total.
Re: Guild Point Scoring Suggestions
I think that forcing the first 10 would take us forever out to contest the top 10 .
The other top 10 always earn more.
Now thanks to the fear that they have a lot of medium guilds you can choose to fill the gap.
The gap for us is the last position of the top 10.
Let us try to be the best in the rest, your idea automatically expel us that all earn more points, but the other would win more than us.
The other top 10 always earn more.
Now thanks to the fear that they have a lot of medium guilds you can choose to fill the gap.
The gap for us is the last position of the top 10.
Let us try to be the best in the rest, your idea automatically expel us that all earn more points, but the other would win more than us.
Re: Guild Point Scoring Suggestions
The idea that the loot could benefit the weaker player more is of even mich interest to me. There are some free player in our own guild which is why we do not enable loot bc it puts them at an unfair advantage to gain honor than those of us in our own guild. Even this is why many top guilds do not enable bc is unfair to their weaker or free players. If to create a system where the weaker player is scoring much honor for taking down the top player then your fear is unnecessary as you would benefit the most as would the game. Additionally this would encourage some too guilds to recruit weaker players as well rather than stack. And you may find the opposite where the top ten guilds have loot turned off and the bottom 15 guilds have loot turned on @.@
Such a system could allow guilds at level 6 catch up to guilds at level 11 rather than continue to fall behind and create a permanent hierarchy over time.
If one could create a system that a win would capture 1% of a the defeated players TOTAL accumulated loot (all loot) and a loss resulted in a .7% loss of your current loot this in fact would level out the oral accumulated honors in a guild such allowing a new member to catch up to their guild mates. The current system now never allows a new member to catch my 180,000 honor points. This becomes fair to the new guild member and allows rewards each season to be more reflective of their recent performance. This also keeps a pay player from running away with unwatchable honor points while allowing the free player to keep pace and get rewards for big take downs. Simply all ecb wood need to do to implement such a system is reset all players honor to zero in the next update and allow the system to balance things out.
Whereas the current ladder system does not necessarily reward playing a lot of games just beating a lot of good players at the end, a guild war should probably be some combination of beating good players but ALSO playing a lot of games.
Lastly you will find that there will likely never be another new guild. There are already more guilds than there are prizes and because of the "established hierarchy" no new guild could level up fast enough to catch up. By rewarding prizes to all the participating guilds you will do less to limit the games growth. You should also explore how can a new guild sprout up and have any chance to compete against an established guild...? It is unlikely you will get someone to spend money on forming a new guild in the current setup.
Such a system could allow guilds at level 6 catch up to guilds at level 11 rather than continue to fall behind and create a permanent hierarchy over time.
If one could create a system that a win would capture 1% of a the defeated players TOTAL accumulated loot (all loot) and a loss resulted in a .7% loss of your current loot this in fact would level out the oral accumulated honors in a guild such allowing a new member to catch up to their guild mates. The current system now never allows a new member to catch my 180,000 honor points. This becomes fair to the new guild member and allows rewards each season to be more reflective of their recent performance. This also keeps a pay player from running away with unwatchable honor points while allowing the free player to keep pace and get rewards for big take downs. Simply all ecb wood need to do to implement such a system is reset all players honor to zero in the next update and allow the system to balance things out.
Whereas the current ladder system does not necessarily reward playing a lot of games just beating a lot of good players at the end, a guild war should probably be some combination of beating good players but ALSO playing a lot of games.
Lastly you will find that there will likely never be another new guild. There are already more guilds than there are prizes and because of the "established hierarchy" no new guild could level up fast enough to catch up. By rewarding prizes to all the participating guilds you will do less to limit the games growth. You should also explore how can a new guild sprout up and have any chance to compete against an established guild...? It is unlikely you will get someone to spend money on forming a new guild in the current setup.
Last edited by -bookie- on Mon Jun 08, 2015 2:02 am, edited 2 times in total.
Re: Guild Point Scoring Suggestions
I see very difficult to implement that you suggest.
Re: Guild Point Scoring Suggestions
I totally agree with making guild war rewards based on contribution in actual season.
Guess who will join the top 3 guild in half a year... takes ages until they get some reward.
so nothing to think about this change.
The other part with looting honor is more complicated but its worth a try giving low ranked guilds more honor and forcing top ranked guilds to have it turned on by default.
I'm not sure on the details and it may take a few tries to find out what works best to make the game more balanced and attractive for new players.
Guess who will join the top 3 guild in half a year... takes ages until they get some reward.
so nothing to think about this change.
The other part with looting honor is more complicated but its worth a try giving low ranked guilds more honor and forcing top ranked guilds to have it turned on by default.
I'm not sure on the details and it may take a few tries to find out what works best to make the game more balanced and attractive for new players.